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A member registered Nov 12, 2020 · View creator page →

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Thank you for the comment. I guess I should have added a mouse sensitivity slider, I might do so in an update. 

The graphics are nice and the theme together fits with having to control both of the souls to solve the puzzles and reach the end. I liked the ingame-explaination at the given point what buttons to press in order to achieve what. The puzzles were quiete easy to solve, if you'd continue developing this game, I'd suggest expanding it with more challenging levels. But well done for the short time frame!

This absolutely confused me. It was somehow interesting. Mechanics have been implemented, you can take any object in the scene and place it another time on the same object which often causes physics to go brrrrrrraaaaaa. The snails movement mechanic is also interesting. But I totally couldn't get what this has to do with "together" or "shovel", I'm afraid. Overall confusing/10, I don't know honestly.

The visuals of the game are appealing, the theme and special object definitely there. A platformer is very basic, but the bullets you have to defend against with your shovel make it more interesting. As others have already pointed out, the music itself isn't bad but that it is so short and always repeating makes it hard to endure. For the bullets, if you were to develop it further in the future, I'd suggest make them bounce off the shovel in the opposing direction instead of them just disappearing, that would give the player a bit more feedback for the right shovel direction to defend against the bullets. But for the limited time frame of the jam, well done!

The concept fits the theme of together really well, definitely interesting to split controls of different shovel parts between the player and "launching" one player as the attacker while the other has to dodge in order to not get hit. It was pretty hard to control it alone, but I know it's meant to be played by 2 people, so it's my own fault for trying it out without someone else. Sometimes I wasn't really sure what the next ability of the shovel head would be since it seemed to switch between shooting parts at the direction it was facing and sometimes launching itself forward, sometimes even exploding. Maybe some sort of explanation of what's exactly happening would've helped there. But well done for the limited time frame of the jam!

Interesting little game, the theme is definitely well implemented with being able to control both robots at the same time and putting them closer together and further away from each other. The idea is quite simple and reminds of these apple catcher games. The game is also really hard, I died in less than a second in the first try and even in the tries after it I didn't manage to score high numbers xD Well done!

Thanks for your comment. You can hold down the left mouse button and it will show the shovel before it being thrown, it is then thrown in that direction when letting go of the mouse button :)

A quite unique and interesting game different from others. I like the theme of the monkey researcher group which fits the "together" theme well. The music also fits to the general style of the game. If you'd continue the development of this game in the future, some suggestions: The further the digger monkey digs down, the further you have to scroll, some feature to quickly get the camera down to upgrade that monkey would be helping a lot. Also, I only put a few upgrades in the other monkey, but a ton of them in the digging monkey, but the digging still wasn't fast enough so that the others had something to do, therefor Bones always stayed at 0, might be better if they're a bit more balanced, that you have to upgrade all of them. But for the limited time frame, well done game!

A sweet little puzzle game, with calming atmosphere and a fitting artstyle. The "together" theme is implemented really well, having to pay attention to where each of the characters moves while steering them all at once. Sometimes I had a weird bug that the characters didn't move further but the counter still going up when pressing the button. But that could be because I played the WebGL version, that has some bugs as you stated on the projects site. Still, for the limited time frame, well done!

On from the beginning the game felt really atmospheric! The implementation of the theme with both lights merging together to a violet which is either needed to solve the puzzles or you have to avoid in order to continue is a really interesting take! Liked pretty much everything about this game, the design, concept and also that especially the last level required some thinking to solve. Well done!

The art style is charming and the way the theme "together" is incorporated is pretty neat. The sounds also seem very fitting. Should you continue development on this game, I'd suggest to somehow stop the players from being able to just hold one button after start to reach the goal. I noticed there is TNT, that is supposed to stop you from doing just that, but most of the time (depending on luck at start generation) there will be none in your way. But still, well done for the short time frame!

The visuals of this game are really nice, the concept of having to bury the dead after killing them is somehow special and makes sense. Something I didn't really notice was the incorporation of the theme "together", the player is alone, not working together with anyone and since the enemies are hostile, I can't figure it out. But still, for the limited time frame, well done!

A lovely little game, especially with this being your first and you having all the assets yourself.

If you were to develop it further in the future, I'd suggest to improve the enemy pathfinding so that they can't sense the player through walls and it may be better if the player only has to restart the current level when failing and not having to start from 0 again and redoing the levels one has already finished. But for the limited time frame of the jam, well done!

A good-looking game with a nice concept! 

If you'd devolop it further in the future, I'd suggest some sort of score, that lets you know if you did better than in your last try and maybe also some sort of mechanic that forces you to move the shovels and not putting them in one position where they best destroy all rocks without having to greatly move it anymore. But for the small amount of time the jam offers, well done!

There is now a gameplay video available to watch on the games itch.io page, if anyone's interested what the game looks like in action before giving it a try!

Thanks for the comment. I know it is not the best optimized game (I'm a graphics b**** xD) but I guarantee there's no bitcoin miner included, I wouldn't even know how to implement one. 

The game runs fine on a low to mid-range (200$) gpu like an rx 6600. My rx 6600 manages to keep steady 60+ FPS on Balanced Graphics Settings at 1080p (the game shouldn't be too cpu heavy, therefore I'm only mentioning the gpu). I honestly expected it to run better on lower end devices, something like atleast 60+ FPS on Performant Graphics Setting at 720p, but it seems like that wasn't fully the case.

I'm sorry I didn't optimize it enough/offer enough settings for everyone to be able to properly play it.

There is a purple orb on the island with the red glowing things flying around, take that and insert it in the next orb holder. A path to the red orb will be there. Take the red orb and put it somewhere. For the next orb holder to activate you'll first need the purple orb again, you can get it back from the second orb holder by pressing e on it. Insert that into the next orb holder and take the red orb to the last orb holder. 

Hope that helps. 

There is now a new update, allowing for game resolution and the graphics quality being changed in the settings menu, accessable over the main menu. If you're interested in playing it again, I hope it now runs smoother on your computer when lowering the graphics. The respawn glitch is fixed as well.

The movement on top of the moving platforms is now fixed with the update.

Thank you for the feedback.

The just released update fixed the collision with the moving platforms.

Well, that only sort of is a bug. I wanted the player to be moved together with the moving platforms but this wasn't the case by default. So I parented the player to the moving platforms when the player is on top of them, but that caused the physics to not correctly work while being on the moving platforms. To make it short: I just disabled the player to move horizontally when on top of these platforms. Don't worry, I designed the game with this in mind and it's still doable. When holding the keys to walk/run forward and then jumping, the jump still gets accelerated forwards. If I manage to fix this issue, I'll do so in an update.

That is an interesting and clever idea to finish the game, one that I didn't even think of ^^ 

There is another purple orb on the red orb island, it's in the middle below the big plant. To use that one instead of using the respawn to regain the first purple orb was the intended way to do it.

Thanks for the feedback! You can teleport to the last checkpoint by pressing R , I forgot to add that to the controly, sorry.

Thank you for the feedback! 

You are right, I should have added some graphics options to make sure everyone can experience the game as intended. I forgot to add that, an update having graphics options will come the next days.

What glitch is there? I tested it multiple times and the game is (okay, with a good frame rate) beatable without the usage of any glitches.

I now removed Linux and Mac from the compatible operating systems. Thank you for the info, I didn't know it wasn't running on these systems, I expected they would because Unity stated the build as "PC, Mac, Linux Standalone".

Well done and challenging game! Also a great use of the limitation, to make the player himself the one to produce the obstacles that can kill you. 

Thank you very much for the feedback :)