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Jarrett Ang

88
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A member registered Feb 25, 2019 · View creator page →

Creator of

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Hi, thanks for playing! I agree, some of my puzzle designs were rushed so it wasn't as intuitive to solve. Unity's WebGL blindsided me, and I would definitely need at least another week to optimize and fix the many visual bugs.

Nice game! When I first launched, I thought I was going to have some intense Mirror's Edge parkour, but an idle game is a nice surprise. I like the different fonts used for the co-workers so I can tell who is who (or is that my imagination?). Sometimes I miss dialogue as I was busy reading numbers and calculating in my head, so a chat history would be nice for me, or game's conversation could be happening in a chatroom on a second screen on the left instead as a more diegetic option. Good 15 minutes spent.

Thank you for your comment! I would also like to thank Kenney Assets for the artstyle😉

Wow, thank you for making that bold statement! My dumb*** thought it would be a good idea to do this Chili Code Jam and Winter MelonJam back to back, but now that the melon jam has wrapped up, I can finally review other jammers' games and increase engagement 😊

Wow! Thank you so much for all the kind comments. I finished playing The Witness recently and some of its puzzle design philosophy rubbed off on me (I definitely ripped my hair out and a few pages on my notebook playing that game). I won't be working more on this game anytime soon as I have other work commitments, but I'm hoping that some other aspiring game developer in the future will enjoy playing this short game and get inspired to make a longer, more polished puzzle game similar to this. :)

Thank you! Those were really hard to design properly without being frustrating to solve. I'm happy you enjoyed them and there's definitely some I would refactor if I had more time.

Thank you fellow 3D game submitter

Glad we are all on the same wavelength here👍

Thank you for much for the kind comments!! The shadow puzzles were a feature that sounded cool in my head until I tried to implement it and tried to get it to work on Unity's WebGL, then it wasn't as cool anymore. As a result, I decided to be more lenient with the scoring criteria for the shadow puzzles so people can actually solve them (even if it's accidental).

Thank you for playing! It's great to hear that the game can be picked up relatively quickly, especially because I didn't add any tutorial or instructions other than the one line controls text.

Wow, thanks for playing! I'm happy you enjoyed the game! I'm also glad to hear that the art style matches nicely, especially because I don't know the first thing about game art, so I followed the KISS design principle.

Thanks for playing, I'm glad you had fun! It took me a good half of the day of studying other games (mostly Enter the Gungeon) and some blank paper before nailing down that door core mechanic, so it's reassuring to hear that it turned out well.

Thanks for playing! I'm happy you enjoyed the game. I wanted to add a bootcamp style tutorial area to the game but ran out of time. You know what, it's about time I started implementing some basic volume control in my game jam games. I'm going to place it high on my priority list on the next one.

Thanks for playing, I'm glad you liked the core mechanic I decided to build the game off of! Pretty much the main reason why the graphics are simple is because I'm hopeless at digital art, so I mostly made do with the default Unity shapes. If I had the competency to do art on a similar level to The Lost Mummy, I would do so in a heartbeat.

Thanks for playing! Oh dear, I hope the lag wasn't too bad. Although, it's reassuring to hear that the game is still enjoyable even when it runs poorly!

Thanks for playing, I'm very happy you enjoyed the game! "SFX/s" is not a unit of measurement I expected see in my lifetime, although I estimate this game has an average of 2.5 SFX/s.

Thanks for playing! Now that you've mention it, this is kind of rogue like game. I can't believe I didn't realize it up till now because I forgot the term rogue like exists. Anyways, that's good, because the initial inspiration for this game is Enter the Gungeon.

Thanks for playing! Yup. I feel I should make the game start easier with less enemies and lower stats, so it's more forgiving in the beginning to newer players.

This is a pretty interesting game!

  • I really like how the main menu changes as I complete levels, and how I can unlock the menu doors in any order I want. (Am a little sad that all the doors are locked again when I refreshed)
  • I also like how sound effects and victory jingle sound very spacey, which I feel fits nicely with how the game looks
  • This puzzle design interpretation of the theme is great 5/5
  • Although I'm curious, is the time at the bottom used for anything? It would be really neat to see my best times for each level
  • The end button color's having a rainbow color change, like the player's,  would look cool

Thanks for making this game, I hope you had fun while creating this!

This is a interesting game!

  • I like the little animations like the guy's hands raising every time he jumps
  • I also like the sounds effects used, as well as the music as it doesn't feel repetitive after listening to it for a while
  • Although, some coyote time would be nice. Especially on the 5th room, where there is a lot of jumping parkour
  • Might want to add 2 arrows facing opposite directions on that flipper portal thing, as I thought it only flipped gravity one way (in the direction the arrow was facing)

Thanks for making this game, I hope you had fun while creating this!

Thanks for playing, I'm glad you enjoyed playing the game! Yeah, invincibility frames would be good to reduce the difficulty a bit as well. Right now, only the guns firing causes screen shake, I plan to make kills and hits do that as well.

I'll like to add one more thing to that list as well, some touchscreen controls.

This is a interesting game!

  • I like the little animations that plays before the door launches and when the coffins land
  • As well as impact of the screen shake when the door launches
  • C'mon man, you're killing me here, a rectangular door on an arched doorway
  • Is it intended for the blue coffins to produce green splinters? Because the other two types (initial and regular) produce splinters of their respective colors
  • One fun thing I like to do is wait for the last 5 seconds and start flinging doors like mad, turning the whole room brown

Thanks for making this game, I hope you had fun while creating this!

Yup, now I just got to remember to make that change in 2 days. Now, I'm curious why left ctrl is the default for Fire1.

True true. I should have definitely spent more time tweaking the spawn area, especially the green room where shotgunners usually spawn.

Thanks for playing, I'm glad you liked the game! Super Monkey Ball looks like a fun game, so it's great that this game reminds you of that.

This is an amazing game!

  • The use of PostFX here is so beautiful, I just shed a tear. When I played with it on, I just couldn't play with it turned off again
  • The camera zooming in to the right when the ball falls is very brutal (and causes 90% of my deaths) and I like it
  • Thank goodness the ball moves right on its own which has saved me a couple of times
  • I like how you gain points faster after being in the air after some time, otherwise I would have just played it safe all the way
  • This game reminds me of Dune! on the play store but this is more exciting

Thanks for making this game! I had fun while playing it and I hope you had fun creating it!

This is a pretty interesting game!

  • The grappling hook is a very cool mechanic, and it's used really well throughout the level
  • The controls are pretty intuitive and I got the gist of it pretty quickly
  • Although, here are some tips that I feel would improve the gameplay experience,
  • Adding some "coyote time" would be godsend especially for the longer jumps between platforms
  • Visually differentiating the climbable and non-climbable walls would be nice so you don't have to use text (for example, using different colors)
  • Having a box collider for the top would be helpful (the edge is rounded so I keet slipping off the edge)


Best I can get is 16:03, oh well.

Thanks for making this game! I hope you enjoyed yourself while creating it!

Wow! Thank you for playing and I'm glad you enjoyed the game! Tbh, since I've played this game for almost 6 hours total while play testing, I've gotten pretty used to it. The jump in the gameplay gif was part of my first recorded run (I decided to use that jump part cause I thought it looked cool).

Also yes, the level is randomly generated and the algorithm it uses is pretty basic. The level can be broken up into "pieces", like Lego pieces. Here's an example of one type of piece prefabs I call "DownLeftTurn",


The game chooses a random piece to spawn next and connects it to the previous piece at one of the bottom red nodes (And this basically forms the string of pieces you see in the game). On the other hand, the prop spawning uses a separate system, it spawns a random number of random props at predetermined points on the piece.

Something small but, the sun in the game points directly down, so you can to use the shadow to kind of gauge your current rotation.

Thanks for playing! That's weird, I've just tested the web and windows version and the arrow keys work the same as WASD, so I'm stumped on what's causing that issue. Also this game is evil and tests new players' abilities unexpectedly through trial by fire. ha ha ha ha!

This is a very engaging game to play!

  • The game's name is a pun on balance so this game instantly deserves 1st place
  • This is the first game I've played in a long time that actually as a web version and I'm thankful ;v;
  • Pretty intuitive controls, I got the gist on how to play pretty much instantly
  • I really like how every action has a "weight", for example jumping (I like stomping the land seesaw down)
  • Details like the recoil when shooting and jumping stretch and squish are pretty neat
  • Sometimes, I go back to the main menu and the high score displayed is 0, and I get a heart attack

Thank you for making this game! I had fun while playing it and I hope you had fun while creating it!

Thanks for playing! I'm glad you enjoyed the game! In the first version, the player would actually lose if they went on the underside but I decided to scrap that and allow the player roll on all sides, and I'm glad I did that.

This is a very thrilling game!

  • Thanks for the free "Builds" shortcut in the GOOM Windows zip, I'll be sure to cherish it!
  • I really like the "All Time" and "Past 24 Hours" leader board feature! Not many games have the "Past 24 Hours" one and I appreciate that
  • I also like the details of the screen color tint change and  player moaning when you're very low
  • Not sure if anyone reported this already but I found a small bug feature

While still holding down the fire button, swap the gun (works normally), but swap again (and only the model changes, the gun still fires the last selected type)

You can make the base gun shoot acid and vice versa. (Swapping twice again will make the guns shoot the correct type again)

Thanks for making this game! I had fun and I hope you had fun while creating this!

This is a pretty funny game!

  • Very initiative gameplay, I got the gist of it pretty much instantly
  • The jingle that plays whether I get a score in the top 5 is pretty neat
  • The animal obstacles and the ways to deal with them are interesting and requires skill to multitask (which I'm not good at)

Funny thing I've found while messing around, not sure if this was intentional. If you hold puff while tapping tilt right, the elephant sprite will remain in the most left puff you've went, but its position still changes right. So you can make the elephant sprite float or sort of sit on ball.

HeFloatsHe Sits

Thanks for making this game! I hope you had fun while creating it!

This is a very interesting game!

  • This game has a really good interpretation of the theme! A balanced diet, genius.
  • I really like the detail of the nose snot as health decreases and the unhappy face as the happiness decreases as well as how they're separate/independent from each other
  • The magnet is really cool, especially how it only attracts the things you need to make the bars balanced
  • Having an online leader board is awesome to me as I'm not capable of doing one properly yet
  • Although, you might want to fix the scroll sensitivity in the manual, I spent a few minutes scrolling to the end (it was worth it)
  • What do you mean eating knifes are bad for your mood and health? I eat one for every lunch!


Please help, I can't get the game to recognize that -2626 is the superior score to save in the leader board compared to my inferior score of 5718

Thanks for making this game! I had fun playing it and I hope you had fun while making it!

Thanks for playing! I'm glad you enjoyed yourself and managed to get into the flow. Yeah, I was getting desperate for time so I decided to reuse the same sound hit effect for everything. I'll probably take the time after the jam completely ends to find more appropriate hit sounds for the respective objects.

Thanks for the compliment, I really appreciate it! Although the visuals wouldn't have been as great without the MVPs Kenney assets and Unity PostFX.

I'm not sure if you have but, it's probably a good idea to message KB first on whether you can update the game first (because the jam is technically still ongoing as the top 3 games haven't been chosen and the streamers hasn't started)

This a great looking and fun game!

  • I really love the atmosphere of the room combined with the glowing lights!
  • The detail of the music fading out when you're about to lose is pretty neat
  • Very thankful for the leniency of the clickable area of the button, especially the further ones
  • Having an online leader board is amazing and you have my respect
  • And after 3 minutes of clicking, I've  realized that this was not a game about dexterity but a game of endurance
  • Another 5 minutes and I gave up on clicking the lights on the top 2 levels and just focused on the bottom level
  • Another 10 minutes and I let my poor wrist rest by focusing on a single light
  • Another 8 minutes and I decided the honorable way for me to lose was by making every light the same color
  • At last, I lost with a respectable score of -53480

Thank you for making this game! I've had fun and I hope you had fun while creating this!

This is a very interesting game!

  • This is a pretty clever interpretation of the theme! And pretty hilarious as well
  • I like how this game tests your memory, and I realized how much I sucked at remembering the drink
  • Pretty lovely bar background and a very useful arrow indicator!
  • Although, personally I would have preferred to be able to freely choose between the two instead of being forced to talk to the one selected alternatingly

I don't think this is the intended design, but I've discovered surefire strategy to get at least 2000 points: 

  1. Start the game
  2. Run away from the table without starting conversation with first girl
  3. Enter the table with the second girl but don't start conversation with her
  4. Both of their timers should stop ticking
  5. Wait for time to run out
  6. 50 * 40+ is at least 2000 points

This might also be a bug, but after a few more attempts to break the game replays, the orange-hair girl just refused to talk to me (maybe she found out about the double date, I wish the guy best of luck)



Anyways, Thanks for making this game! I've had fun and I hope you had fun while creating this!