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PrinnyBaal

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A member registered Mar 16, 2019 · View creator page →

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Building your own base is really cool and the build system was really well done, the highlight for me I think was running headfirst into the monster the way the tentacles latched onto points and crawled forward was really cool.

Really cute style!

The movement felt really smooth and the storm affecting your glide was a really inspired mechanic that has a ton of potential depth.

As an aside the cut scenes were an impressive bit of polish and I appreciate the tunnel keeping the tradition of heading to the left~

Thank you and duly noted!  :D

Really cool, I'm always extra impressed with 3D games and the bosses had a 'biblically accurate angel' vibe I liked!

Giving up abilities was a cool twist and in terms of presentation reminded me of the early part of KH1 where you 'give up' a path to decide your stats.

One user friendly thing that was a little rough was the camera tilt on hitting A or D messed with me a little so I wound up just using the mouse to turn lol

all in all, really impressive!

Thanks, I really appreciate the feedback! ^.^

Interesting concept and when I finally figured out how to get the chain dash to go off it was really visceral and satisfying.  The panels of art accompanying each hit really drove it home.

With some more polish and a bit better tutorialzing I could see this being a really cool game.

I absolutely loved the look, it had this courage the cowardly dog vibe I really liked.

The take on the theme being relaxation I think is very unique and interesting though unfortunately I wasn't able to get the camera to co-operate and I fell out the world a fair bit so I don't feel I got the full gameplay experience you intended.

I'd be super interested to play the game if the bugs were ironed out though.

Absolutely stunning presentation and cool take on the theme!

Looking at other comments it seems there's a bug with the jumps tied with the frame rates so it felt too heavy on my end and I wasn't able to properly test out gameplay.

Which was a shame since I feel like the jump combos would've been really cool and fun, what I saw of how the level was laid out made me think that it would've been a lot of fun to run through.

Super polished with a nice looking retro aesthetic.

I like the mix of a straightforward goal mixed with the intensity of the time-limit.  Having goal split between coins, keys, extra bottle and then the goal made planning out a route a fun experience, with the oxygen bonus being a nice incentive to keep getting better and nailing tight timings.

The core loop reminded me a bit of the hectic pace I felt in Half-Minute hero, very well done!

Some really great bits of subtle game design!

The start menu serving as a pseudo-tutorial, the breath meter being a multiplier, the placement of seaweed and coins, all of it tied together to add a lot of depth (no pun intended) to a solid pick up and play foundation.

Art has a nice comfortable retro feel and the music and SFX fit in to make it a cozy vibe to play.  

I like the concept, it gave me vibes of using the Dream Nail in Hollow Knight mixed with some fo teh fantasy problem solving of Rakuen or Omori!

The art and music were all really nice and I even appreciated the feeling of following the wailing to find my way to my next goal.  One (very minor) thing I noticed there was that there seemed to be some tearing/odd lines in the seams between tiles sometimes.  It might've been caused by me playing in browser but I've seen that caused by Unity's tile map in the past.  In which case using a Sprite Atlas might help.

Thank you kindly, I really appreciate it! 

And yeah, you're definitely right that the sign-posting could've used a lot of love.  I meant to spend the last day tying up loose ends and cleaning up but I took a nap w/o setting my alarm and...well you've noticed when I posted XD

Hey-hey, thank you very much I really appreciate your off the cuff thoughts!  Honestly I super like your review style, and I'll probably steal it in the future~

 It's super helpful for seeing how things landed, and honestly it's made me feel all fired up again about it!  ^.^

There's a lot of really useful stuff in what you said that I'll definitely want to emphasize/polish in the future now that I can see it from another perspective.  Not to mention things that I just completely failed to consider like how different keyboards interact.

Thank you, I appreciate it!  

Thank you very much!   ^.^

Poor little ghost and his duck-phobia~

It was fun and I enjoyed chilling out to the bgm.  The Fever Dream was definitely tough with lots of tight moves~

Super impressive game, the cross-thatched style looks really cool in 3-D and watching the story slowly unravel was interesting!  Definitely one of my stand-outs/one to keep an eye on for this jam!

The only real complaints I'd have is that the movement speed felt a biit too slow and I wish that when speeding through dialogue it would reveal the entire line instead of skipping it.  There were times I wanted to read the dialogue but not necessarily watch the text slowly crawl.  

I enjoyed exploring around the house and the scares with the ghost were a lot of fun.

Some bugs here and there but all fairly reasonable for a game jam.  One bit on the movement I'd like to point out is that it'd feel a little smoother for me personally if after I clicked left or right for example he'd stay facing that direction when standing still.  It'd make interacting a lot nicer.

All in all, well done!

Haha, you got your wish I definitely laughed when I realized what was happening.  It was a really unique take on the game theme.  

The game balance was solid, it was definitely hard but always felt just within being doable every level.  I managed to get to the end...thanks to the help of everyone else of course~

This was a really cool submission!  The touch of audio letting you know you're being hunted added a lot and once I got a handle on how the game worked (knowing that by 'covered' it only meant the rooms in deep black and that incorrectly defusing created a bomb in the room) it made for a really interesting/tense take on minesweeper like gameplay.

Neat!  I appreciated the mouse cam and the audio had a nice chill feeling to it.

The character distortions were neat to see,  I'll admit I found myself just intentionally barreling through them so I could see what all could happen XD

Being able to grab onto a ledge and recover was a nice extra touch that helps make high score hunting funner/more fair.  If there was one thing I'd like to see added it'd be more variations in jump height for that teensy bit of added control.  For example tapping or holding the mouse button for slightly different arcs~

Interesting design!  I liked the mix of 3-d/2-d here and the detective work was a cool gimmick/mechanic

As an aside, was the William Afton a fnaf reference?  I got a chuckle out of that and it made me curious if there were other little easter eggs like that.

This was fun, the puzzle/platforming with all the different cube types really opened up a bunch of possibilities~


Very well done!  Aesthetically it looked great/comfortable and the puzzles did a really good job of introducing a mechanic and then building/mixing them as the levels went on.

As an aside I'm a sucker for credits being 'mixed' in with game levels like you did, I always think it's a cute touch.

Heya, thanks a bunch for the feedback!

And yep-yep, I definitely will!  I've set aside some time at the end of the week to binge rate as many games as I can!  ^.^

Thank you, and I definitely will once I'm free to later this week!

Hey-hey, thanks so much!

I'm looking forward to improving in the future and that's all really helpful insight~

Thanks, I appreciate it!  ^^

I'm glad you enjoyed and thank you so much for your feedback!

Funny enough, that was the strategy I personally fell back on while I was testing so I guess great minds think alike there :3

Just as a heads up there isn't much difference between Aeons (at least not yet I've been thinking of putting together a post-jam version with a lot of the extra features I had to cut, plus some re-balancing to make the core gameplay more fun) but beating the game with the other abilities is definitely do-able and might make for a cool challenge run!

Thanks a lot for the feedback!  And haha, I'm really glad the dialogue came across well!  I wrote a lot of it during the last caffeinated nights of the jam so I'll admit I was really nervous about it ^^;;

Definitely fair points on the gameplay, and I like your suggestions for speeding up move selection.  In the end I do want this to lean heavier on strategic and varied choices so I super appreciate the rundown of your experience trying to play that way and how the system/controls pushed you out of it.  

Thank you very much!  That means a whole lot coming from you!  

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Yeah, battle network was definitely the main inspiration here good catch!

Thanks a lot for the feedback, I'll definitely try to work on the tutorial earlier since I really regret running out of time for it~

Fair point on the art, I definitely could've curated the sets a little better to make sure everything meshed. 

As for credits there *should* be a hyperlink in the game description with an itemized list if you'd like to check out all the talented folk I used art from (and they're all great/super deserve the extra eyeballs!).  I went ahead and also added a second link above the fold since you're right I definitely want people to know where everything came from!

A fun run and shoot style game that reminds me of a lot of newgrounds games I enjoyed back in the day!

The skyrim style level-up system was a really nice touch and the other survivors were fun.

One thing I would've liked would be to feel 'slightly' lighter when jumping, it felt like I was being pulled down by gravity just a little too hard but not a big deal given the style of game.

As a technical thing, the last level lagged a bit even with no blood turned on possibly due to all the enemy spawners but game was still completable.  All in all, well done!

Solid take on the theme and the art had a raw comic book feel that I liked!

The hunter wearing fur pelts after beating the mammoth and then fiery scale-like gear after beating the t-rex in the end screen was a nice visual touch.

Gameplay-wise I think it has legs but I wish either hurtboxes were a little more selective or you had an animation for when you're in invincibility frames since most of my deaths involved being in a hurtbox and being deleted.

Cool theme and I like the retro aesthetic, it goes well with the feeling of facing off against an 'evil ai' upgrading itself.

I feel like there's a lot of potential in this concept but I definitely think the difficulty needs to ramp a lot harder and a lot faster.

lol, I definitely get that!  And the restart felt really cool as a card for the *player* to be fair!  

Fit the game-theme very well with the 'fit' angle and the boss-rush was fun, especially after I realized you could double jump.

I do wish there were alternatives to the spam-clicking for training like holding down or a timing variant since the spam-clicking cramped my fingers a bit after a while~  

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The theme relevance was easily top-tier so well done on that!  

Otherwise I wish the controls were a bit smoother, dashing left and right felt natural but moving up and down felt odd and I couldn't get the dash to work in those directions. 

Pro-strat for other players when the fish count gets low: ''ride'' on the other fish and snatch their food from their mouths.

This was cool, the theme of playing a king was an interesting take on  the jam that I appreciated and the art was super quality!

I like the the AI also uses the cards you have though I wish they didn't have access to cards like restarting the attack-round which in their hands felt more like a stall than a tactical choice or even a bump in difficulty.  
Still that's a minor gripe for a really solid game!