Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

O37

37
Posts
6
Followers
4
Following
A member registered Jun 07, 2020 · View creator page →

Creator of

Recent community posts

A nice little story. A little disappointed that there didn't seem to be any meaningful choices having played through twice, but at least there is some illusion of choice if you play just once. The style and music is nice and works together.

The writing in this game had me in stitches! Maybe not for all the intended reasons but at being warned that my character is "overpissed" I just lost it.
I finally found one NPC who didn't care about my stats and I was actually able to talk to. I stood there having the same conversation with her while I starved and pissed myself until I had relationship score 102/100 only to find the button to make friends or flirt do nothing!

An interesting writing style, very poetic. A very comprehensive set of menus by jam standards, nice to see accessibility features. Should add more of that stuff to things myself really...

Other commenter had it right. Generally good to err on the side of letting people complete a game fairly easily in a game jam. There's also a reason why there aren't many well regarded first person platformers out there, it takes a lot to make them enjoyable. Might have gone further but I had to alt+f4 before the music drove me insane.

Needs a self-righting system.

Don't usually see a TTRPG in these! Not managed to try it, but I'm really up for the idea of mechanics for social encounters. If I were you, I'd focus the game more on your deck of tricks and have it entirely about deceiving and manipulating your way around monsters like a bunch of terrifying naughty kids. Not quite sure how it addresses the theme, but good on you for putting this out.

I tested it up to 200. Haven't seen anyone get more than that.
It should be possible... but as Beck said, it's not really expected, it's not required for the message to get across.

Ambitious to make a multiplayer game for a jam, and with destructible terrain no less! An impressive effort to get all that working. I do fail to see how it really addresses the theme, but you've got a pretty solid base for a 2D shooter here. It really just needs something to make it stand out a bit more thematically or mechanically.

Really nice art and animation, jump and movement feels good, and well done narrative element. The mechanics were quite buggy for me, the up arrow sprout-wall-attack thing kind of glitched out when using it in front of enemies, preventing my movement until I dropped sproutling. Also, the game didn't reset my health when the level restarted, not sure how exactly you're doing the restart but should be a fairly easy fix to make sure values get re-set. Could use a few more versions of the footstep sound effect, and the music, while nice, doesn't quite loop properly. Good job getting it to run in WebGL, it hardly ever works for me! Get those mechanics polished up and it could be a really nice narrative side scroller!

Interesting concept, nicely brought together with simple but effective art and music, and some thoughtful level design. I feel like you could level up this concept into a really interesting platformer/golf game if you wanted, always good to see. 

(1 edit)

Nice concept for a kind of mobile time-killer game. I'm not really any good at this kind of game, but I personally think that it would be more enjoyable to control it with the mouse instead of the keyboard. Could potentially do some interesting things with this solid base.

Very impressive amount of content for a game jam, the narrative really elevates the fairly simple mechanics. I could see that maybe some of the beavers were going to do more and be interacted with in the dam but that didn't get done in time? I also thought that the enemies seemed very difficult at the start, I got killed repeatedly without seeming to have any way to win many times before I came across enough things I could beat to level up or gather resources for stronger companions, which really slowed down the early game progression but on the other hand made it feel rewarding when I could finally beat enemies that stomped me before. I also noticed some bugs, once when I got stunned the game got stuck and I had to reload the save, which for some reason removed Dr. Apricot from my dam. I also got a bug where the furthest dam room disappeared but I was still able to move there and the construction sprite got put over the room before it. I nevertheless enjoyed exploring your little funky world with it's odd characters, good music, and interesting new abilities to discover.

I've been considering this but I'm not sure it encourages the kind of play that the game is intended for. The point is that you should find the items to make the survival easier, if you could endlessly dodge dance then that would take away from the focus on the theme. However, I do think that a mobility based item would be a good addition for after the jam ends (adding it now would count as more than polish methinks).

(1 edit)

A dodge roll eh?

Thanks for playing, might have a tinker with that idea...

(1 edit)

A timer is on the list of things to add!

Luckily, the polished version is coming along nicely! What would make the objective clearer? Would it be a clear instruction to find the escape ship when it arrives? Or is it too difficult to find and needs a UI arrow or similar?

Thanks for playing!

Hmm, not the first to not find the ship. Perhaps I need to add an arrow to the UI...

As have many others...
I have heard the screams and changed the shape of the beam such that this should no longer happen 'xD

I see what you mean. It is working correctly. The point of the game is that it's a simulator of being stuck inside with nothing to do. This was intended to be a possibly relatable interpretation of the theme. So you got it and then second guessed it, but there really isn't anything more to it. 

Unless we come back to it perhaps.

(2 edits)

Admittedly that there's nothing really to do is not much of a punchline, but it was hard enough getting that to work for me and my noob C# skills xD.

Sorry about the web version, apparently something in the default settings of unity messes up the WebGL build that I now know we should change.