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Jepp

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A member registered Jun 24, 2017 · View creator page →

Creator of

Recent community posts

Got it working! 🥳

We tried a WebGL build on the day that did not appear to work... ☠

I do want to get one working though, so hopefully soon!

I've been thinking on and off about continuing it, though it may just depend on how much time I have going forward. Puzzles involving other objects/moving boxes have definitely come up a few times now and it would definitely be interesting to meddle with that a bit.

Thanks for playing!

Fun! I like how the difficulty ramps up with larger houses and more items to bump into, as well as how the game introduces the obstacles (those darned cats napping in the doorways).

The occasional stumbling that affects the character is at a good level, I thought it was a nice balance between being noticeable, but not being too frustrating.

I managed to escape with 1 second left on one level, and it was a lot of fun being able to just make it out like that. I thought the timer was a little bit too tight on some of the later levels, but you still get a chance to save some score by escaping once the police are on their way, which is great.

Great work!

I was actually kinda worried about the solid wall texture. I wanted solid walls in the first level so you could observe the rotation/gravity effect without falling off the map straight away. I left the level-making bit quite late, so I just used the tiles I had on hand, and there were no real solid wall-type ones. Definitely something I would change if I could do it over.
Also visual cues for the gravity effect is a great idea. I was talking with someone about possibly having boxes that move around from the same effect, possibly onto buttons, and having some kind of indicator so you can predict how the environment will change is a necessity for that kind of thing.

Thanks for giving it a try!

Thanks for playing!

Thanks for checking it out!

I think I usually move on pretty quick after a jam (not that I've actually done many yet), but I've been getting a fair few good ideas that make me wanna work on it a bit more. I guess we'll see... 😉

Very cool (and challenging), I like the colour coding over the currently selected object depending on your action (hover, move, rotate). I admit I tried to move the checkpoint closer to the car at one point 😅

I like the zoom out to EDIT mode too. It could be cool to have very slow motion in EDIT mode, rather than a complete pause. Maybe for an alternate, more hectic mode?

Great work overall!

Very fair, I was actually pretty frustrated that I only made the handful of levels that I did. I worked quite a bit on making it relatively easy to actually make levels, then ran out of time to design them.

I'd be keen to revisit the game at some point and add some extra levels and features - boxes that slide across the floor could be a cool addition, maybe even sliding them onto buttons (though that would need the rotation to be a bit more predictable), or collectables that can fall off the level if you don't reach them quick enough...
I definitely agree there needs to be something more than just the player that ties into the level rotation mechanic.

Thanks so much for playing and for your comment!

It would be nice if I get a chance to work on it further. Thanks for giving it a go!

Interesting - another player mentioned that a timer would work well in this game... maybe there's something to that.

Thanks for playing!

Thanks for playing :)

Haha, yeah perhaps the tilemap I picked out was a little bit limiting. Glad you had fun and thanks for trying out the game!

Thanks for checking it out! I definitely agree that the maps are quite empty - maybe some collectibles that are ALSO affected by the rotation of the ship? 🤔

Ah yes, and I only realised that music thing happened once I'd already submitted it. grr

Thanks for checking out the game, glad you liked it!
(Ricochet was a lot of fun 🙂)

Fun, and great art style!

I kept wanting to go for rebound shots on the slimes - it might be cool if you were allowed maybe 1 shot on a wall and still damage them. It also gets very hectic once you miss one shot (inevitably followed by more), so it might be cool to get something like 5% of a heart back per slime, or for shots to eventually disappear once they've hit X number of walls.

This is such a cool idea! Love this kind of art style too.

Thanks for trying it out! :)

Thanks - great idea with adding a timer! The idea is that you're running through your ship to repair it, so a timer definitely wouldn't feel out of place.

Thanks for playing it!

I feel like there's a fair bit I could do to tweak the balance and difficulty curve.

Hey, thanks so much for your feedback! Glad you enjoyed it!

Ah of course, I'd heard that meme came from JoJo!

(Also I updated the game with your recommendations :))

Hey thanks for the feedback! I did consider moving around those arrows at the start - it was one of those things where I was used to how it played since the start and it turned out a bit different to the layout of the rest of the game.

Speaking of unchanged behaviour... Spacebar playing the most recent chord was implemented long before the buttons were added and I ended up rarely using it in testing once the buttons were in.

Thanks again!

(I actually haven't watched JoJo yet ): but I've been recommended it a few times)

Glad you enjoyed it, thanks for your feedback!


nice.