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MadPigeon

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A member registered Aug 26, 2018 · View creator page →

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Also, I've gotten into an unpleasant situation - I have had the last "heart" (hull durability) and the boss-tooth left a circular attack that got to the edge of the screen, so I couldn't dodge at all. That was painful

I love that I can play this game in the browser, but it's unpleasant that the game doesn't save in any way in this mode.

The graphics look polished, the music and sounds are good.
I wonder what lies under different difficulty levels. A start that creates a pattern before breaking it is good, you should keep it!

At first, it was confusing as to what I should upgrade, so I didn't upgrade anything until the first battle - there was no need because the game was chill.

It's very difficult to get a feel of hitboxes, I'm not sure if I get damaged touching any particular item.
I love that the battle starts right away and I don't have to clean everything until the action starts.

The gradual appearance of the text really added character to the dialogue. When I launched the game for the second time, the skipping of the text felt too long. You should probably speed up more and more with every second the player holds the button.

Two battles on the same screen are interesting, but it was the moment when I decided to bail because I didn't dedicate a lot of time to playing and I only had one live left. Maybe there should be something that repairs the hull, either a timeout or a pickup bonus.

I feel like the difficulty of getting the last tooth is too much. Maybe I didn't follow the meta strategy of cleaning most teeth up to "almost clean" and then finishing them off quickly, but getting the last three teeth is a nightmare where I lose any health at all because the part before is more doable.

P.S. I'm here because your channel was recently recommended on youtube and I liked you admitting you failed your yearly goal. Gonna subscribe to your account on itch now. The game is very promising

Thank you for this game.

It was pleasant to play from start to finish

I really thought that when I came back to the shop, I would see my memory on a shelf where I'd taken the previous one.
I don't think that storage is that expensive and you could really store every memory people leave. It has dangers of profanity, but it would be much more organic and alive

I expected the line to end up at the beginning and a window to zoom out to show what the picture ended up looking lik

Thank you!

We do have plans for an extended version, so please subscribe to be the first to play it and follow our progress

I liked the idea the moment the game's co-creator shared it.

We will be making an expanded version of the game using a different engine. I'm in the process of learning both the programming language (Rust) and the engine (Bevy)

I would be humbled to get a subscription here on itch so you can see our extended version

Thank you!

We tried going for a spooky festive music vibe and found those tracks on EpidemicSound. We'll work with a composer on the extended version to hopefully find a fitting mood for the game

I've had feedback from people who are rarely playing games. If you remember it further down the line, I'd be happy to hear it.

We have plans to tweak the game (in the extended version) so it is more approachable.

Happy to hear!
I'm currently learning Rust (a programming language, 80% of syntax tutorials are done already) and will start making an extended version of the game using Bevy (a game engine that uses Rust)

Saved it! Then you a lot!!!!

It's impossible to express how excited I am!

The idea is interesting, but the game feels too difficult in a bad way. The bottom of the screen is a reason for cheap deaths. The top of the screen is not much better.

The graphics look very good - coherent and pleasant to the eye. I wish I could play it longer to see if the litter stays and shows how much I've done

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The art is amazing and eye-catching.

The controls are a bit confusing at the start, and the moving speed feels too slow.

I couldn't understand who, why, and where should I kill in the game.

I laughed out loud when the slot machine ended on "I Don't Know", that was amazing! I love representations of a scrambled mind like this. If I had animated my older game "Something to Say" I wish it would look like this - I was trying to make a game about dating where dialog options fall out of lootboxes.

I just remembered - the screen was too big for my laptop, I had to zoom out the entire page to see everything. Fullscreen cropped the picture.

I'll try running it from the same browser on Monday on Ubuntu and tell you how it went

I love your idea and it was such a delight to activate objects! I loved it.

If I was thinking of minimal improvements that I'd try to add before the deadline that would be a screen for the win state.

Another thing that would improve the game a little bit is tweaking the timers on people - sometimes they ran before the scare happened.

The art is consistent and good. The animations were pleasant to experience, I wish there was a full-screen mode because the game window was very small in my browser

The graphics are pleasant. There was a little clash between low-poly models and the icons for the flies.

I really wanted to climb walls from the first moment and further. It felt strange to not be able to do one of the most spidery things.

You could explain it in a 5-second intro cutscene))

  • A 50% meter at the top.
  • Two arrows to two different outcomes (fat or skinny)
  • Butcher-cow at the bottom with two arrows from the previous states

This could even go to the game over screen

The game didn't work for me ((

I played it in a browser.

I tried opening the full screen - it didn't do anything. I tried clicking the screen after the "play" button, the screen went brighter and everything froze (except the music)

Credits are the first screen I check if I have a chance to. (in indie games that is)

I'm happy that I thought of making a credits screen in my game and knew that from the beginning.

The funny thing is, I couldn't show it in the menu because RPG Maker isn't friendly in tweaking the title menu. I got the end screen credits though))

I understand that different people have different preferences, so I'm sharing my opinion since I don't have another one))

This is the best game I've seen during this jam (out of the 16 I played)
I'm so glad I found this game.

I loved the sounds, the music, and, obviously, the pigeons! If the artist would redraw my avatar in your style, I'd use it in a heartbeat! (seriously)

Ok, enough with the praises, time for some feedback:

I liked the commands, it feels like an honest representation of so many hand-holdy games. I didn't catch onto the repetitiveness of the first commands, and I was glad they repeated at first - I could get a chance of remembering them.
I would like to see controls sooner because using the combination of WS and arrow keys was not obvious at all.
I liked the conversations of dogs between each other. I expected to see some interactions with other humans (butt sniffing and similar activities). The ending hit me out of the blue, I really expected to see credits or get rewarded for waiting for a long time, but was left for an infinity instead. This sings true with how dogs perceive time, so I can't be mad at this.

A narrative thread would improve an extended version of this game, but I'm still glad I played this game.

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This reminds me of the games Guild of Dungeoneering and a little bit of a late game of The Magic Circle

Check them out for some ideas if you are planning to expand the game.

I would really like to see different colors of ghosts and chests so they could be differentiated instantly.

Another thing that really begs to be changed is the start of the game - please start the player only after the first tile is set, the first-time player needs to get familiar with the UI and start at their own pace. I don't think that remembering three tiles is a threat to the game's balance.

Oh, and the camera pan is unpleasant. Please make it auto-snap at the end of the current level

I like that you have a credits screen, this shows that you spent time on polish.

This is a strange experiment. I also found it weird that you created the game in almost 24 hours.

I feel like you didn't communicate the fat level or how to change it inside the game. Reading the description helped, but this is not how I would prefer things.

I like the music, the animation of moving envelopes.

It's a great game for a game jam!

If you are planning to improve it further, I would make feedback more clear. Currently, I felt like it didn't matter who I placed where (maybe I was good at it), the names of the characters didn't stick in my mind, so you should show their stories differently.

I wish the feedback would look like a newspaper like in Sheepolution's "One Act", or his "One Take"

Otherwise it feels like there's no point to my actions

I really like the look of the game. Some of the buttons and rectangular elements were a little out of place, but it's ok for 48 hours of development.

I would really enjoy the sound effects in the game. It feels like they sell the reality of a place.

I would also suggest looping the music because there was a lot to read on the first day and the music died out.

Thank you for the clarification.
I like the art in the game. It reminded me of Cosmic Top Secret

The game is beautiful in the way it looks and sounds.

I can't say if the role reversal has been at play at all, but I did enjoy the game

Who should I subscribe to - you or Oli?

I'll take your word for it. I'd play a post-jam version if you'll fix it.
Are you planning to make an unbugged post-jam version? (I will subscribe if you are)

I had misremembered the name of the game, it is called "One Take".
He also made another game that I loved: "One Act" (it's not as related as I wish, but I still recommend it)

I did enjoy the first part, it felt more tested and polished.

Maybe if the music was in place, I wouldn't notice the difficulty (queue the Hotline Miami)

I'm confused. Was there a sound that is a reaction to success? The clap of the potion (that should be an explosion)?

Thank you!

Making it a stealth game was one of the key ideas, but the spotting mechanic only came together during the last 2.5 hours of development. I've already made a fail-state and a restart but didn't find a good way to trigger the fail-state.

I'm so happy it came together in the end!

Absolutely!
This is but one of the ways to get rid of ghosts. We are likely to expand on this idea further to find other ways the main heroine has fun scaring ghosts. She will definitely need to find other creative ways of doing so!

Thank you!

I liked the concept immediately after the game's co-creator suggested it, so we ran with it from start to finish!

We definitely have in mind an expansion of sorts - too many features ended up on a cutting floor and only being suggested at
Thankfully, we've got a few people who gave us feedback with ideas we didn't even think of, one of which I'd call a setpiece because of its complexity

I suspect that's an unpleasant realization. The more complex your game system is, the more risks there are.

I'm still impressed with how hand-crafted the game feels.

Oh, I must ask: did the foxes show themselves as crafty during the later parts of the game, and how?

The game looks and sounds beautiful, but I found it too difficult in a way that I don't like. I feel like I needed to either learn by heart what the character was doing or lose.

I wish there was some more randomness during testing so that you'd be able to add some anticipation and see what it looks like for first-time players.

I love the concept, though. I wrote about it in a review for another game that got a similar idea: https://itch.io/jam/gmtk-2023/rate/2156629

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I love the games where you control the camera. I still remember Sheepolution's "In the Frame" about being a movie operator. Oh, and have you seen https://itch.io/jam/gmtk-2023/rate/2161083 ?

You have expanded on the idea of controlling the camera and made the character react to the environment, showing how camera angles can influence a player's choices.

I would love to see you explore the concept further because I personally like it a lot.

The music reminded me of another game, which is never good, but the art was pleasant.

Please answer this comment to tell me which of the three creators I should subscribe to see a follow-up to this game's concept.

I'm sad there were too many bugs for me to experience the intended game. The music and the art are very appealing and I wish I could see what you were going for.

Or at least what the opening cutscene looked like