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pigseverywhere

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A member registered Jun 16, 2021 · View creator page →

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Quack 🦆

Thank you 😊

Thank you. It's harder to see things upfront, but I believe it adds an extra layer to try and understand beyond the 'simplicity' of the game.

We hope you are right, we intend to continue, and thank you for the support.

Thank you truly

I really enjoyed the game, but I had an issue that disrupted my experience: there was a bug where I went through walls a few times, which ended up affecting the gameplay. It happens in almost every level, or all of them, when pressing certain buttons along with the dash.

I really enjoyed it! It's simple but excellent at everything it sets out to do. I think it would make a great mobile game—one of those that constantly gets updates with thousands of levels, perfect for playing a round or two whenever you have a bit of free time. Congratulations on the excellent work!

😊

Hahaha, who knows, maybe one day. Thank you!

We truly appreciate it!

Thank you, we truly appreciate it!

As a big fan of Little Inferno, I absolutely loved the game! The theme and mechanics are so much fun, and I think there should be more games like this. It’s been a while since I’ve seen something similar. But honestly, I find it incredibly relaxing to set things on fire—maybe I should be worried, haha! If I were to suggest one improvement, it would be to add the ability for fire to spread between objects, which would make the visuals even more impactful. Either way, congratulations on an amazing game!

O-O

Quack Quack

Thank you for the comment, the compliments, and the feedback! We really appreciate the video. As soon as the evaluation period is over, we’ll bring more updates, and your comment has been a great help for that.

Cute.

I agree with the others, it could use a bit more polish, but I imagine time was short. Even so, the game is very cute and promising.

Congratulations on the game!

The bear duck is listening O-O... and we thank you!

We greatly appreciate it.

We greatly appreciate the kind words and feedback! We decided to keep the game more "closed off" to avoid loose ends, but we did consider adding more levels, mechanics, story, and even a system to interact with papers to expand the lore. Since that would’ve required more time than we had, we chose to focus on making something more compact and polished.

That said, after the evaluation period, our plan is to revisit the game: improve it, expand it, add more challenges, and even increase the difficulty.

I really liked the idea; the mechanics are interesting. They’re not very common, so to speak, but they’re fun to explore. I can imagine a 3D or even 2D version of a clumsy little “hand” trying to grab things and knocking everything over, something like Octodad or Hand Simulator. In the hallway, there could be obstacles or greater distances between shelves to allow for more movement and a sense of running through the environment. Either way, congratulations on the game!

In terms of art, there’s not much to say. The game is really cute, simple overall, but functional and pleasant, so it works perfectly. The light mechanics are great. I did feel like the dash mechanics were a bit "stiff," but it’s a very minor thing (just me nitpicking). Overall, the game turned out really cool. Congratulations!

The game is quite fun, and I really like the aesthetic, it fits the vibe well. The sound was a bit lacking, but overall it’s pretty good.

Congratulations on a great job!

The idea of the "sun" and the ground with light as an obstacle is really cool, different from other infinite runners. It reminds me of when I was younger and used to travel by car. I would imagine myself doing "parkour" in the shadows, avoiding the light. Anyway, congratulations on the game, it turned out really cool.

I liked the sincerity in the final text, haha. Cute.

At first, I thought it was a platformer with stages, but with the wings, it gave off more of a Metroidvania vibe, like Hollow Knight, where you revisit areas with upgrades you’ve unlocked. Either way, that shift works really well. Anyway, I agree with the rest of the comments: if expanded, the game will be even cooler and cuter than it already is.

And, in my opinion, thinking about it, the final mini-game seems infinite, so it’s A BOSS FIGHT.

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First, I'd like to say I know how it is dealing with floating beings—they're tricky, haha.

Anyway, I really enjoyed the game. I'm a fan of games that are more polished and take time with the details, like camera movement, transitions, and lore. It's not often that jam games focus on these aspects, and for me, this game really won me over with those details.

Now, looking for something to "complain" about or give feedback on, I more or less agree with what the-MAisonry mentioned. I didn't finish all the days, to be honest, because there are over 70 games to check out, haha, but I think I stopped around day 8 or 7... Anyway, I felt like all the stages were presented at once. After the first day, I was already in speedrun mode to see if something would change, but it didn’t, at least not up until the point I played. I feel like the mechanics could be introduced as the days progress.

If you’re planning to continue with the game (I see a promising future for it), maybe an interesting idea would be to have colors that combine two colors, which would increase the difficulty, or something along those lines.

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To be honest, I agree with the previous comments. The atmosphere is very well done, and if the goal was to create discomfort, you nailed it. I can see this evolving into an ARG or something deeper behind the game.

However, in my opinion, the character jumps very high but moves very slowly. This might have been a gameplay or narrative choice, but for me, it made the game feel a bit tiring to play.

Congratulations on a great job! 

I really enjoyed the game overall, especially the use of the glowstick. Some mechanics are quite familiar, but the glowstick felt fresh and fits the theme perfectly.

If I were to point out something for improvement, haha, I’d say it feels like the game is aiming for a Super Meat Boy vibe, where the challenge of the levels is key to making progression feel rewarding and exciting – like a payoff after failing so many times. However, to be honest, I didn’t find the game very challenging.

I think this is due to the abundance of mechanics that make things easier for the player, like the glowsticks, the dash, slow motion, and the air dash. With all these tools, mistakes feel barely punishing, and it’s easy to recover even when something goes wrong.

That said, I loved the mechanics and the game overall. Congratulations on a great job! 🎮👏

uhum, vamos tentar melhorar esse dinamismo e fluidez, vlw pelo feedback meu caro.

Agradecemos. :)