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piotrbizzle

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A member registered Jan 13, 2019 · View creator page →

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I’m dumb, talking to grandma again re-opens the gate. Not sure why it didn’t occur to me to try that instead of reloading the game >.>

Ahh actually thought about it and realized what happened with the explosive not getting used up.

Not a bug exactly, but a strong indication that two ~similar mechanics~ need audio and/or visual cues to distinguish them if someone opens a door that they can’t see yet >.>

Oh, that’s a really good theory. I’ll change up the order of those dialogue options.

Even after the UI cropping is fixed, it’ll still be more ergonomic to have the choice that completes the quest on top.

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Hm, it sounds like there’s a bug with the inventory contents sometimes not being tracked or updated correctly, someone else had a similar bug where the clown nose quest couldn’t be completed…

Something evidently is also up with screen sizes or resolutions and the UI @_@

 I’ll take a look at both of these, thanks for the reports! They’re super helpful!

With apologies for the bugs you encountered, thanks for playing!

The pixel art was great, and fighting the enemies was nice and tricky~

Controlling the gun with the mouse button was a little funky, but if I'm being honest it didn't take away from my enjoyment of this one.

Good work!

A ton of great animation in this one! I think I got all the weapons and got to the end, but not 100% sure. Either way, it was a good time~

This is a great and super complete entry! The level design is great and the unlocks all work well!

A smalll thing, when I first played I got stuck at the very beginning. I think the steps are:

- Walk to the right, /skipping/ the save point

- Die

- Now you are locked in the starting area.

After that first bump, though, I really enjoyed this one! Great work!

This game has such a unique look and controls! I got the acid attack and started working my way through the blue pipes area, but then I hit the escape key wondering if it would pause and it reset my game >.> my bad

A fewww bits of feedback:

- The big ant was really tanky, and I couldn't tell if my attacks were working. A little more feedback that the player is damaging the boss would help a lot!

- I had a really hard time controlling the character in the pipes area on the round surfaces. I'm not sure if the right fix is to rework those controls, or better teach the player how to move in these kinds of areas, or some other third thing, but that area really took the wind out of my sails.

Still, an impressive and really stand-out entry for 30 days. Great work!

Fought my way through the school of fish and found some NES carts. The music and graphics work well!

For me, it feels like the character moves a little slowly compared to the amount of empty space. The flashlight mechanic also felt like it slowed things down in dark areas, since I had to stop a few times and sit around while my energy recharged.

I really like the look of this one though, keep at it!

This game looks great and the mechanics work well! I also enjoyed the little bits of lore dotted around, I think that narrative approach works really well in this genre.

A couple of feedback points to make things even better~

- Pretty easy fix I think. When fighting the boss before unlocking the claws, the first time after beating the boss I walked off the platform to the left and fell out of the map / had to reset

- The screen transition works well, but I wish it was a little faster so I didn't have to wait for the camera to catch up to my player

Overall though, excellent work, especially for 30 days!

You’re definitely right about the control sensitivity. Based on the feedback from comments, I’m planning to totally reimplement them after the jam @_@

Also, I’ll try out cinemachine, at a glance it seems really useful.

Thanks for playing!

If I had to guess, I’d guess I have a bug with different screen sizes that’s cutting off the dialogue options from the screen @_@

It’s kind of interesting you were able to get as far as you did without being able to see them!

In any case, there’s a lot I want to go back and tighten up in this one after the jam. I’m glad you had a good time playing it in this state, though, despite the bugs >.>>

Thanks for playing!

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There are definitely a lot of bolts i want to go back and tighten with more time.

A couple of people have commented  that they  got stuck in the dark areas. We’ll probably add a prompt if you’re in the dark without darkvision to press a key and teleport you back out to the entrance, since the game doesn’t have a player killed / reset position mechanic otherwise…

In any case, thanks for playing!

The movement and in particular collision definitely need tightening up. I want to go back and rework them completely after the jam.

At the last minute, I put a workaround in to reset your character back to the start position with the R key, but that’s obviously not a real fix.

With apologies that you got stuck because of a glitch @_@, thanks for playing!

I definitely need to experiment with configuration on the rigidbody2d more, the collisions with walls and platforms don’t feel up to snuff yet.

Still, glad you had a good time with the game overall. Thanks for playing!

I’ll take a look. Sorry you got stuck there, and thanks for playing!

can you tell me more about the trouble giving the clown nose? I’d like to go in and make improvements after the jam is over~

You're a hero for commenting this. I know it is so late, but I actually did go back to this project and shoooould be fixed now >.>

Thanks for playing! I think it's a good observation that the number of ghosts at the end wouldn't work at all if the game was any longer. I've gotten a lot of feedback about the very end of the game, it's definitely something I want to keep working on

You're not the only one who had feedback on the last 10 or so seconds of a run -- it's clear that's a part of the game that still needs refinement so players can realistically get something done at the end of the game.

Having upgrades or equipment to buy between runs is also a wonderful idea -- it seems so obvious now with the score being dollars etc, and could be a good way to add more options and strategies.

Thanks for the great feedback, and glad you enjoyed the game!

Doing more with the car is a really cool idea. Candidly, it only became a truck instead of a placeholder icon in the last couple of days. Your suggestions definitely make me wish I'd settled on it being a car sooner to incorporate it in gameplay!

In any case, thanks for playing and for your great feedback!

Thanks for playing!

The seed system was put in early in development when it seemed like the focus of the game would be getting high scores on particular seeds and competing against friends etc, but I ended up pivoting away from that direction. I agree with you that the feature is pretty vestigial now.

Also, having run-to-run progress would definitely be cool and fits well with the 'get better and better scores to unlock more achievements/ribbons' meta game that the project settled on.

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Thanks both of you for playing, and for your thoughtful feedback!

If I come back to this game in the future, I'll definitely have to try cutting the 'pull' time for the throw. Besides the reasons you gave, I think that suggestion could also make it easier to disentangle from mobs of ghosts at the end of the game.

Took a few tries, but managed to free the boys and escape~ 

My only feedback is the camera angle plus the countertops at the bottom of the map made it hard to see parts of the floor.

Really great game, the capybara is delightful *_*

This game looks and sounds great and works well. If you plan to develop this out more, it might be interesting to introduce more mechanics like moving environments or different kinds of pumpkins.

Great entry!

Played through all of the levels!

This is a cool little maze game, and I liked the chill music. 

This game is simple, but very cute. A small piece of feedback is it might be nice to bind the special move to something other than E to be less awkward with the WASD controls.

Also, when can I buy a Ghumpkin stuffed animal???

This game works well, but I find the generated mazes are pretty easy, with a main path that has just a few short dead-ends coming off of it. Maybe I just got unlucky with the random aspect, but it seems like an area for improvement."

I'd also be interested to see what this game would be like with hand-made mazes and a little more of a meta-game aspects like better tuned target times or high scores.

Still, this is a fine entry, good work!

I wasn't able to figure this one all out, but it's a really slick looking creepy puzzle game. Visually, this definitely one of the most impressive games in the jam, and I love the idea to use a jack-o-lantern as a flashlight~

The art and music in this game are really impressive!

I do feel the platforming mechanics could be tighter. They're kind of floaty and the player is able to wall jump in a way that didn't feel intentional. It also didn't feel worth fighting the enemies vs running past them.

Lastly, my playthru ended with a bug after unlocking Insane mode where none of the buttons on the level screen worked anymore : (

Still, one of the best-looking entries in the jam! Keep up the good work~

This is a cool little game, and I played it through to the end screen. You've accomplished a lot for a five day jam in terms of the levels and upgrades.

A few bits of feedback from my playthru:

- I didn't bother fighting any enemies after the tutorial. Especially in level 2, where time was really tight, it felt more effective to just let them chase me

- I kind of regretted fully upgrading the speed stat, as it made the game hard to control

- Other comments also mentioned this, but it might be less awkward to control if the attack button was mapped to something easy to press with your other hand while using WASD to move

Still, I really like this one!

I think there's a lot of potential to the carving mechanic.

You mentioned that you ran out of time for a scoring system, which is understandable under a time crunch, but I would have loved to see a little more of a game around the carving.

Cool puzzle game! I like the idea of interacting with only a few buttons, reminds me of programming an old alarm clock.

I do feel the pumpkin theme could be integrated more strongly. The bomb really could have been anything and it wouldn't meaningfully change the game.

Your comment inspired me to go back and try again!

Knowing that the spaces which fall out are fixed every time helped me approach the level in a different way and I managed to make it to the (bottom of >.>) the leaderboard~

Communicating that mechanic a little better and warning the player that getting stuck is possible if they don't plan their route well could probably make this game more playable, even without changes to the mechanics

This game is simple, but there really is something to it. The little pumpkins are very charming in an old atari kind of way.

I think it may improve the gameplay to have some kind of penalty for picking a pumpkin that isn't ready -- I got my best scores by spamming the e key and running back and forth. I'm also not sure why the character can jump, it seems like something you'd never want to do on purpose.

Overall, a good effort though!

This one is pretty surreal.

It would have been nice to see more moving elements (like the thing that I think might have been a tractor?) to make the gameplay a more interesting.

Played all the way through this one! This entry is obviously super polished, and I like the multiple paths in several of the levels. Sliding around on the ice was a liiittle frustrating but got through it okay. Great work!

I love the level design in this game. Went back and replayed several times to try all the secret paths and jumps that I noticed on my first couple of runs. The art is also very good for a game jam!