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MorningStarStudios

35
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A member registered 28 days ago · View creator page →

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I had a lot of problems with level sequencing and getting my cutscenes to trigger properly so I striped them all out at the last minute to at least have something to show. There was an ending cinematic where a snowman appeared out of your ball with the snowman being scaled to the ending size of your ball and decorated with any items collected. That gave a nice player choice of either collect items or make the ball really big as both are not possible in a single 1 min run but maybe encourages a replay where you then go for the other choice. I was also playing around with menu options for the player to select your own time limit for more relaxed gameplay and achieving both choices in a single session, that didn't make it in the finished build either which was a shame as a 5 min timer allowed for the rolling of a truly gargantuan ball.

Unfortunately I don't really understand why the performance is so bad and whether it's being caused by an engine setting or my own poor coding practices/choices.

Thanks for the nudge, it was an easy fix. Fixing the game this week has been just as educational as the jam itself.

Thanks, glad it worked for you as it absolutely tanks performance on average pc's so is unplayable to many.

Nice forgiving platforming. The character and the terrain tiles don't visually feel like they belong in the same universe/art style which is affecting the overall cohesive look as my eye is spending it's time looking at those 2 elements.  Also, a whole button dedicated to it but no beer drinking animation?

As soon as I remembered to turn ther radio on it really got going.

Very nice animations of the slime moving around and being caught.

Nice one. I couldn't tell where I was when going to the elevator though. if the player is going there regularly maybe that tile wants to be at the front?

Really enjoyed climbing out of the tutorial into the level and also the pan out at the end was a nice touch.

Really enjoyed that movement. Wasn't always sure if I was eating the thing or crashing into it.

Very nice. The most frequently used SFX got repetetive very early on though.

Got stuck on a few objects when trying to jump over them. Loved the ability to jump all the way into space and be knocked over by a satellite.

Could only see 2/3rds of the screen on the windows fix so couldn't see the whole thing. Menu and UI were very satisfying especially the SFX when the mouse first moves over the button.

Nice bit of button mashing slashing fun. All the art work fitted together really nicely. SFX stacked to be quite loud at times

Loved everything to do with the character animations.

Cycling felt good, some nice lighting touches too.

Great way of controlling the ball. As soon as the third dimension comes in in level 5 it really shines as a precision input game.

Very nice. I was hoping a flower would grow really big if I put more time over it.

Agreed. I tended to get the katamari vibe any time I increased the time limit to give you chance to make a really big snowball.

Nice job. Wasn't always getting the feedback if I was collecting an item or knocking it on the floor while my eyes are focused in the centre of the screen. Also enjoyed the slowing of the scale as it approached it's final value

Really enjoyed the sauce spreading, that was very satisfying. Also the movement of the background stars in the intro was a nice touch.

Very satisfying to get a beachball into the igloo and bouncing around. Nice choice on the soundtrack too, fits perfectly.

Agreed, all the particles made my many deaths easy to bear. Love the miners head lamp too.

Nice. I had a funny moment with an enemy sitting on my head for a while, good times.

Once I got the hang of it I enjoyed scaling Jerry up, he's very cute. I would have liked to see his body have vertical movement during some walk cycle frames to really sell that movement

Fun little challenge, camera was difficult in that tight space. A longer piece of music would be a nice touch too. I deducted a point for lack of complex trenchcoat mechanics.

Really nice, all the menus look good and feel good to click through and a nice vibe alround. I never felt in any danger though/overly challenged, my money quickly rose to double my target amount and stayed there so there were little stakes to any individual day, maybe balance with some negative daily cards?

Having the items bounce around was nice and chaotic and fairly satisfying to click on them. I might have liked to see a value pop up when I press sell to see how close I got.

Very nice, liked the use of Alex as a screen transition. Fairly intuitive design for connecting the pieces together, I might have appreciated an indication of Alex's number as it emerges from each device so I can track my progress more closely than just bigger or smaller.

Very fun, and stressful. I didn't understand the weighing scales mini game for a minute, I was clicking the items on the larger side and trying to drag them over.

Nice, enjoyed the cut scene at the beginning as well as the naming of General McBadface. Would have liked a volume control on the menu.

Nice job. There's a bit of a positive feedback loop going on, over time I accumulated so many large units that no large enemy could take more than a few steps and so much money I could spend without worry. Perhaps it could have someway of damaging or removing the largest/oldest units so I'm having something taken away from me.

Really enjoyed accumulating more bits/limbs sticking out the ball. Input method is very tiring on the fingers though.

I liked the feel of picking up the items, apart from a couple times when they flew through the camera. Also nice touch to make the trees sway.

Nice bit of chaos when you come to play your creation.

Sorry, only made it 2 moves, wasn't too sure what I was doing.