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L. PocketShadow

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A member registered Oct 02, 2018 · View creator page →

Creator of

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Thanks for the feedback! ^^

This is cool, and I actually love how the gameplay ties into the theme. Great job!

I meant to convey that Whisker was controlling the robots in the level, but I only had 1 piece of dialogue to convey that, and I ran out of time to get the robots attacking. T > T

Thanks for the feedback! I'm glad you had fun!

Thanks for playing and the feedback! I'm glad you liked the writing!

It wasn't a conscious thing, but with how much I enjoyed the portal games, and w/ Vim mentioning GLaDOS, I probably was influenced by Portal 2.

Thank you!

Thanks!

Thanks for the feedback!

Ye the cam needs more work, but I'm glad you thought the basic run/jump was good!

Thanks for the feedback!

Thanks for playing and the feedback!

Thank you so much! T . T I'm happy you enjoyed it!

Thanks for playing! I'm glad you enjoyed!

Very fun game, and great progression! I really appreciate not having to start over after dying.

Thanks for the feedback!

I purposefully made the viewport in 4:3, b/c I like the idea of doing that to give it a more "retro" feel, but for it to work, I defo need better camera work, better composition, and/or maybe a mini-map. Probably a better idea to give at least the option to put it in either 4:3 or 16:9 tho.

Thanks!

Yeah, I lowered overall volume b/c usually most games tend to be exploding eardrums loud, but I defo overdid it.

Sound, graphics, and overall atmosphere is really amazing!

My only gripe so far is the high mouse sensitivity.

Great job guys!

It looks like you uploaded the Unity project files instead of an exported build.

The only people who might be able to see this are people who have Unity. Rip :(

I can't get this game to run. This looks like it's from Unity? You needed to upload more than just the .exe RIP :(

Interesting Idea!

The instructions weren't very clear(and a bit hard to read in game), so it took me a second to figure out how to get the game going.

When it comes to instructions, making it as short and sweet as possible is key. Most people will glaze over paragraphs.

Since there was no sound effect for the boss picking up the coins, it made it harder to tell who was getting what in real time, making me stare at the totals instead of the main part of the game.

Imo, it's kinda tedious to have to spam click on the buttons on the right AND spam click on the machine. I think it would have been better to choose the coin you want and be able to click on the machine right away.

I think with more polish, and a little faster pace for the coins falling, this clicker game has potential. :)

1. You do not have to hold the down/s keys to fall down. The quick fall was optional. Maybe that's my bad for not making that clear?

2. I did incorporate a cam shake for hit feedback, but it seems it wasn't enough to convey that the robots were getting hit.  When vim played he didn't know if he was doing damage at first either.

3. Ye

Thanks for the feedback!

Rip web ver. :(

Windows ver.:

Super chill game, and a charming art direction!

Started off pretty slow, but it ramps up quickly, so it's fine imo.

Optional tutorial is a big plus.

Cool little puzzle game!

The bullets from enemies are too fast imo, and some of them are hard to see. A lot of the times I've died, I had no idea what killed me. 

I feel like if the bullets were slower, and you could see more of the map/enemies, this could work really well as a bullet-hell type of game.

I really enjoyed the particle effects and core game loop.

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It took me a few minutes to figure how to get the game going, since the fact that you can press enter to go through doors was in the readme, but after that it's really fun and interesting!

Actually underrated! I really liked the gravity mechanics, and how the bosses showcase the next powerup you get from them. 

I managed to beat 4 of the bosses, but I couldn't figure out how to damage the final one. :(

Really good job!

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The downloads are in the submission/rating page.

Probably not your fault, but it's weird that the main game page has no downloads, but this page does.

The character moves a little too slow imo. Also there was an instance were I was caught through a wall. 

Interesting idea for a stealth game tho.

I think it's interesting that an attempt was made to make something for the Sega Master.

Game won't load :(

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The HTML ver. wouldn't load for me :(

Windows ver.:

Graphical aesthetic is SUPER cool. And how the game window bends? A little disorienting at first, but I'm really into it. The pause screen going into like a wireframe mode is a nice touch, too.

I think its strange that the collectables make the character stop for a second. The text in the beginnings a little hard to read. Collisions in general seem pretty wonky. Most of the times I've died, it was to weird collision, which gets worse after shooting the pollos. It makes me not want to shoot or pick up things.

The core game loop is fun tho.

Ty for the feedback :>

Interesting concept.

I think the instructions for controlling the jump angle w/ the mouse should have been first w/ the space to jump. I kept falling in the lava for a minute b4 figuring it out on my own.

Having something like an arrow to indicate the angle would have been really helpful.

It's a little too hard, esp when I keep getting stuck, so I was unable to get to the boss.

I can see the potential tho. This could've been a more fun game with a little more polish. Game jam's are hard.

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Concept is interesting.

It's not clear where the laser's hit-box ends imo. It feels like sometimes the lasers kill me, sometimes they don't.

The robot character is a fun design. The color pallet is cool, and the static effect is a nice touch.

2. Top 

Thanks!

1. No, I ran out of time for any enemy AI. I wasn't able to work on this every day of the jam, and I'm still pretty new to game dev in general.

2. Do you mean how to get memo 2 is or about what's in it? 

First impressions: The color pallet, art, and character design is S tier. Loving the metroid vibes. Gameplay itself is very fun, too. The flying enemies are a little too annoying imo. I feel like they spawn in too quickly, and can get overwhelming esp around other enemies. 

First off, I LOVE the aesthetic and color pallet.

I think it's a little too difficult to start. The first "wave" is do-able, but the second wave feels a bit unfair. I think you added to many things to look out for too fast, and those spike guys are hard to see.

 Atmosphere is on point tho, and that's enough to make me to want to keep trying for a little bit longer b4 giving up.