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MoleHoleGames

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A member registered May 31, 2024 · View creator page →

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Yeah definitively I am going to polish everything more and adding a simple tutorial with a little cutscene to introduce the game, thanks for the feedback!!!

I have updated the page so I suppose that now it will be easier to understand everything, I am sorry that your experience was worse due to this inconvenience

I am aware that a tutorial was missing; I think I should add it in the future or on the itch.io page, but it wasn't possible due to lack of time. The system is fine; it's a sort of Battle Royale. The only people who disappear are the ones rejected; those accepted will continue to the next day. The endings can be found depending on the final score when only one person is left. If it's above 60 points, you'll receive a good couple ending; if not, it will be a bad couple ending. There are other endings to control the game; for example, you must reject at least 5 people per day, and the game lasts a maximum of 5 days. All this was supposed to be explained, but there wasn't enough time to implement it. Anyway, if people like it, I'll consider continuing its development. I'll also add an escape system to return to the initial menu after getting the endings, and they'll be added to an endings section to know which ones you've achieved. The time issue you mentioned never happened to me before, so I wasn't aware that something like that could happen. I'll check if it happens to me so I can fix it. Did you like the game?

I love this game! It might benefit from some music or sound effects. I really like the particles and how the sprites get covered in lava. I had a few runs where I couldn’t start because the random generation blocked my path. Still, it's a very good game and could easily become a mobile game. It’s fascinating, especially when you run out of fuel and know you're doomed, just waiting for your slow death.

I loved the idea of this game and I'm thrilled with the art. It could use a few minor improvements, like allowing dialogue to be skipped or refining the controls, as the inputs can be a bit clunky at times. However, I'm sure this is a concept worth pursuing beyond the jam

I really enjoyed the mechanics in this game; it's simple yet very effective. The art style adds a lot of charm to it as well. Well done! NICE POSTPO DUDE

This game has an absurd level of polish; it's incredible that something like this was made in just three days. It's amazing, a very good entry. It reminds me of a game called Shipped. This game is very well done; I loved the gameplay and art style. A winning entry!

VERY GOOD GAME! This is literally the game that always came to mind when I thought of ideas for the jam. I had something in mind like Sam Hogan's 'The Impossible Game,' but this turned out great. The frog looks adorable and reminds me of those nights of suffering with Jump King. With a bit more polish, the game could be amazing!

Wow, the art style of this game is incredible, and the main mechanic is very well implemented. I considered doing something like this, but I ended up making a dating game, haha.

Very cool gameplay! I know it would be strange, but maybe playing with recoil could have been awesome for this type of game. Just leaving the idea there, haha. Great entry!

It was challenging to complete, and every move was truly a test. I would suggest adding the ability to change direction in the air. It's a great implementation of the theme. I also really liked the art style; I'm truly impressed with the game. The levels are very well designed. At least I saved myself that effort by making a game similar to Papers, Please ;)))

"I like that the game is very entertaining. I'm sure with a bit more time, it would turn out amazing. Maybe adding a bit more polish while keeping that simple yet effective art style would help. Great entry!

A simple but fun game, I really like this twist on the classic Pong. You could add many mechanics to make it even more entertaining. With a bit more polish, it would be even more fantastic than it already is. Great entry! I was thinking of doing something similar, but I ended up making a dating game. I'm glad someone made it and did it so well ;)

Wow, a short but entertaining game. I like the visual aspect of the game, but it needs a bit of polishing. That was the hardest part for me when making my game. However, if you continue working on this after the jam, you should definitely polish it. The game looks promising.

Wow, this game is incredible. I’m grateful to have been able to follow its development on Discord. It’s the kind of game that, if continued after game jams, can really succeed. Incredible graphics, very polished, brutal gameplay, and it only uses two buttons. Fantastic

Thank you very much for your review, it's exactly what we needed to further improve our video game. I'll try to address everything you mentioned. As for dying after a single hit, while it's true, it's also the function of the coconuts explained in the tutorial. If you have coconuts in your inventory, they protect you from damage but they also weigh you down, so the more you have, the less you can jump.


Regarding the slowdowns when you get hit, it's actually an intentional effect called hit & stop, which momentarily stops time when you take a hit. The particle effects and this specific effect are direct references to the game Hollow Knight, where the same thing happens when you take damage. It's true that if you have a less powerful PC (I know this because mine is too, not implying yours is), the physics might be limited and not work correctly, as they are designed to function at 60fps, which is the standard, and there are limited to this frame rate.


The hitboxes in this game are, I believe, quite the opposite of what you mentioned. They are very small in relation to the object sprites. We based this on how games like Geometry Dash do it, but perhaps some error related to lag or the speed acquired over time has occurred, so sorry for that.


Regarding the platforms, this is actually an intentional game mechanic explained in the tutorial as well (you can press the space bar while traversing a platform to get an extra boost and reach higher positions). Also, the issue of sometimes reaching and sometimes not might be due to the number of coconuts you have, which because of their weight, prevent you from reaching properly.


The spike originally damaged the player, but as mentioned in another comment, after causing unfair problems for the player, we decided it would simply be a harmful object for the leaves the player carries.


Thank you for understanding that these types of Jam games can carry errors linked to development time and for appreciating our idea of giving an interesting twist to the main mechanics of these games. It makes us really happy. And yes, we did plan to implement a recipe book, but time was not on our side, and we didn't have enough to do so. However, we're thinking that if the game is well-received and we win or come close, we could continue development and implement all these things that people have suggested with their feedback. So thank you very much for your valuable contribution.

Recently, generating things randomly has become popular. It adds a very entertaining layer of replayability if the game isn't too long, so it could be a very good improvement, though perhaps too complex to implement. Survival games are difficult to balance in all aspects because there are so many interrelated mechanics. But what stands out most about your game, in my opinion, is not just the gameplay but your "humor." Maybe you could give it a twist, like a plot twist in the genre, similar to the movie "Cast Away" with the Wilson ball, you know? You could engage the player more with the aesthetic and story, mixed with survival on a deserted island, but making that aspect more secondary. That way, it could turn out to be a great title.

Thank you soo much. We tried to polish all aspects as much as possible before releasing it and implemented a series of different endings to give it much more replayability and, as you mentioned, to allow players to challenge themselves. Although due to time constraints, many ideas were left unimplemented, we are very satisfied with the game we presented. Maybe in the future, we'll update it!

Thank you very much for your kind words about our game. Comments like these make us really happy. We dedicated a lot of time to the aspects you mentioned that you liked, so we are very satisfied. What you mentioned is true, and we will try to fix it. Perhaps one of the problems stems from a bug in the collection of leaves that increased the counter too much. We will take it into account. Thank you!

Thank you for your review. I'm going to respond gradually to the points you mentioned. 

The spikes on the horizontal platforms are designed to destroy leaves if they collide with them, but they don't hurt the player since they often caused unfair situations for the player. Therefore, we decided they would only affect the leaves.

You can be hurt when you have 0 coconuts without triggering Game Over because you might have quickly collided with the next obstacle, and the player has a period of invulnerability after a collision. Due to time constraints, we didn't have time to implement a flash effect for those moments.

Regarding the blood and the character lying down when taking damage, these are references to two things: the first is a clear reference to the videogame Hollow Knight, where taking damage results in a particle effect and a momentary time stop effect called hit & stop. The lying down animation is a reference to the Family Guy gif where Peter falls down the stairs and ends up in that pose ;)

We're sorry that one background element caused confusion. It might have been due to a delay in drawing the next sprite, as they are generated one after another to create a parallax effect, and there might have been a delay in the drawing.

What you mentioned about platforms is true; we were looking for a way to fix the issue of falling instantly, but it's a Unity problem since we used a component that worked as an effector for one-way platforms, causing this issue. The ability to jump on platforms while passing through them is actually a mechanic; it's included in the tutorial.

The shaking might be due to the added post-processing effect that changes based on the player's speed. We knew about the falling animation issue, but due to development time constraints, we didn't have time to fix it.

The game is called ChefMix, but we left it as Tropical to make it clear that the game was exclusively dedicated to the jam. All these potential changes and solutions will be implemented if the game wins the jam, and we'll dedicate more time to development to improve it.

Maybe because it's set on a deserted island, the game loop is very slow and events happen very slowly. It's very accurate with reality, but in terms of a video game, it's boring. The player needs to be in constant contact with the game. This is what we tried to achieve with our game (you can try it and leave a review if you want). This way, the player continuously feels like he have things to do. Another thing I don't like is that just moving makes you lose hunger. By doing this, the player will tend to move less, which makes the gameplay duller. Other than that, everything is fine. Keep it up!

definitively, you nailed it

I think you're talking about Another Crab's Treasure, it's awesome. I've been following the developers, and they've really captured the essence of Souls games. It's very fun and challenging.

The slow-motion effect and the FPS controller for adrenaline rushes are great in this type of game. The artistic style is good and well-polished. I like it. We've been polishing our game for a good while, and you've done quite well too.

Very fun, I loved the artistic style. Looks awesome, very interesting game!

A short but intense game. There are some issues with the hitboxes, but otherwise, it's great. I really liked the menu; the art is wonderful.

I like the character animations; the jump is well executed. We spent a lot of time polishing it in our game, and yours looks awesome. The spawn rate is very high, which makes everything more difficult, but everything else is very well done.

Good game, but the difficulty doesn't seem to come from complexity itself, but from the slow and clunky mechanics. It improves with the acquisition of the rifle, but it doesn't offer the possibility to get upgrades or something similar to make defense easier... Still, good game.

The game is too short. The mechanic of crawling and using different legs is very cool but needs improvements. Nice entry!

I think it needs a tutorial, the relaxing tropical music adds a lot, along with that cool art style.

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The graphics are the best part of the game. The game loop is very well done, and I liked it.


The movement is complex at first; it's too fast, but it adds dynamism to the game. Maybe bullets could also pass through enemies to allow for in-a-row shots. It's good; I liked it.

I loved the originality of having to defend a hamburger. There are some bugs I encountered during gameplay, like the camera being too sensitive and causing dizziness, but having the gun follow you is pretty cool. Reloading the water happens instantly, which, in my opinion, reduces the tension, and sometimes you don't know when you're being attacked. However, the effort behind it is evident, and it's very well done!

It's a fantastic idea; it reminds me a bit of the games I played as a kid, like preparing hamburgers for people, but adapted to a tropical theme. I like that the art has personality; it's fantastic. Although the gameplay doesn't have a real purpose, it's relaxing.

I loved the camera movement when starting the level, but the character tracking was a bit dizzying when you moved too much. It's a bit difficult, but it's entertaining. I liked the level art; it looks good. Well done!

Unfortunately, when starting the game, it didn't access the scene for me, but after restarting it several times, I managed to do it. It's an entertaining game, with somewhat clunky controls but easily changeable, but in the end, it's fun.