Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

MoeLow

32
Posts
1
Topics
3
Followers
A member registered 72 days ago · View creator page →

Creator of

Recent community posts

the game was a little too hard to finish, some things i think can improve it is working on the camera system either making it static or have some damping and look ahead, another thing that can improve your platforming is having gravity be weaker when jumping or going upwards and stronger when falling, this gives the player some hangtime and enough time to make out where to land its really easy to add as well.

but good work on the game, the opening cutscene was nice

im a little late here, just want to point out here that coyote time and jump buffer are not the same thing

jump buffer is queuing the jump if the player hits the jump button before reaching the ground, just in case you hit jump 0.01 seconds before landing (hitting jump and having nothing happen doesn't feel good)

coyote time is the grace period given after leaving the platform again so you dont have to be 100% precise with your inputs

i really like the grainy feel to it, i would say it needs some contrast perhaps having the characters glow or the ground be a different color and for some enemies the lack of contrast works in their favor like the spiders which are hard to spot (which is good design in this case), the look ahead is a good feature but the damping on it might need to be increased and the look ahead slightly reduced. but overall good game  

simplistic art style is pretty good good use of contrast here, while the music did feel right for the climbing theme  it did feel a little off harmony and i had to turn it down since it was too high and kinda made voicelines hard to hear. (this is definitely a skill issue on my end) but i couldn't stick through with till the end physics based precision levels are not my thing however the levels are well made
bouncy blobs gave me nightmares 

(1 edit)

And that is why I put the restart note on that level, idk how to do a check if the player is going to get crushed or how to prevent the player from falling in the tile map, do I do a small check before the door is going to close or is it something with the player collider?

If anyone knows I'd appreciate it if you would reply to me with the method 🙏

(Edit: And thanks for playing!)

it is quite long and well made, ill need to get back to it after the jam finishes, very good retro metriodvania, the speed of the game felt a little slow at times

found a lot of bugs /s

reminds me of fire boy and water girl, polar opposites working together to reach one goal, would be really cool to see this have a local 2 player gamemode using button movement. levels were all well designed introducing concepts little by little although not being able to cancel movements made misclicks very punishing and at times angel seemed like she had a mind of here own

the concept seems nice but it could use some polish like a sound or an effect when the sword hits something, i really like how you need to push the hero to lead him into the next room

really nice art there is a lot of details in it (like the eyes on the walls) but i cant seem to be able to do anything in the game unfortunately

it felt like the minigames where a tab bit too fast, could have used a little more effects or time to read instructions, but its alright overall

Oooo nice idea

Hello and thanks for playing our game!

I am very aware of the the issues you mentioned, I really wish I could have done a lot more but let's just say we had some issues while developing so we ended up cutting corners

The tilemap is reused from another game of mine (because game jam) and is the only reused asset, and it is trying to go for that dark theme you mentioned but it is still in its early stages, I also added key rebindings to it just before the jam :)

I just need to change it from a rar folder to a zip folder now that I understand the differences between them

nice,kangaroo did feel like it wasnt doing much and only sometimes reaching some places that are out of reach, and the dash and rope probably needed a little more control like disabling gravity while dashing or attaching you to the rope when climbing, there is some tech you can do with it like using the kangaroo as a ramp to angle the dash upwards which was fun to mess around with

i enjoyed it, i was only able to play the first part as it would crash when starting the second part  on web(i have a screenshot of the message that i can send you, i believe you can fix it since it does could as game breaking ) the boxing could use some balancing, there is some skill to it but it feels like mostly swing and pray you hit or you get lucky with a first strike, but overall really cool idea

i always enjoy when short games have a seamless restart function

fun, limbo was a little frustrating to do, i get you need to scooch over but it is very precise and it felt like it should have been the last level 

the sensitivity is super high and and movements are bouncy which can get disorienting after a while 

awwww i loved it!

great work on the game!

juice. me like

(1 edit)

hey sorry for the late reply, i have put in the description how to pass every level 
but to sum it, you need to punch the boxes in the correct order, if you stand on a box and call it will either give you green flash or a red flash, use this to find out the combination of the boxes to trigger to open the door (this part was probably the worst designed part of the game, i had to rush out the levels so i couldnt really focus on the clarity that much, sorry!)

fun game, it is a little difficult to see the levers with the background and took me a bit to understand the hand bounce mechanics, some contrast and effects to make it pop, otherwise pretty nice game

cool idea! something that you could add if you decide to work on it further is a slow time mode tin order to better plan things out

very good art and sound design! it reminds me of Chain Together in a way and is a nice twist on the frogger aspect (the children level makes it into a bullet hell which i love!), i do feel like making the player move faster when you are not tethered would make if feel a little less slow paced (considering that you are immune to cars) or maybe a sprint button

AMAZING, such a well made game

dont want to spoil anything so all ill say is

 short and sweet

really chill game, although i was hoping to see a little more cutscenes here and there or a spin to the gameplay or something to spend the money on, visuals are really good tho

YOOOO THIS ONE WAS SO GOOD, playing with mouse and keyboard was really trippy in a fun way, the mechanics are really well thought out too! mouse trap, single move platforms, all was awesome, would love to see this game further developed upon

i have no clue what to do, the bugs are far too much the main mechanic is really nice but i only got it to work once, effects are cool tho!

it has a neat concept however the level design just makes it a little too hard with how far the dash goes alongside the many gaps and spikes, taking damage while jumping sends you into the stratosphere sometimes which is pretty funny 

i have been learning unity for about a year now and im hoping to find a team to put my skills to the test, i have only made one game so far, with an update for it soon to come.