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Little Big Games

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A member registered Jun 09, 2021 · View creator page →

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Well done!

That chapter intro was top notch, and set the vibe for the game so well. The different lighting effects once you're out of the cave were so cool also. I love the unqiue music for different areas and the dialogue you wrote for the individual bugs was great! Each bug felt like they had unique and interesting characters. I think the scope of this game was also very ambitious and I feel I only scratched the surface (I didn't actually finish unfortunately). The level design was also pretty great, with collectables showing up on the edges of the screen, hinting at hidden paths. I also love the little snippets of dialogue here and there as oshi notes some smell or thing she notices. A great touch!

My main critiques was with some design choices. I love unqiue lighting in games, especially when they're enhancing the aesthetic, allowing the player to immerse themselves in the experience. However, you may need to balance your use of dim lighting in areas of the game. The first chapter especially is quite rough with the level being fairly monochromatic and maybe too dim in my opinion. I also think there's a temptation to make things challenging when they don't need to be. I think the maze and level design, along with the charachters and dialogue would be enough, the addition of the scorpions felt more like a neusance than anything.

Also as a side note, I've read your comments about a map for navigation, which in my personal opinion may detract from the exploritave gameplay. Minimaps may draw the players attention away from the environment as they may just look at the map the whole time whilst they're navigating the maze. I think adding more landmarks and  tightning the map layout may be enough to make it easier to navigate.

Great work here all in all. The best part for me was for sure the dialogue. <3

Fantastic and fun

Great voice lines and innovative gameplay. I also enjoyed the ode to box surfing later on. Also Great touch to have the game become more dilapidated as you continue to "break" it. Overall a well rounded experience. The gallery theme was great and the sense of humour throughout was refreshing. I also enjoyed the level design, with creative placements of the goal and the use of camera angles and shadows in later levels that pose a bit of a challanging  almost physics puzzle.

You guys obviously had a blast making this and it shows in its presentation and screenshots. My only cretiques really are on presentation. Small stuff mainly. For instance, the (Unless you Cheat) portion of the title is giving it away. Hinting to the player that they can "cheat" the game could have been done more creatively. I'm not sure exactly how one could go about doing that in game but I imagine through some context clues or dialogue to hint that the game is maybe "incomplete" or "buggy" would have done the trick? This is done well in later levels though.

The highlight for me is that ending (</3)

Great chill clicker survival game!

The aesthetic drew me in. I like the way the different bugs go about doing there thing in the forest. I also like the difficulty scaling and skills after each winter. It's a great idea that freshens up the gameplay. I also like how the difficulty amps up quickly. It's all fun and games in the first year, but in the 3rd I'm clickin like a mad man.

I think the gameplay could be made to be more satisfying though. Having to click for each bug got old fairly quick. Having more interesting decisions similar to the worms to butterfly conversion would have enhanced the gameplay substantially. In games like this where maximising resource production is important, aspects such as the ants falling off in relative importance is notable. But I also assume balancing interweaving resources would be very difficult so what you've done here is great!

The highlight for me was watchin them little bug bois running and flapping around, then later on realising how wild my clicking and moving around the scene was.
Well done!

Solid game!

I didn't beat it though so take my average gamer criteque with a pinch of salt.

I think the main positives that I took from this game is the art and sound. your choices of colour are clear and contrast well. You're selling yourself short with the screen shots, the game at its most chaotic still maintains a high level of clarity which is a great thing in a side scrolling shooter. The music is eclectic and suits that retro outrun arcade aesthetic so well. I also love that home page and the encorperation of high scores, go ZEBULAN (who will userp this king?).  I also think your details in your sprites shows great artistic chops. The dithering effects in the shields deserves a chefs kiss.

My main critiques is the scaling / ramping of certain gameplay elemets. I had maxed upgrades at round 2 and on round 3 didn't care about the other upgrades (but i assume they gave points which is definitely appealing to those pro gamers out there). I also felt that the new enemy introduction was uninteresting. I don't mind the new enemies being powerful slime splitting big versions of the small ones but there was no extra strategy or anything i had to find to defeat them. I think the game becomes post round 2 just becomes more difficult because more enemy which is a little lack luster. That being said it's excusable because that is the arcade sort of thing also.

The highlight for me for sure is that god dang track. I've been listening to it the whole time I wrote this. Fantastic!

Spoilers*

Wow, you had me spooked in the morning! I love these SCP style cosmic odd horror type deals, and you sold it so well. I was a bit lost with some of the puzzles which does tend to happen with games that require outside knowledge that may not be obvious to some players (Even if they're actually super creative and cool Genisis 1:3). I got there in the end but from a design perspective it may help to give more context clues to guide the player. For instance, with the light puzzle, maybe the sound of the lights flicking off or a visual queue to show that you are controlling the lights in the rooms and not just trying to light up all the squares.

With all that said, I think this game is wonderfully creative and definitely a well rounded short experience.

The highlights for me was the sound design with attention to details such as the key presses and audio distortions. (also is that goshzilla i see? <3)

Woops, there must be an error in the internal logic, I think you went below -1 and so the game did some dumb stuff. Sorry about that.

Thanks! I saw your stream. Glad you enjoyed the game . <3 

Wow! Thanks so much for this comment. I'll ride this high all month! :)

Thanks for the advice and thanks for playing!

I appreciate the criticism. :) 

Hey aitor7979, I'm also a Unity / C# programmer.  LittleBig#4808 send me a friend request if you still need a team mate!

(1 edit)

Hiya,

I've spent a ton of time in Unity. I'm a very competent programmer. I'm looking for an artist / sound engineer but I'd be keen to work with anyone really. I'm just looking to have a good time game jamming!