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A member registered Aug 20, 2021 · View creator page →

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To be honest, I'm not too sure what the slide was meant for either. The lead developer told me to add crouching sprites and I programmed in the crouch, then he later told me to add sliding sprites, so I replaced the crouching sprites with sliding sprites. The crouching sprites end up going unused for this reason. Maybe he had plans for later on that weren't communicated, but I didn't have any ideas for the slide either, so it's kinda just left in as an unfinished mechanic.

I had a fun time shooting the drones! My final wave was 8 with 215 drones killed. A mouse sensitivity option would be great, since even at highest DPI of my mouse, it feels quite slow. There's also lag whenever I am shooting bullets. It's still a perfectly playable framerate on my computer, but not quite ideal. It may be because I still use a slow hard disk for storage or some issue with Wine running this game on Linux. If they aren't already, do make sure the bullets are being instantiated with preload() instead of load(). Moving the cannon feels great and it's really fun watching the drones blow up! Great use of the theme, too!

Thanks for your appreciation! Fun fact: It's more specically a Game Boy Color styled game since the vertical resoultion is 144 pixels and the music and menu sounds use the wavetable channel (unlike the NES' triangle channel), as well has hardware pitch sweeps for some sound effects. They're just tehnicalities at the end of the day though. Thank you very much for playing our game!

Artist / Sound Designer here, I'm glad you enjoyed the art! It's pretty much my first time doing 8-bit pixel art; most of what I've done before was 3D stuff. Thanks for playing!

The zips were compressed using XZ compression. If WinRAR or the built-in Windows zip extractor doesn't work, try 7-zip. If not, I can try compressing with Deflate for future builds, which is very universal, though it takes up more space.

Huh, I've never noticed it during testing, would changing loading the scenes (the individual attacks are scenes) from load() to preload() fix it? I'll upload the updated version (fixes lots of bugs players have found) after the jam voting period ends as well as the project files. Otherwise, do you have any tips to avoid preinstancing stutters?

Do you mean the black screen that happens before the boss? That's due to rendering a frame including all shaders (while the screen is fully black to hide this) to prevent stutters when she does each attack for the first time. I forgot to make the object responsible for pre-loading the shaders queue_free() after the fade in starts, so there is some additional lag on lower-end devices for 4 seconds (that's how long each effect is active for). I'll fix this in the post jam version. Thank you for playing!

Thanks for letting me know! I was able to complete all levels! One thing that may need to be fixed is that the game's speed is extremely slow if you run it at 60FPS, but it's nice and fast with an uncapped framerate. I haven't used Unity in a long time, but I believe you can just put the ball's scripts in FixedUpdate() instead of Update(), or multiply everything by Time.deltaTime to have the speed not depend on the frame-rate.

Fun platformer! While it doesn't reinvent the wheel, its levels are well designed and the obstacles get creative! I got 5 deaths with a 02:51.99 on my first play through.

Same, I waited for the lights to turn off then go past, but that still just reset me to the beginning. I'm also running this on Wine via Linux, and while I'm getting a fine frame-rate, I still can't do anything to get past the first set of lights.

Seems like you just roll the ball to the right and find a blue panel on the cyan floor. Is the blue panel supposed to do something, maybe create a bridge or teleport to the next level?

It's ambitious and impressive to see a multi-phase boss in a game jam! I do feel like the attacks need more telegraphs, since I pretty much had to just take random hits due to the lack of cue for any of the attacks (slowing down the projectile speed or making the player's movement more responsive could be a good alternative). 100 HP for the player does seem excessive at first, but with the lack of cues for the attacks, I only had like 15 or so HP by the end, so I guess it was actually a fair choice. Would love to see some audio, there are some websites that have public domain (free to use) sound effects and music if you don't feel like making your own! jsfxr is also an easy-to-use web tool for generating sound effects. Really enjoyed the creativity with some of the attacks, like the one that flips the screen, the pushing walls or especially the lava crushers!

While idle games aren't really my cup of tea nowadays, I love the effects as you get faster! The particles are especially nice!

Very satisfying visual and auditory effects when punching an enemy! I love their animations as well, as it's very intuitive when the enemies will attack, thanks to the good animation design! My main gripe is that the arena is much too big, as it's really easy to just circle camp and hit-'n-run the large cluster of enemies following you, and the difficulty scaling only effects enemy spawn rates, not their speed. Very good 3d models for a first time! I love the flat-shaded low-poly style!  

Love the use of both FM synthesis in the music (plus Sega Master System noise) giving it a Sega Genesis sound, in combination with a visually coherent pixel art style! It's nice to see 16-bit chiptune, as I feel it's especially underappreciated in games, since many 16-bit pixel art games use modern sound design.

Had a fun time platforming! I can see the One-Way-Platforms were inspired by Super Mario Maker, which it's always cool to see references to games! I'm not a fan of SHIFT+ SPACE to high jump; I feel it'd work better to make high jumping the default, as there's no reason not to high jump, since you can just press SPACE lighter if you want a shorter jump. The game at times feels like a clever Mario Maker level, and that's a good thing! I especially like the obstacle where you hit a button in the middle of a spinning blade zone!

Very fun top-down magic shooter! I like the lighting effects, and the bosses are very well fleshed-out in terms of attack patterns! Some feedback I have is there not being animations and sounds for lots of things (like damage), but that's understandable considering the time. That and sometimes when dying to spikes, it's really easy to die again and switch elements more than you want to. (perhaps a slight pause could help with that). I love paper-like style for the bosses, very endearing! Overall, a great game! I hope this game places highly in the jam!

That's a good idea to add a visual (and auditorial too) indicator to collecting a checkpoint! A fun fact is that the checkpoints were ONLY indicated by a small point-light with no particles until pretty much right before submission, but I added particles since someone in the server said the lights weren't a very clear checkpoint indicator.


About the bug where you have to close and re-enter full screen, was this happening with the Web, Windows or Linux build? When running the Windows version with Wine on my linux system, the audio gets glitchy after transitions, but it works perfectly on actual Windows computers.

Oh yeah that weird bug in the geometry there. When modelling the level, I accidentally extruded one of the platforms there along the normal of the surface instead of the global Z axis, so while I tried to align it, it's not perfect, meaning its possible to get caught there. Good catch!

1337 street, leeksvile 9001.

Thank you so much for the kind comment! Your game also really fun! I can't wait for the rating period to start to rate your and other's games!

Pretty fun and relatable (in an exaggerated way), if real conversations were simplified to cards like this game, that'd be awesome!

There is a soft-lock when the emotion meter runs out. The game just freezes with the girl having no dialogue. No inputs do anything, other than alt + tab out of the game or alt + f4 to close.

The jam has started, but the theme is still blank. What is the theme?

Is Geometry the theme? Does a geometric art-style need to be used?

I added Pac-Man :)

Same issue, too! No matter what key I press, nothing happens on the Linux version (Ubuntu with XFCE desktop environment).

Fun little puzzle game! One thing that's awkward is trying to move diagonally. It's usually optimal to move diagonally, but if you don't press the two directions at almost the exact same time, you'll move cardinally as well, which wastes water. One fix might be to make it so you have to press a button while holding the direction to move, so diagonal inputs aren't an issue. I really love the vine and flower effects when you beat a level!

Gotta go... moderately quick!

Fun little retro racer! Reminds me of Hydro Hopper in Club Penguin! My best score was 0147601 with a time of 01:69.97 (I think the time display is bugged)

Fun little high-score game for just being made in 2 days!

Just thought of that because Heat Man's stage has appearing blocks and takes place in a color-swapped sewer, your game has appearing blocks and takes place in a sewer.

Not sure if going up to the next floor does anything. The story implies The Ghost is stuck in the sewers forever, but if that's true, it means there's no real goal to shoot for.

I like the super high jump and jumping to appearing blocks. Fun fact: Heat Man's stage from Mega Man 2 is likely a color-swapped sewer stage, as the stages were developed before the robot masters were picked. I feel like the flashlight isn't too helpful, since its light cone is very narrow, but it does work well at scaring the monsters!

The platforming with the slime ability is so fun! I can just click and move with it so intuitively! I especially love the cannons. They remind me a lot of the Donkey Kong Country games! The chases were especially fun, the fact I got through them on my first go is a testament to how good the game's controls and level design are!

Not sure what the objective is. The game title and description says its to unclog all of the canals, but it also says you don't want the river to get too high. I just unclog some canals until the river starts carrying the construction worker. Eventually the river got so high the bottom of the river was visible, and then eventually was offscreen entirely. I like the weight the aiming controls have to them though!

(For those who haven't played this yet, this comment contains spoilers!)

Fun little horror game, I can tell a lot of effort went into the presentation! It has a proper intro cutscene and ending, and even splash screens for the jam! One issue is that most of it was set-up, with the only real scary part being the ending chase, though there are some random death pits earlier on. The random dead end if you go the wrong way in the chase felt less scary, instead more frustrating. You kinda just knew that your fate was sealed since the skeleton was not far behind. I really dig the jump scares, they do a great job at setting the atmosphere!

I feel like there should be a harder mode, since it took quite a while for the game to get challenging. My best score was 63073. The way you click the notes reminds me a lot of the attraction Boom Tunes from Bomberman Land: Touch on the DS. With some music, I feel like this would be a great rhythm game!

I love the idea of platforming up to escape the rising water! Sometimes it feels like I can't jump, even though I am on the ground. Due to the player being a capsule, I feel like there should be a bit of a jump buffer and coyote time to help make the jumping feel more functional. The water rising provides some nice tension, I'd be very open to trying a follow-up to this game idea, since I feel there's a lot that can be done with it!

I feel it's odd the acceleration is slow on the ground, but immediate in the air, but its a fun little platformer as you find lights to see where to progress. I especially like the puzzle elements at the end; felt like a teaser for much more to come!

I think Level 2 is unbeatable. I looked around a really long time to find the exit, but then, I eventually did find it when I accidentally clipped the camera through the wall. The issue is that this exit seems to be entirely unreachable, as it is surrounded by walls that are far too high to jump over.