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Mullenratte

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A member registered Jan 31, 2022 · View creator page →

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Ooh it's made by Adam the GOAT haha 

Thanks! :)

Appreciate the critique! 

The jumping sound was kind of a joke we decided to leave in the game. It's our team mate who was frustrated by the whole experience, so he decided to disengage from the project a little, and just ended up yelling into the mic at 1 am to produce a jump sound for us lol

Thanks for the kind words! :)

Yea the controls were a bit messed up in the build version for some reason, definitely should've made that a priority to fix. Thanks for the feedback! :) 

Appreciate the feedback! :)

The pick up whilst mid-air was originally unintended, but we decided to keep it as it allowed the player new possibilities to solve the puzzles :D

I actually followed a 4 color greyscale palette that we had settled on, the buttons/doors/platforms were made by one of my team mates who simply forgot to restrict himself to this palette, I think. We didn't realise until after the submission though haha

btw love the palette you used in your game, could you share it with me? :)

Hey, I noticed the slow and unresponsive attacking in the build version, but only had a couple of minutes before submission was due, so sadly I couldn't fix it in time.

Coyote time is a good idea man! Didn't even think of adding it, but it probably should be implemented in every kind of platformer :D You're right, camera shake would definitely be a nice addition, along with other particle effects, maybe even post processing :) 

Thanks a lot for your feedback! :)

Hey! :) Really enjoyed playing your game and I can only chime in with camelezards critique. I also immediately forgot about the space key and wondered how you're supposed to defend for longer than a minute. So once I remembered you could do something with Space, it made a lot more sense haha :D

I wanna add the following critique:

  • The character controller feels nice and smooth. I was confused by the attack indicator, however. If you show a circle / wave like attack visual, it does convey an AoE attack. So I thought I was able to hit multiple enemies at once, which is not the case
  • If you stand near a material and try to attack an enemy, it sometimes prioritizes the material pickup (I think it's position based, so the nearest interaction element gets chosen, right?). So either having two separate keys for attacking and interacting/pickup, or allowing both the pickup/interaction and the attack to go through with one click would solve the problem :)
  • Also, idk if it's a design choice or not, but I feel like you should be able to pick up more than 1 material at a time, or at least make it so that if you try to pick up a material whilst already holding one, the material on the ground doesn't get destroyed. The way it is right now makes the player feel like he's doing a mistake every time this happens.
  • Personally, just from looking at the thumbnail and main menu, I was expecting some satisfying sound effects and a chill synthwave-ish music to go along with this. I think it would make the game even more addictive, so please let me know if you're planning to add that!


So overall a great submission, especially for a 48 h hour jam. Awesome work! :)

It was a unique experience, compared to all the other submissions I've played so far. Really loved the atmosphere! As already pointed out from others, I think the narrative was a bit confusing at times, and I only grasped more of it after reading your how does it fit the theme. And, even after reading that, I feel like the theme is only loosely incorporated (As the player, I didn't really feel the insanity and contaminants building up. The tension was, though! :D). Also, I think there should be a few more things to do (like the radio, that one was a nice addition), since I felt like I was mainly waiting for the next thing to happen whilst looking at the screen. 

Definitely a very strong submission for this short amount of time! Good job!

I think this game could've thrived more in a longer game jam, but I still enjoyed what was playable so far! Oddly, the first time I played it had somehow crashed my audio drivers, so I had to restart my computer lol. 

A sprint mechanic would be a nice addition, and to me the bounciness of the player felt a bit off (I got pushed off the path by objects that shouldn't feel bouncy).

Also, the blocks turning blue was a nice indication to understand they are solid now. As soon as I saw this I was hoping for some kind of "freezing" / stickiness mechanic related to that though, like making blocks that turned blue stick to other blue blocks. I think this could add a lot more verticality and complexity to future levels (although this would have to be limited in some way). I hope this is helpful! :)

Great submission you guys! As Blob already said, I think it would be a good idea to hint to the player that only the saturated bits are solid in the 3D world (it took me longer to figure out than I'd like to admit haha). 

Also, a way to restart only the 3D run would be nice, since I sometimes dropped down and couldnt get back up, although I had built the right solution of the level. And also there are ways of cheesing the levels by abusing that one bug where you can still move blocks shortly after they are meant to be placed down.

Awesome job overall!

Hey, I'd just like to see my name somewhere on the project you're using this in :) A link to this page would be awesome, but is not necessary!

Thank you very much! Of course, you can use it in any project you like, private or commercial. :)