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nobiy

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A member registered Jun 21, 2020 · View creator page →

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A creative use of the theme. I enjoyed it! Well done!

Such a creative use of the theme! It's fun to try keeping the sides balanced, but I wish there were more depth to the gameplay decisions. For example, maybe keeping each side's stats separate would lead to interesting choices, like whether to place a water tower on the side that it's needed on, or on the other side for better balance.

In any case, I really like this concept. Well done!

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I got stuck in the claws of the crab... I didn't expect to be so bad at this game XD 

Very cute artwork, but I feel that the unique shapes of the fishes could be used in more interesting ways, maybe packing them into boxes?


I got to the final boss (I think) but I died in one hit even though I had 4 health! But otherwise a fun game, well done!

This is so good! Controls are tight and the dash to spin mechanic adds a nice risk reward element. Each opponent felt unique, and I had fun figuring out how to beat each of their their special abilities. On top of all that, the wacky characters and funny writing really adds a lot to the game. 

Thanks everyone for playing. There was a bug in the Jam build which would let each player have multiple entries on the leaderboard. I cleaned up the scoreboard a bit, keeping only each player's highest score. 

I'm glad you had fun playing, thank you!

Thank you! Input issues will be fixed soon :)

Thank you!

Thank you! I'm so happy you had so much fun with it, and congratulations on the high score!

Great art and atmosphere. Very well done! I really felt tense in the first few rooms. However, after repeatedly dying from the same ghost camping a door it unfortunately got somewhat frustrating. 

One idea you could try: After a ghost hits the player, despawn that ghost, and don't reset to the previous room. This way, you not only avoid the frustrating situation of the player being stuck due to a ghost at a door, but also gives the player more leeway to take risks by sacrificing health to go faster. 

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Very cute art, simple but challenging gameplay. Overall well done, I had fun playing your game! As several comments already mentioned - there's too little time to react to new information (where the hand is spawning, what the new keys are). Also, perhaps an easy way to make the game easier and also more interesting at the same time is to add health and health pickups. Then the player will have some leeway if the key switch messes them up, and it also gives them incentive to switch lanes other than just dodging obstacles. 

Haha I like the story behind it. The art is funny and cute. Very creative.

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Solid game with a classic formula. I think it'll be interesting if killing enemies gave some bonus. Then there'd be a risk vs reward - you can try killing the enemies for more score, but risk getting hit. Overall well done!

Great entry! The art looks really nice, atmospheric. Found a bug where I can just hold forward and glitch through objects. I think it could be interesting if there were some collectables along the way. 

Good work! The platforming is fun and challenging. The gameplay is very well communicated, with things like instructions on the wall and the ruler on the bottom. I like that your boss follows your movement so there's some opportunity to play around that. 

Great song! And gameplay was surprisingly fun for how simple it is!

Cool visual style. Looks like you put jump on the release of the button which felt odd. Also couldn't figure out how to defeat the enemies?

fun concept! I'm not sure how the scoring worked, though.

Great! That's the type of risk-reward I wanted to encourage. To score high, you have to pick up speed boosts, but then you risk missing a turn and losing it all.

Thank you for the thorough review! Haha blurry is just because we couldn't figure out how to scale pixel art properly :P

Thanks, zooming out on my browser worked.

Interesting idea, but it needs more ways to challenge the player. The biggest problem is the existence of a no damage tower (elf+food), as it's so good that it makes everything else irrelevant. You can solve this in many ways - making sure every tower does damage, always adding a random tower each round, making it rarer... etc. I think the game has potential though and hope you continue to work on it!

Lovely art and intro sequence. Gameplay was good but I think a few small tweaks would make it even better: faster horizontal movement; more zoomed out camera; some option to avoid the enemies (either movement needs to be faster & more responsive to be usable for dodging, or maybe an attack/block of sort). Overall great work, one of the best entries I've played so far!

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Thank you, you had a very interesting take on the theme as well! 

Thanks!

Thank you! I noticed that too. I'll post some improvement on the controls post jam. 

Thank you, I'm glad you enjoyed it!

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Yeah. Great observation on the input queuing. I actually implemented that just yesterday but didn't make the deadline :(

Unfortunately couldn't play. The game gets cropped on my screen (Macbook Pro) and I think the UI is cut off? Maybe try reducing the size on your game's settings?

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Ah I see. Yeah I thought I had to platform my way up to the ship but just kept falling to my death. 

Maybe just a countdown timer with text like "spaceship arrives in 3:00" would be a more effective way to communicate that.

I like the movement, it makes traversing the level a puzzle and it forced me to think about how to get to places. Good use of the theme - when the time was running out, I really felt the pressure of finding a door and getting to it. 

Ideas to try: 
1. Speed up the game by increase movement speed and reducing the timer. I think this will make the game more engaging by reducing the boring time of walking. The player is more likely to try again if a round is quicker too.
2. Add an option to bypass security. Sometimes I get stuck between two things I can't cross. Maybe it's a dash that has to be timed right, or a limited resource.
2. Zoom out the camera more, so the player can see further and have more option to plan their path
3. Place a computer near the spawn, so the player gets practice right away.

Overall, very good execution on a creative idea!

How do I escape to the space ship?

Very atmospheric! Impressive for just a day of work!

I found that the invincible unit bug happens when you have a unit on the second row being buffed by an ear. When that unit falls to the first row, it loses the ear buff, which can cause its health to become negative, but it doesn't trigger its death, so it becomes invincible.

That was really fun and a creative take on the theme! I really enjoyed experimenting with different builds - in the end a cancer build got me to 1st place. Ran into a few bugs - the most annoying was occasionally when a unit reaches 0 health, it would become invincible instead of dying. But overall, I had a lot of fun, and I'm really impressed that you built a multiplayer game in such a short time!

Great game! The mechanics appeared simple but there was a surprising amount of depth to it, and the puzzles that derived from it are really clever and challenging. The visual and sound also fit really well. Great work!

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I used the Unity Splines Package for the curves (https://docs.unity3d.com/Packages/com.unity.splines@1.0/api/UnityEngine.Splines....).

I generate control points for the spline based on the MIDI: There's a control point every 1/2 beat, and its distance from the center is based on how far it is from the last and next note, maxing out at a value so it doesn't go too far.

Then I have a custom spline follower script that looks at the audio time to move the ball along the spline, such that the ball travels between two control points each 1/2 beat of the song.

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This is a great entry. It's different, and I like the art style a lot. The animation, effects all look and sound great together to make the countering feel really satisfying. 

Thank you. The idea was inspired by an animation I found while searching "diverging" on Youtube (link in the Credits section). It was just such a good fit to the theme that I had to build it, and I'm really happy with how it turned out.

Thank you. During the jam, I figured a saving system wouldn't be necessary given the game is very short, but when showing my friends the game, I actually ran into the same problem you did. A few times I embarrassingly lost my friend's progress because I accidentally refresh the page, and now I wish I'd put in a save system 😄.