Skip to main content

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

PapaSpoonRattler

117
Posts
1
Followers
A member registered Aug 20, 2021 · View creator page →

Creator of

Recent community posts

Stress inducing but once the valve comes in then all tension is relieved. Very fun once you get the hang of it

Thank you. In the first 2 phases, you need to find a computer(s) that will allow you to kill the boss. I will put that in the description since I didn't have time to put subtle hints in game.

Puzzles were a nice challenge! Game was extremely satisfying to play with the simple graphics and sounds. All tied together well.

The fact I can pick up a chair and wack enemies with it brings me so much joy. Great game!

Motherload of stress inducing, but super satisfying to complete a level. A lot of fun, fit really well into the theme. Mixture of thinking you're safe when you're not and then when it all goes up in flames. Great game!

Game was a lot of fun! Watching the tutorial had me go like "Oh okay" to "What in the world is it saying". Felt like it fit into the nothing can go wrong topic very well.

Art is simple but  very satisfying to look at, I love it with the whole console aesthetic. The enemies paired with the map constantly changing made for having to pay attention to your movement a lot, plus fighting against always going up. Was very fun.

Love the style! The jumping between walls was rough but got the hang after a few minutes. The fact you can record time and go back was a lot of fun, allowed me to do some really fun movements.

Fun game! Wish there was more content to look forward to. Otherwise, had fun!

Thank you! I originally had no intention to make it feel Metroidvania like but turned out like that in the end! The enemies and controls are being worked on currently and will be fixed after the voting period!

Thank you for playing and the feedback! Yea I wasn't aware until after the voting started that we weren't allowed to update during said voting period so lead to that hiccup. As for the jumping and diving through most things, I came across this as well and realized this would need to be fixed in the polish!

Great art and sound! Story was interesting and the VO was nice since not a bunch of people do it. All I have to suggest isn't new here: Didn't feel much reason to use other abilities, in which a variety of enemies or scaling the rate of fire for the main ability could solve that. 

Otherwise, great game!

Ooo, piece of light. Ooo, piece of light. Ooo, piece of light. Found this game oddly addicting. Would love to see it expanded upon some more.

Really enjoyed  the game. Art style was very unique and I liked it a lot. Only thing I have to say is the collision felt inaccurate at times and I died when I didn't touch something. Other than that, had a lot of fun!

Thank you! I actually don't have much experience with 2D or pixel art, I dabbled a bit after my first game jam but I usually stick with 3D modeling and level design.

You and me both. Thank you!

Looking forward to it!

Gorgeous art, loved the sound. The only things I have to say is the shop hurt to look at because of the static animation and the having to swim all the way back up paired with how fidgety the hooks felt made getting back up a little frustrating. Overall I had a lot of fun playing this though.

Fun but tough game. My only suggestion would be to bring the health of the little fish down and/or increase the damage of the knife.

Game was very relaxing, loved the concept with the item degradation. Really enjoyed the puzzles.

(1 edit)

From now on, all additional updates will be released after the voting period on September 11th, 2023 at 5:30 PM EST

The updates will consist mostly of cut content.

Enjoyable game, pickaxe felt too offset though and feel like the impending doom should be given a more aggressive color. Other than that, would've and still would love to see more added to this!

Thank you! Hope to see you back. I agree the controls aren't great, due to poor time management, it lead to a not so great control scheme. In terms of jitter, did you play the WebGL version or downloadable version? If the downloadable version, could you expand on what felt jittery?

Thank you! I do agree with the sound and will be added after voting. As for the controls, additional mechanics were to be added that influenced this decision originally but those mechanics were never added so it instead lead to a bad design decision.

(3 edits)

Major Bugs Patched

  • FPS no longer hits rock bottom when in the "Main Stage"
    • First time using Unity's 2D lighting system and apparently the shadow casting script doesn't play well w/ tile maps, and there seems to be no way to bake these lights. 
    • Reduced number of shadows casted drastically
  • Locked doors no longer open and make you fall into limbo

Thank you!

Your comment was not harsh at all. I agree with all your points! The game was lacking within many elements such as visual feedback and information (and more) and all the controls were displayed in the desc., but I knew it wouldn't do too much. I thank you for giving and honest review and trying it despite running into major bugs!

Yea I focused too much on art than gameplay, but glad you liked the way it looked! The game was laggy because of the way I set up pathfinding so I plan on fixing that when I update the game, including adding major things missing like audio, UI, additional enemies and more. 

Love the music and sounds, also very unique idea! Took me a minute to understand the mechanics fully. Tough game but was fun!

Thank you! I agree so much! Sucks too cause I was so close to finishing implementing the SFX. The fact that there's not much feedback does take a lot away.

Addicting and got my thinking analytically to save the most time. Got to floor 19.

Love the game! Really liked the fact the health was a resource you could easily manage so that way you didn't have to worry about burning up too much.

Thank you! Yea the movement was in FixedUpdate() and I misremembered how the FPS affected each Update method so I moved it. As for the enemies, there was an enemy in the works that did a better job of introducing combat that was cut, including a ranged enemy as well. I appreciate the feedback and hope to see you back after the voting period for the next update!

Thank you! The darkness mechanic was supposed to have a lot more features (Additional lights, debuffs, vfx, etc). After the voting period, UI, FX, and more will def be added.

Thank you! Yea I sadly didn't have any time to polish and optimize due to poor time management. However I do wanna expand on it more, mostly cause I know it can be better. I will probably put up a downloadable version so it is more playable.

Favorite game in the jam thus far. Super addicting and would love to see the progression expanded upon. Great concept, great execution!

Very addicting to go fast

Never before has a game made me fear flat surfaces before. Really enjoyed it.

World's Hardest Game vibes. Just gotta fix the collision but other than that, pretty fun.

Really fun! I enjoyed how much you played into the "Diving Deeper" by both diving deeper into the sea and into the secrets