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HappyTurtle

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A member registered Jun 15, 2018 · View creator page →

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(1 edit)

Please post any feedback related to game mechanics, potential polish, and overall game design. Additionally, let me know what you think of this idea. Is it something you'd enjoy playing once it's thoroughly developed? What possible features/ideas could I implement to improve your experience in the future? Thank you in advance! Your feedback is greatly appreciated!

Hey, thanks for playing! I totally agree with the absurd precision being overkill (everyone has said something similar about it). I really wanted to change it but the deadline was brutal to keep up with. I really like your feedback for improving it and plus it would still maintain the precise timing element. I could probably scrap the whole shooting element in that case. Thanks again and I hope you have a great day!

Glad you enjoyed the game. I didn't intend for the beginning to be hard but I'll chalk that up to lack of experience with level design. As for the bullet disappearing, that was a poor design choice on me for using physics (which I'm not particularly good at) to shoot as opposed to some other means. Overall, thank you for the great feedback!

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Yeah, that's suppose to be the end of the game. I set a challenge for myself to do the jam solo despite being away from game dev for over 3 years. Unfortunately that meant I had to sacrifice many details like an explicit ending, fine-tuning gameplay, and minor bug fixes like the player running in place when they cross the goal line (let me know if I misunderstood that).

Oh! Ok, thank you! Hope you have great day.

Love this game! Especially, the color switching idea!

I really like what you have going here. Some feedback for bugs and polish besides what everyone else has covered:

  • After unlocking the running loop, I was able to reach the far right side of the level and ended dropping off forever. Pretty sure I wasn't supposed to do that but the fog of depression couldn't "kill" me. Could be fixed with balancing tweaks for how fast it builds up or maybe it could serve as story element (a morbid one though).
  • Adding some small text blurp while the player is in the fog would help immensely. I found myself pretty confused why it didn't reset me instantly and ended up thinking it was a bug until the third loop when it finally made sense.

Overall, great work! Depression is brutal and a tough story to tell but you have great foundation for something special here.

Thanks for playing! Glad you had fun. If you have time to spare, could you tell me what part of the game broke the two color rule? I'm sure I missed something as the days started to blur together.

The main culprit was the text to speech. I was under the impression it should read text that the player is hovering over but it simply reads all the text.

It's mainly during gameplay. After I woke up Sofia, some letters were only being partially drawn. Should've taken a screen shot of it, sorry I can't be more helpful than that.

Always love souls-like games! Though this can't really be that since the boss is virtually impossible. Love the artwork really well done! This game seems like a great idea to continue developing and improving especially with looping rooms but replacing the boss after beating them. That would probably work better for showing player progression while still keeping them imprisoned for their crime.

Wow! Love it! I was playing the with Nathan waiting to see how the jam's theme would be implemented and then SURPRISE! Sofia takes over and that's the loop theme. Only critique I can offer is text visibility in the dialogue. Noticed it would just drop letters here and there though I'm unsure if that's a byproduct of the tools being used.

This reminded of Excitebike! I just wish there was more gas spawns (it felt a bit to luck-based to pass the qualifying round)

Neat story idea. I like how you thought of accessibility and added options for it but some of them didn't work well (looked like asset from another creator which would explain that).

Love how blunt you were with the theme! It's literally a loop!

Wow! I knew I'd like this game but it was way more fun than I expected. Love the little dialogue between the chief and chloe. Lacking a loop mechanic works out better for this game. You keep the gameplay simple but fun and make up for it by way of story and writing which is awesome! 

The only things I can really critique are the audio volume (SFX mainly the culprit here) and not telling the player they can wall-jump (surprised the heck out me and made the game even more fun when I found out).

Like the idea but I feel like the execution was off. Quick disclaimer before my feedback: I didn't finish the first level. My initial thoughts: love the music, don't love the menu screen (bloom was overdone on text and it kind of hurt my eyes a bit). 

Some direction/advice would be nice after entering the first void bubble. I got lost and couldn't figure out where to go next which eventually led to me not continuing. Also, the dealing with the flying enemies is something that could've addressed with text in the tutorial menu. I figured out how to handle them quickly but not everyone is willing to experiment and try stuff out.

Fantastic game! Really like the "field hopping" level. The player animation is a bit trippy the first time you see it. I would've like to see the "field hopping" idea used again in another level.

Fun game! I think using different jumping mechanics would've worked better (feels a bit too floaty for being a robot). Art-wise, I like the color scheme but as SkyLike said toning down the brightness would make it easier on the eyes. My game had a very similar idea of platform creation but I like your implementation more than mine (you actually made it necessary to use all available platforms).

Thanks, you just made my day 1000% better! I still have so much to learn and improve upon (so many outstanding VGM folks in the jam). Happy Holidays!

Thanks for that! Really appreciate that reassurance and I'm glad you enjoyed the OST.

Thank you! Glad you enjoyed it!

I know! I actually decided to develop the game now for that reason. Glad you liked it!

Thank you so much! Glad you like the harmonies. I was worried they'd sound too harsh on anything other than my guitar. I really wanted to make 35C's Fizzle Pop longer but didn't have time (maybe for the newly planned game late next year).

Thank you for the high praise! Honestly, most of the accidentals and crazy polyphony came about due to the tight deadline. For example, in 35C's Fizzle Pop the C section second melody was me rushing and copying/pasting the lead a third interval higher.

Ooh! Terraria! Didn't even think about that! Glad you liked it l!

Thank you so much! Glad you like it.

Didn't feel like it was necessary since the project turned out to be more of a prototype/unfinished game rather than fully fleshed out game.

Nope, we used Unity's cinemachine and made some tweaks to it.

Hey Naver, thank you for the feedback and for playing. Apologies for the bad camera work, we unfortunately had a ton of technical issues that severely affected our time to polish the game more. In the future, I'll place more importance of camera work now.

Thank you for providing more details. I really appreciate it and will work towards improving  in camera work, character controls/movement, better level design, and having more clarity in the player's goals. Again, thank you for playing the game and for the feedback!

First of all, thank you for playing the game and giving me feedback. Would you be able to better explain what is it that makes you dizzy concerning the game? If "dizzy" meant "no communication or direction", then could you explain what mean by those? Is it a lack of a tutorial, no way of knowing where enemies are, or etc.?

Mech combat is always fun! Thank you for checking out the game, Anthony!

Enjoyable and cute mayhem that I don't encounter very often. Biggest drawback I can think of it the PC controls being inconvenient. Not so noticeable in strategy mode but more prominent in mayhem mode.