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reaperScarl

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A member registered May 19, 2020 · View creator page →

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(1 edit)

Ehi, didn't play it during the jam. here some Feedback if you are open to that (from the webgl version) outside the jam:

1) The camera controller is frustrating, expecially when you need to look to elements that are in the opposite direction. When you need to jump to platfomrs that make like a circle that becomes really frustrating.

2) The game overall is hard. You die very easily (as intended i suppose). Problem is, when you introduce new mechanic, those should be played in a safe environment. Level 2 with the moving wall was a lot frustrating to me (i reached level 3 and ragequitted there).

Overall nice game for a 2 days game jam, considering also the jam. Really nice step movement with a capsule. Cheers.

thank you very much, glad you enjoyed :) 

No, the headlines were made up by one of the team, it would be Definely scarier otherwise ahaha. But I mean, if you saw the extra credits videos about the1918 flu, you know they didn't handle well that either, but they had more excuses at least 😅

Really cute game! Relaxing music and very cute art. First round i forgot to read the recipe and didn't put any ingredients inside before placing the cookies in the baking tray (how i don't know ahahah). After i got the fail state, i got the recipe hint and all worked well. very nice experience and great job :)

Thank you very much for playing 😊! Yeah, there are a few bugs on the timer and the last day. I might have forgotten a few variables to setup and so the last day had no relative asking for stuff 😅. In my defence, we had some problems and I could start playtesting the whole experience only 15 minutes before the end of submission time. Bug fixes are coming tho.

Nice game! 

The start is very relaxing, but after level 5 it start to become a lot more frustrating. too many pandas around in so little space.

2 things about the gameplay. some leaves be go behind the rocks and the backet, and that will make it almost impossibile to find them. The optimal way to play is just to just stuck up leaves on the ground (and probably that's your goal considering the 20 leaves max per click). What feels frustrating about this is that you don't know how many are there, so  you group them thinking they are all, and when you put, you find out there 1 is missing. that 5 pandas will go on the basket and repeat until you find the last leaf :)

Aside these small elements, nice game and idea :) well done!

Awww, such a cute ending! 

For all the run i was trying to figure out how to reach the maximum happyness and why the rewards were so random ahahah 

It makes all sense now, very well done :)

i'll definely check that out when the jam is over

Thanks! really gladbyou liked it :)

first of all, thanks for the feedback ^.^  for the not working, i thought it would be fmod the cause, but i'll gladly give that a try after the jam is over.

Cheers

for the download i can tell you it works because i downloaded from the other pc. usually with Unity exe it takes 10 mins to exit from the antivirus state.

for the browser yeah, we didn't know that fmod is not working with webgl correctly happarently.

If you want to give it a try i'd suggest to wait a bit before deleting it,  but your choice. Cheers

Ehi there!

I tried and finished the game (didn't play it during the jam unfortunately).  The game seems really polished visually and mechanically and for that kudos. 2 simple mechanics developed really well. The followings are some small negative things i felt during the game.

- the camera shake when landing sometimes becomes a bit excessive, and that felt annoying in a few points.

- The first level could use  a small tutorial level with a no difficulty pace (you can die on the first level if you don't jump in time).

- the ring really fast with the rocks than near was a bit frustrating, but i guess that was the plan.

Aside those, very good job on transitions, the starting frog animation and the polishness of the demo. Great job!

Really thank you for your insight! 

I'll iterate on the gun, thanks for that feedback :)

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Ehi, thank you for the insights :) 

for the controls, i wanted to give a scheme that wasn't already recognizable, but at least connected by effect (w,s for rotating; e,d for shooting). the berserk doesn't turn left tho, it rotates by 180 degrees.

For the positioning it's true, i had this feedback on the jam and i tried to tackle it by keeping the player more near the center, but i need still to balance it.

For the weapon yeah, i'll probably iterate on the gun to make it a "auto-aiming" if in a certain range, but i'll need to see if it breaks the game ahahah. Still true that the with the shotgun, it feels useless atm.

I missed the off screen part on the tutorial :/ sorry about that. (probably the cut was made because the resolution of the screen is less than the windows resolution. I'll fix it.

The idea is not as fun as i thought, so i don't want to expand it but i want to "polish" it around the hard edges, so thank you for your time :) Cheers.

PS. I wanted to also make a flamethrower that would move the player continuosly (on the opposite direction of the chainsaw) while shooting, but graphics wise i didn't figured out how to do that, so i cut that idea ahah.

Ehi there.

 I tried the game 3 times, with 1 dead and 2 with the boss defeated. My main problem i think is the camera, because i usually can't see where i'm pointing and some camera movements seem really fast.

The enemy are usually ok. i don't understand if i can use the black cube actively, but for intuively i just used it as a shield. Once the enemy has the target locked on the black cube, it's easy to defeat them in the first rooms. The only room i couldn't use this tactic was the one before the boss one, because i couldn't see where they were and i chose to make them stop shooting instead.

The boss fight is a bit meh. 3 out of 3, i just stayed far and shot at it and it didin't attack. The time i died was because my control bar was empty.  probably worth a different strategy, like a closed door after entering and a bigger aggro range.

That said, well done. Cheers

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Very well done! i saw the game on the Gmtk video i think but i didn't play it in time. The game is very interesting. for the fun part, i guess it's because of the skeletons and the fact that you can't attack them (if you can i probably didin't see how), so it can become frustrating remember where they are... and if you forget it and you swap time very near them, they will take the life point easily (attacking them would make them less of a threat of course, so that would need balance too).

I might not have used or understood correctly the dash. Seems too little of a movement, but i saw that it gives something like i-frames. My suggestion, if you are interested in expanding it, would be to make a bigger dash or at least give a clearer feedback on when that effect ends...  and use it more as a mechanic (like doors that close too fast otherwise etc).

A weird stuff but it didn't bug the experience was this: if you swap time when you are inside the tunnel/corridor to go to the treasure room, you jump on the map and enter the room (again, it's just weird, not game breaking).

Overall, well made and great job! Cheers.

Ehi there. Well done first of all.

I can see some improvements on the mouth (seems a bit bigger but probably it's just an impression). The cool polishes on the objects to eat and in general.

Some negatives that can't probably be changed are:

- when you go from the right side to the left side, you will likely miss a few items every time.

- the bananas are very difficult to eat because of the collider, and that might be a bit frustrating.

Aside these elements, it's a good game  :)

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Ehi, i played it 3 times and here some positive and negatives thoughts. I Usuallly don't play horror games tho, so please take these opinions with a grain of salt. Also, the latest build seems the 1.5, so i played that one.

Positives:

The rendering effect and the color palette is very well made, Colourful and interesting.

The environment seems interesting and cool, leaving an "what happened here" effect

"Negatives":

- The commands description and title most of the time are barely visible, because the color watching below are usually really light.

- You kinda wander with no purpose looking for something to do with no goal, and that is a bit boring if you don't know where to go. In my xp, i went first on the campfire with the bus, tried to increase the campfire with some wood found nearby and i died there not getting what to do. Second time i started wandering and died after i saw the church and the 3rd time i understood that i could eat fruits to increase the wake state, but still wandering around without a clue... Do you plan on making sub objectives (or environment clues in the level) or is that the expected experience?

- Some interactions, like the well and the container are a bit confusing. With the well, nothing happens when i interacted with it, so i tried to find around a bucket. i found one nearby but couldn't interact with it. The container was similar. I tried to interact with the container for all around it, but no feedback. Meanwhile, the door gives a clear "Locked, you need a key" message.

Those element said, the rendering is really good and i see the potential for a walking simulator or , more likely, a survival horror experience, where instead of the flashlight to rechange, you need to stay awake. With some tweaks, some clear feedback and some iterations, this can be very good. Well done this far nonetheless, Cheers. (Hope this can be helpful)

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Ehi, first run i couldn't undestand but i did at the second time.  When you press the "last button pressed" again, that button, that usually represents the "down" button, becames the high button... shouldn't be better to give some feedback to the player on what the "last button pressed" represents? 

(even the key shown on the high/low side of the square. not a great visual feedback sure, but at least it's visible ).

(The rest is good, this was the weird element, but it's probably given from the out of control theme)

thank you very much for this comment ♥️ I'll probably try to update with some quality of life stuff like checkpoints, volume slider, in game menu and some new weapons. Sorry about I'm not at home and I can play your game back  before the end 😔

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Amazing game and very polished! i'm pretty curious on how you made the string animations (the ones with each letter of the word moving)  but that's just me. Very well done!

You left me some sad emotions. Thank you. Artistically beautiful

beautiful concept and visually interesting. make the kids move was a lot frustrating and i was able to finish only level 1. In any case, well done!

The idea is really cute, but when you change the ship it's hard to understand what's happening and know where you are, taking damage because of this reason like 80% of the time. still a nice game. well done

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ok idea, i didn't figure out the 3rd level but it's ok. Well done, expecially if it's your first jam. There are some problems, like the teleport of the new level that will take you to the start of the previous level, but ok.

Nice idea and awesome music. The animations seem a little buggy sometimes but other than that is really cool. Well done :)

Nice game. definely fits the theme ahahah

Nice idea. I think would need to be a bit more polished. 

The yellow areas on level 4 disappear and appear in a frustrating way, because it's hard to stop you and you usually finish to touch them.

The red area is very similar to the finish area, and that be a bit conterintuitive.

Other than those elements, nice game and well done!

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Awesome and original idea ahahah The mechanic is fun, but a  bit frustrating when the mouth shuts and  it doesn't open as fast as when it closes. a good time waster and a nice main menu scene :D 

Good job!

Nice concept! It's cute, with a coherent design. The movement of the player feels a bit slow tho, but it may be my taste. Well done!

Ehi, thanks for the feedback :D yeah, for the unusual controls i definely agree. In hindsight, i'd change the 1rst level to make it only with the berserk and chainsaw, blocking the others weapons and make you familiarize with those. and also definely a checkpoint system ahahah.

Cheers. :)

It's a cute/sad idea portraining the unfortunate reality. It's visually polished, but gameplay wise is a bit empty. in any case, good job.

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Good job! Be carefull with the key bindings tho, because if you you take the Fx keys and also the Alt key, you can imagine the damage you could do (and also the frustration). I'd suggest also to prompt better when the set of controls changes, and make them a little more visually.

Other than that, well done :)

nice idea! the art was visually interesting. Good job!

Thanks for your feedback 😊 sorry about that. I'm not an artist and i tried to do the first thing that to me resembled of alien ground. I'll try something different in case I continue it

Very interesting game. the art is really nice, definely it gets out of control really fast ahahah. i was a bit confused at first for the shield because it blocks yellow projectiles but not the red ones, but after a few attacks i got it. other than that, Good job :)

The idea is really cool! i ticket was easy enough after the 3rd try and also the coffee. i was confused on the other icon tho, but probably i didn't notice something important. other than that, cool game and good job! :)

Really interesting puzzle/platformer game :) only last one took a bit but it wasn't frustrating. pretty polished and visually interesting. after the last level i was a bit confused if i finished the game or i was missing something, but other than that the game is pretty cool. well done! :D 

Thank you very much for your feedback :D yeah, this is my first jam and i definely negleted some stuff, like the checkpoints, the volume toggle/slider and the difficulty curve of the last 2 levels. i apologize for that and i'm glad you still liked it :D

oooh, understood :)