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noremac7777

33
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2
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A member registered May 22, 2017 · View creator page →

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Funny idea, the captions were great. I want - perhaps need - the thrown bottles to be able to hit Sakana.

+1 on feeling a little lost, but other than that it's lovely!

Interesting aesthetic!
The TTK on the snowmen is very unforgiving; imo there should really be an audio cue, or checking for them should be easier. I checked the room, saw nothing, and died ~5 seconds later on one occasion, unless I misunderstood something. I'm not personally a big fan of mouse controls, especially in full screen; it's ok for the interactions but the buttons are small enough to be frustrating, though part of that will be me using a trackball. Being able to press A/D to switch screens would go a long way for game feel.
Fun idea anyway, and I think the working area is laid out well. I'd love to see it polished up a bit!

Thanks! The screwdriver is currently useless and the hairdryer's use is broken in this build so sounds like you got through everything :) There were a few ideas but I didn't find enough time to work on it over the holidays; I'll at least do another art pass and probably try to polish up the progression, maybe add a couple more "puzzle" elements/sequences.

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Cute! Sound effects would help, I usually don't have time for them either TT_TT. You already know about the UI issues. More effects on the attacks? Help make things pop a little more, add clouds for toxic for instance. Maybe a specific effect/sound cue when an attack gets reduced by armour. Readability stuff.

Cute. Funny.

Love it! Can be a bit awkward to stack things, wasn't quite sure if I was doing something wrong or it just wasn't working. UI might help there, if it's about dropping in a specific area.

Feels good to play!  Do the different characters get different obstacle spawning or was that a coincidence? In terms of gameplay I think maybe the player should have less control over their speed, most of the danger came from me just holding 'W' xD

Thanks!
Yeah,  did have some ideas along those lines but most of them fell out when things got busy over the holidays. Post-jam maybe!

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Thanks so much :D
Yeah the cliff took a backseat; it's literally the first thing I slapped in there "temporarily" to bridge the starting cave to the arena. Intention was to make more of a "level" leading up to the boss, to introduce the shooting mechanic and the fire that got left out.
Damn, thought I added the reset for the rotating phase. Guess not, or maybe a path  exists where it gets bypassed. I also managed to become invulnerable in my own post-patch testing, no real idea how.
Yeah I've even got a system on the player to choose different respawn points but didn't find time to a.) place one or b.) add appropriate scripting to actually select a new spawn point. Would've used campfires like the one in the starting room to indicate if I'd managed to make enough of a level to justify multiple checkpoints but eh, game jam timeframes. Thanks again!

Edit: and your response to the shooting is basically everything I was hoping for with it :) with more balancing time I might've limited the auto-aim so that you had to at least be facing towards the target to add a skill floor to that element (most likely with the health bars adjusted down a bit) but again, without introducing the mechanic properly to the player that felt like it could be a bit impenetrable.

Very spooky! Great tension, and all the more impressive without an engine!

Very cute! Huge nostalgia vibes. Is there a way to restart after dying, other than refreshing the page?

Delighted that got noticed, quite a lot of work went into things happening on beat :D

Not bad! Some of the shots for the wheels were a bit tight considering the need for direct hits.

Love it! Very funny, love the sounds and the idea. Just wants combos or something.

Cheers, as per usual I probably spent more time than I should polishing relatively minor elements until I was happy with them, but it was a busy week anyway so I'm not all that disappointed.

Cute! Love the mech designs. Minor point I found a touch jarring; you can change the shadow distance in Unity's project settings so that they don't fade in when you get closer to the walls/cylinders. Can't imagine it'll hit the performance too hard here.

Just wish I'd finished the HManga stand, with its slowing effect...

Cute! Lego props? FPS drops in the main area for some reason, if you're not using the foliage tool for things like trees and rocks then that might help. Also if this isn't a shipping build then those come out a bit smaller and sometimes run smoother too, but obviously disregard that advice if it is.

Great stuff! Just wants some more feedback/polish type stuff, especially to show when major characters have responded to what you're saying.

Character physics a bit rough, the jump is incredibly fast. Moving platform physics took some getting used to. Interesting stuff anyway!

Love it! Could do with arrows or something showing the right direction in places, and a few segments (the first lava encounter) were a bit unforgiving, but very solid and fun to play!

I'm a changed man after this. Thank you, sincerely.

I like the banner image!

I like the banner image!

I even had music picked out! I just didn't find time for a sound pass. Many thanks :)

Excellent! Worked well enough in the web renderer for me. Could do with visual feedback on damage taken, it wasn't always clear where I was being shot from. Feels great to play, anyway!

To some extent going for lower angles to get boxes out of the way faster helps, but I'm sure it's way overbalanced in favor of chaos at the moment. I did experience stuck boxes when I was testing, but they tended to find their way out eventually so I put it on the backburner. I'll revisit again, possibly I just need to add a minimum velocity to bounces. There are bronze/silver/gold targets for each level; the bottom right tracker is meant to update as you pass them but it did bug out fairly often when I was testing, especially when the level was changed. I think I've got a slightly better idea for how to display those targets anyway now. Generally the bronze is ~50-80%, silver is ~100%, and gold is the amount of score you actually get for 100% of the boxes with the streak bonus(es).

Dang, think I can guess what's happening. I changed how the level end was detected ~2 hours before the deadline because it was triggering too early sometimes. If the motivation keeps up I'll refactor that logic properly and do a post release.

The VN part's fun at least!

Very cute!
Loved the intro, great stuff!

Missing a .dll so couldn't launch. Dug through the files, the midi is excellent :D

Really nicely executed!