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MossyBackedSnail

26
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A member registered May 05, 2020 · View creator page →

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This game is fantastic. Easily one of the best ones I've seen so far. All it takes is a simple concept stretched to its fullest and you have definitely done that. Great Job!

Cute game! At first, I didn't realise there was a second page for the colors, but once I got the hang of that along with the math portion it made everything go a lot smoother. I think the values needed are a bit too high, it took way too much colour for some of the potions, also maybe displaying the target numbers, along with how much you have already put in would help with understanding what to do. Its a good concept and very impressive for 48 hours. The art is also fantastic. Good job!

Nice game! I loved the life counter, it took me a second to realise what it was, but it was a very clever way of doing it. Overall, Good job!

I am so sorry, I have no clue what happened there. I don't know if it happened on your end as well but it seems I accidentally posted the same comment three times? I've deleted them but hopefully you don't get a ton of emails from it. 

It isn't often you come across a game as simple and self-explanatory as this. I was able to pick it up immediately and nothing was left misunderstood. The art is fantastic and the game has a nice feel to it. My one criticism is that there is no boss health bar, but maybe I just missed that. Overall I really enjoyed it. It was a bit short, but for a proof of concept jam game it does the job. You took a solid game mechanic and ran. Good job!

I honestly have no clue how you came up with this idea but it's really fun! I always love a game with a tutorial as many jam games tend to lack them leading to a lot of confusion and misinterpretation. I agree with some of the other comments in that the camera was a bit too close to the board, and the UI elements took up quite a lot of screen real estate sometimes making it hard to see the board. Overall though I really enjoyed the feel of the game and am impressed you managed to make a strategy game in such a short time. Good job!

I admit it took me an embarrassingly long time to figure out how this game worked, but once I did, I had a lot of fun playing it. It's a very creative concept that was executed well. The visuals are pleasant, and the physics are incredibly satisfying. However, I think clearer instructions and perhaps some sort of chart that shows you the different tiers and how many stages there are would go a long way. Nonetheless, it was a fun game and impressive for only 48 hours. Good Job!

This is a really fascinating concept. It took me a second to understand what was happening, but I had a particularly enjoyable "ah-ha" moment when I did. Looking at some of the other comments it seems I am not the only one who thought the game was a bit slow, but nonetheless it was enjoyable. The lack of instructions made it a bit difficult to understand what was happening so that would definitely be something to improve on. I also found my inability to remove fences somewhat frustrating as it eliminates some of the strategy involved. Overall it's impressive for 48 hours, and good job!

I love this game. It is incredibly well made, has excellent adhesion to the theme, it's a creative idea and there really isn't much to critique. My only gripe is that there isn't a download available so I can play it whenever ;) Overall great job!

I liked it! The art is incredible. I was a bit confused as to what I was doing most of the time, so a bit more explanation would have been nice, and I rarely had to use the dice feature (unless I was doing it wrong) but I enjoyed it nonetheless. Good Job!

This is a fantastic game. I love the simplicity. It wasn't too complicated or confusing and that leads to really polished gameplay. I had a really fun time playing this. Good Job!

Great Game. I loved the correlation between the dice roll and the size of the revealed area. One thing I think could make it a bit better is if the dice reclamation station had a small light around it so you know where it is, also if at the beginning you explain the premise of the game. I was a bit confused until I accidentally submitted a dice and it let me through.  Overall, great game.

I really like it! The music is nice, and once you have gotten a few ant upgrades it becomes really satisfying to quickly gather food that used to take you a really long time. Something I think could be improved is food spawning more frequently. As of right now, it becomes a bit annoying to have to wander around for what seems like quite a while until you come across something else. Other then that, it's a really well-done game.

Yes. That is definitely a bug. I accidentally uploaded an old version of the game. It should be fixed now. Thanks for letting me know.

Thanks! Here's a tip for you, if you get caught on the edges try using the super jump ability again (idk what to call it) and it will usually get you unstuck. I tried to fix that problem but everything I tried failed. There was originally going to be a shop where you could buy upgrades but due to time restraints and a lack of ideas for what the upgrades would be, the idea was scrapped. Also, it never occurred to me that space wouldn't be the most intuitive way to jump, but I guess that's what just feels natural to me.  Maybe I'll add a keymapping feature in a later update. I'm glad you liked the music though! That, along with the majority of the art, was all done by my teammate GlitterDemon.

I uploaded a Mac version, I hope it works for you!

Thanks for taking the time to play our game! I am aware it needs some polish, however I can’t figure out why things are going wrong. The collisions have worked fine in the past for me in my other games, but didn’t work with this one. Same goes for bullets. I have no idea why the camera/enemy spawning is broken when you die (maybe something to do with reloading the scene). Also, enemies will always spawn in the middle “hallway/row”. It’s not very clear that it does so and I’m not 100% sure it always works, but that’s how it’s supposed to go. When you unlock a heart, the heart is unlocked however it is still empty. This is an intended mechanic implemented to attempt to balance the game by making the rewind ability riskier. I wholeheartedly agree that this is not a playable game by any standards, but I thought it might be nice to give some insight into the development side of it. I’m sorry for giving you such a long reply :P

Thanks for playing Out of Time,

- MossyBackedSnail and GlitterDemon

This game is so fun! I’m instantly immersed into the game and can’t stop bobbing my head to the beat. I think you should add a damage animation as it’s kind of hard to tell when you get hurt, but other then that it’s very well done!

Thanks! You’re the only one so far to have noticed the “real code” that I know of. We plan on expanding the game in the future as it’s very unfinished and a bit confusing at times. But I’m glad you enjoyed what we have so far! You might have noticed this already, but after certain key items are collected, other items will appear around the stage that can be used to get extra dialogue from other coworkers. This was originally going to be a mini quest series with achievements, and it works, but I didn’t have time to add graphics notifying the player that they earned the achievement.

Love it! The low poly style mixed with the nice shaders and camera motion makes for a really polished looking game! Good Job

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Thanks, most of the art and music was made by GlitterDemon so I have to credit them for that part. In the case of The B Side, you play on "both" sides of the nightclub (press Q) while listening to both sides of the record. Although it might be slightly more ambiguous than others, I think it is still a fair interpretation of the theme.

This is my first game uploaded onto itch, and I was wondering if I add a Linux compatible download onto the game page whether or not it would change my eligibility for the jam? In the sense that it’s being added after submissions have ended.

Also, are fonts considered assets ie. Times New Roman, Sprint 2, etc

Do unity developed assets such as Text Mash Pro count as premade? I'm assuming so but just want to make sure. Also, should we credit programs used to make art and music?

Do I have to credit what tutorials were used if I’m using code from them?

Does code from a tutorial count as an asset? or is it only artwork, models, music/sound effects, etc.