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Puddle

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A member registered Dec 14, 2020 · View creator page →

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you can use WASD shift and space to move through space although its much like moving on ice lol

hey dude! i didnt get the comment yet :/ ill check discord, my discord is puddle.studios if you wanna friend me, idk why its being weird when i try to friend you

ooo i really like these, ill def implement them ty

thankyou for your feedback, this is actually super helpful. i totally agree with the options menu, and the drop and pickup buttons being the same lol, we are currently adding an options menu along with a rebind key option screen, your health does remain the same level to level, this is more or less a rouge-lite, also i think your right the levels def need some decoration, i like the sliding door idea. im confused on the spawn protection as we actually do prevent enemies from spawning near the elevator, although maybe there's a bug in that code. ill check it out. 

Do you have any suggestions for new objectives for levels? we are adding rest levels and shop levels in the next update but other than that we really don't have any ideas. reload animations are a good idea but are sadly beyond the scope of this project (for beta) we are currently pre-alpha.

again thankyou so much for ur feedback its much appreciated 

ty for your feedback, i definitely agree during playtesting this was really annoying lol

ty for your feedback, ill work on implementing a settings menu tomorrow

I like the art style and music, I think if you had a more recognizable character design it would launch the art direction to Double-A.  A tutorial would be nice, as I also didn't know there was a double jump and got stuck at the beginning.  some of the enemies are very small and not hard to see, I died many times to things I didn't see in the moment, perhaps if something can hurt you it glows white instead of just being its base color?  the sizing issue I mentioned before, however, it makes it hard for me to see the end-game menu, and I'm not sure what most of the buttons on it do. (this critique boils down to making the death screen more intuitive) I don't know how you generate levels whether it's procedural or hand placed but they are really nice.

oh yeah it was just a little small when i fullscreen it, i haven't played much yet tho only a couple minutes ill play some more and give a review 

it appears the window size doesn't match the unity resolution, I'm not 100% sure on whats causing this but if my assumption is right, you can look at your export res in unity settings and change that to match your itch page res or change your itch page res to match your export res.

Very nice game, i like the juicy particle effects and screenshake, I think the levels are a little to large and the time until red zone starts is a little to long, overall very nice

lol true 

that makes sense, thx.

I’m looking forward to it, also realizing rn my review may have come across as over critical but seriously absolutely amazing quality for being made in 48 hours, im excited to see what you can do with more time 

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ok this is completely my fault, i was tired and didnt read any of the warnings, i have come to terms with the fact that i am disqualified from the jam.  however its ridiculously easy to completely hardlock yourself out of a jam if you edit files during voting period. this was my first jam so i didnt really understand how this worked, and how dangerous it would be to edit files but i basically accidentally deleted my main game file when i was trying to delete a previous update file.  it seems really weird to me that you can remove files, but cant reupload them? wouldn't it be safer just to disable any kind of file change during a voting time? im sure there's a reason but i thought id just ask

ah Icic that makes more sense lol

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very cool, looks nice, game play loop is pretty simple, but i cant really fault you lol, it is a game jam game, 

i would however like an indicator to know when my dash is ready again

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i liked it, felt responsive, the artstyle is a little off-putting and i cant put my finger on why. soudn effects are great tho. a little tutorial would have been nice, i dont really know what im doing lol.  the coregameplay loop feels like a rougelike but without the freeform movement, you just get moved to the next room when your done. maybe make an open map allowing the player to move freely

edit: ok figured out why the art feels weird, the foreground art and midground art have wildly different level of details. for pixel art this just feels weird. 

so fun, reverse Crossey road lol, a little more polish and maybe more variety and i wouldn't be able to tell it was a gamejam game

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i LOVE this concept, 

 EpicToastTM basically said everything already, but a couple more points couple. something that threw me out of the experience was the UI wasnt pixelated, as well as the text above the travelers. 

edit: the text and ui IS pixelated however the font looks default which throws the vibe a bit.

there was no real tutorial.

and it wasnt snapped to a pixel grid,

that last one is a personal preference thing,


a couple suggestions for the gameplay loop, maybe beside each quest have a failure success rate, based on the level of the traveler you are giving the quest to, i was kind of left blindly guessing which travelers could do which quests,

have some reward for successfully finishing quests, maybe be able to sell the items you get from quests,

Maybe make it harder to fulfill peoples requets, reiterating what epictoast said, i was able to easily complete every persons needs, so i ended up just spamming how can i help you

 but  all of these are just minor tweaks, if this will continue development. a little balancing and a reevaluation of the core gameplay loop, would truly make this an awesome game


PS: sorry for the long post, i just really think this game has potential and would love to see it continue development 

not really sure how well it fits to the theme, but its a great game, very juicy. i wish there were more of an impact when you get damaged, maybe screenshake and a sfx, but very nice 

Very cool idea and execution, love the art and music. still stuck on level 3 lmao

very interesting take on the prompt lol. I like it

love the artstyle, its a little hard to move the blocks when you are also moving, but overall very nice

very interesting idea, its executed really well, the sound effects are nice. the scoring system seems a bit arbitrary. maybe you get a point for each ball you miss?

the graphics looks nice and polished, love the code snippets on the side

love the aesthetic, reverse flappy is so hard

ty!

such an awesome game.

9/10 

the two complaints i have are 

jump feels floaty

and controls for turning the strip are hard

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it doesn't count in years or days, the highest value on the clock is hours,

if it says something like 500,000: 45:30:10 that is 500 thousand hours, 45 minutes, 30 seconds, and 10 cent seconds  


you can convert it back to days by / by 24, then back to years by / 365

i love this aesthetic, what style would this be? 

ah ic

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so it does or doesnt pull messages from months ago? sorry lol i cant decipher the "sure does", also i think this is a really cool program and qol updates would be great, i love to have it open on my desktop but i cant do anything else cause it interferes with other apps, so im looking forward to the distant hypothetical updates :p

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alr lol, i do have a question tho, so even tho its not real time, is the message pool reset at the end of each day?, like it doesnt pull from messages submitted months ago right?

interesting, i got one of my own messages displayed a day after i sent it so maybe its a glitch :p, i also got a duplicate message, same person sent the same message two days in a row which might just be like them actually sending the same message two days in a row lol 

how long do messages delay by?