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JaydedCompanion

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A member registered Oct 11, 2016 · View creator page →

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Aha, yeah I think I know what you mean. Definitely something to prioritize, thanks for the feedback. As for the inputs, I definitely thought I was clever by reducing the number of inputs by just using W and S for throwing, since they did nothing otherwise, but it would definitely be a good idea to include alternative controls. And I fully agree, unfortunately the deadline's biggest impact on the game was the fact that we didn't have the chance to make any levels. The one level in the game was haphazardly thrown together the day the jam ended and definitely leaves a lot to be desired in terms of pacing, etc. The plan is definitely to have the introduction of new mechanics be spread out over the course of ~8 levels or so. Thanks so much for your feedback, I really appreciate you taking the time to draft up all your thoughts! (And apologies for the delay in my response)

And yeah, the main menu thing was kinda on purpose, though it didn't work out as intended. The plan was to have the player walking left act as a "Quit Game" button, but because WebGL games cant' be quit it just kinda looks like the game's bugged 😅 I promise it's cool on standalone builds tho lol. Definitely didn't consider that a machine piece could get thrown over there though, so that's also an excellent catch, thanks so much!

 Took me a while, but I finally got around to playing it. Great work!

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My initial impressions were absolutely correct; this game's visual style is absolutely incredible and manages to create a wonderful ambience. I'm generally not a fan of walking simulators, but each level did a good job of not overstaying its welcome; I enjoyed each one thoroughly and when I felt like I had had enough was right around the same time I found Galatea (assuming that's the name of the character that takes you to the next level). Wonderful work, and I'm glad you were able to get this uploaded!

Thanks for playing! I'm glad you enjoyed the idea. I've gotten a lot of feedback mostly regarding issues with the wonkiness, may I ask for more info on what you found to be janky? I'm considering polishing up the game a bit once voting ends, so I want to know what to focus on. Thanks!

Thanks so much! I ended up spending more time on the animations than I should've (it's my first time making a fully procedurally-animated character), but clearly it paid off to some extent haha! I hope you all get a chance to share your game, it's evident that a lot of effort went into it. Looking forward to playing it!

Thanks so much! Yeah I ended up prioritizing style over substance a little more than I should have 😅 a lesson learned!

Thanks! 🩷 Yeah unfortunately there were plenty of bugs that we knew of, but we had to prioritize other things to finish the game in time for the deadline (and even then, we didn't get very far lol). Thanks for playing though!

Not as short as the game itself, though! 😂😅

This is... insanely clever. Amazing job!!

I'm so sorry to hear that 😭😭 I was going through the submissions page to rate some games and this one caught my eye, so sad to hear you couldn't get it uploaded in time :( please feel free to reply to this comment or w/e when you're able to submit a build (I assume after voting ends?) I'd love to give it a shot. Even the screenshots look fantastic!

fun idea, cute and well executed! I agree that hitting the ship is a little difficult at times, and it might be a good idea to push the player away after each successful hit, or have some way of juicing up the impact of the revenge attacks. Well done!

Super cool concept and very well executed! I can tell special care was taken with mechanics like coyote time. The visual style is also very nice!!

Super cool concept and very well executed! I can tell special care was taken with mechanics like coyote time. The visual style is also very nice!!

Incredible work! Perfect concept and execution!

whoah, this is really good! Art looks amazing and the concept is solid

Glad to see some PICO8 games in the submissions! Pretty good concept and rather well executed! :D

Fun(ny) idea and very polished look!

😂😂😂 yea, I really hope they do, too!

Thank you so much! This comment really means a lot :) I definitely plan on releasing a commercial game sometime in the future, but I'm glad to know I'm not too far from making something that people are willing to pay for ;) 

Hi! Thanks for letting me know, should've caught that myself 😅 I'll fix the bug but I won't upload the update unless there's another critical bug that needs fixing, as for some reason making a build of the game seems to break the dialogue half the time and I don't want to risk breaking the game yet again. As for the dialogue not being available after the first message, that bug should be fixed in the updated builds so give that a look if you're interested :)

Ah I see. Yeah building from a mac, or running that command and then uploading the build will only solve users having to run the command themselves, but yeah, the security thing I believe can only be resolved by signing the app through Apple which... no thanks. Good to know that running it through Itch.io desktop app fixes the problem, though! Good tip :D

Hello! I've pushed a new update that adds a button to the top of the message screen which will allow you to disable the pixelation effect. Do give it a shot if you're still interested :)

Hi! Sorry about that, you're not doing anything wrong, just some weirdness caused by Unity. Please try the new "Updated Post-Jam" versions if you'd like to give it another shot :)

Hi! Sorry about that, I had some trouble tracking down the bug but it should finally be fixed. Please try the new "Updated Post-Jam" versions if you'd like to give it another shot :)

Also as an unrelated lil' tip, I was checking out your other games, A Crimp in Time in particular, and I noticed the little section about running the game on macOS. If you can get someone to run the chmod command for you (or if just make a mac build from within a mac it will do this step for you), you can upload that version of the program directly to Itch, and players will just have to right click > open to bypass Apple's "security precautions" without having to meddle with the terminal at all :)   (If be willing to do this for you, if you'd like, though because you'd be taking responsibility for something someone else modified you might want to have it done by someone you trust well) Keep making great stuff!

Oh, I'm glad you enjoyed it enough to give it another shot! I was actually considering having a button to disable the effect outright for this exact reason, but unfortunately I was very tight on time (I left the upload running overnight on the 26th and it finished uploading around 15 minutes before the deadline). Anyways, just to confirm, is the effect is still too strong even once you click on the phone and the zoom locks onto the phone? If you can't use the number row to select any responses, then that means you haven't locked onto the phone. The effect is greatly diminished once you enter the phone mode so if you could maybe send me a screenshot of what that looks like for you that would help me greatly :) I'll also try to upload a version with a dithering effect toggle in the future but I'm not sure when that'll happen. Hopefully soon, though!

I'm not 100% sure if I'm being honest, but it does vary depending on which path you take. It shouldn't be more than five minutes or so  :)

https://theshadycolombian.itch.io/forward

https://theshadycolombian.itch.io/lil-drone

Looks great! Cool to see someone using Pico-8 :D

Oh, thanks a bunch! We might update the listing later on :) Can I just ask though, did you play the version that had the intro cutscene, main menu, tutorial, etc? Or did the one you play go straight into the game? But yeah, it's not finished at all 😅

excellent, thank you :)

Major Jam 3: Retro community · Created a new topic Teams?

I just wanted to check if there are any kind of restrictions on number of team members or if teams are even allowed. 

Why the quotes? 

Oh interesting interesting. Nice!

Very well made shooting! Super fun.

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Holy hell this is maybe one of the most fun games i've played from this jam. At first I was like "oh ok so the player is out of control cause they can't handle the hose, not bad" but once I realized you could fly around with it? Game changer. 5/5 for sure. I do wish the hitboxes were a bit more generous since actually getting the water to hit the fires felt like a bit of a chore but that's nothing but a minuscule speck of dirt on this absolute gem of a game.

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Oh dang! I never even noticed the game size, my bad 😅 might be the textures. I'm glad you checked it out and enjoyed it though! I'll take a look at "You're Fired" :D

So I decided to investigate the game size.... Turns out I accidentally included a previous build .zip in the final game .zip 🙃 thanks for bringing it to my attention! 

I agree that the number of moves before reshuffling is kinda low, and I don't know how to feel about the fact that 50% of the game is rng, but it's still a very good game concept and also well excecuted! 

Very interesting game! super unique. One small critique is i wish there was a way to quickly restart since it's easy to get softlocked.