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Rebel Paws

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A member registered Sep 14, 2023 · View creator page →

Creator of

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Thanks for playing! 
Definitely good to note! The game definitely needs some tweaks in the pacing department. And yeah the map ended up being an after though unfortunately. Originally I had plans for relics that would have a black balloon one that would make your grave float around with you. But, never made it that far :')

Thanks a ton! Yeah I wanted the intro and outro be a little fun; originally there was supposed to be a story bit for the first play and I was going to smooth out the animations but never got to. The stingers ended up being a last minute choice but I hope it worked out lol.

I definitely was hoping to not have it be too slow; just ran out of time to work on the speed. But there's always time after!

Thanks for playing! Was it just slow in terms of progress, I unfortunately ended up with less time to work on the wave system than I'd like.
Or was the performance slow? I didn't see an frame issues, but just in case it doesn't run as good elsewhere.

Thanks for playing and glad you enjoyed it!

Yeah the descriptions on the 2nd weapon right at the end were causing a crash. I'm still not 100% sure why since the descriptions printed out fine but then crashed the next line. So making the error catch that you end up seeing became a necessary evil to make the game not crash since I was out of time.
Hoping to figure it out though for an after-jam patch!

A game is always a collaborative effort; and we'd like to include you!

Bugs that have been reported and fixed in the upcoming update:
AI Archers not shooting skeles; they do 100% of the time now :)
The lack of speed ups in the game has been cleared. You can even skip to night now!
UI animations have been bumped up in speed.

Encounter a bug? Scary or not it's considered a big deal here so let us know!
And not just bugs but any feedback you have!

I think it's the retry or next button; not really sure. It was right below the completed text. It was really blown up so it was hard to see but I could press the button text that started the level again. (I'm not sure what the button is so I assumed I was moving forward)

Just like real life.... :'(

Pretty neat game and love that Sonic Spinball is getting some love.
The ball though feels very janky in how it moves. I had a hard time keeping it going since it would sometimes go underneath a flipper or just kinda spaz out upward.

This is a fun game! I enjoyed playing, at first I couldn't see the target but then got pretty quick about it!
The UI on at least the web player is too large on the defeat/complete screen, I was still able to click a button to keep going. But I'm not sure what that button was.

This was fun, I honestly don't know cards so I just spammed the enemies; but it worked out! Until I wandered out of bounds and got lost :')

A good idea mixed with platforming; on a twisty set of maps. It's a lot fun and definitely would be loved by speedrunners.

It gets intense! But definitely a fun concept for the game :)

Thanks! I had to balance it around my day job but I'm happy with it! The update I have going for after the jam improves upon it by a lot if you're interested in sticking around after credits :)

Thanks for playing! Yeah unfortunately I didn't catch how slow it is; it's fixed in the after-jam update though as well as the Archer AI fix :)

Really fun! It has a nice game idea and has a very nice execution of it!

Interesting, I'll definitely look at the archer AI code they should definitely be getting hit. 
And in the newer version that'll be out when voting is done they run away at day time; so they won't linger anymore. Plus archers can get perfect shots that always hit a target, so the issue shouldn't persist beyond this version it's unfortunate it's happening at all though.

Thanks for playing, what kind of bugs did you experience?
I got some fixed up (in the after-jam patch that is) with the enemy death noise getting looped and the trees getting in the way; I definitely wanna patch any up.

Really fun game! The only thing I figured out by accident is if you quickly double tap then hold the mouse you can catch the ball mid-air. Then you can guide it right above the point and drop it to beat the level. It does kill you if you hold it too long; but if you're quick it's a thing.

Thanks for playing!
Yeah unfortunately at this stage it's very much a proof-of-concept.
Which may be addressed in the post-jam update (really depends on how far I get by the time voting ends)

One of the plans was to make obstacles like trees destroyable with currency; then placing things around you in those tiles to aid you. I'm not sure how far that will go though.

I have thought of tinkering with tower placement as you go up the chain, it would've been a awesome if I made it a physics-defense kind of game. But yeah the tactical aspect is lacking currently; hopefully it can graduate from a mobile type game sooner than later! There's a lot of ways to take it from here :)

It's a fun little experience, the art is really nice and the story is funny for sure :)

A unique game that has some bopping music; I think my biggest issue is the slidey movement. They're really touchy making a lot of the platforming harder than it should be.

The tree branches not being a one-way collision so you can't jump from underneath them is also a tad frustrating at times.

Overall a solid experience just needs a little tuning :)

Not me skipping the tutorial and not knowing I'm supposed to try and get out :')
Really liked the game, I loved doing a pickaxe pogo stick to get around most the time; and I'm not sure about the music. It cut in and out for me; but it sounded like it was on its way to a nice bass drop.

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It's a lot fun, the art is nice and the audio has a charm to it; especially the music. The intro cutscene was such a nice touch as well! Plus the game icon.
I'm pretty bad at stealth but this was solid, especially when I found a room with these dudes just vibing.

It's definitely interesting, I feel it's less boxing and more marble sumo wrestling; I couldn't win though lol.

It's a nice idea and pretty clean graphics being shapes which has a Superhot feel to it.
I kept getting stuck at the 2nd level though, the 3rd target always left me stuck in a wall. Audio would also be a nice touch to the game for an update :)

Really liked this! The idea is neat and the I liked being able to switch colors without firing off a shot as well.

Thanks! I was going to add a speed set of buttons like the Sims but ran out of time. I like the idea of just being able to get a wave going too; I might add in both for the post-jam update.

The UI speed should be easy enough to fix too.

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Not gonna lie when I saw this I was mad confused, I waited 10 minutes while doing other things to wait for something to load.

Before I asked myself "Before I tell them it doesn't work have I tried moving?" which seemed wild at the time but a possibility I hadn't explored; so my ADHD self couldn't help the temptation.

And turns out my brain was guiding me on the enlightening path of discovery. So I'd definitely add a one-shot control scheme somewhere just so people don't turn off after a few minutes.

But after a few blocks I had a square dug out and then I could no longer dig so I'm not too sure what to do from there.

This is definitely different than any game I've played in a while; which was refreshing and fun.
I did a few runs and sometimes it was easy, sometimes I got a little too heated with trying to pick the answer as the clock was running out; but that made a good experience :)

Thanks!

I was worried about the trees, we had a huge issue with trees crashing the game so I had to redo them last minute to get them in and their spawn rate was....high. But left that up to chance to not wreck us with trees with 5 minutes left.

I'm planning on making the handful of tiles around the tower be un-generated with the post-jam update; and be able to destroy trees.

Not entirely too sure what I was meant to do, but since you didn't include the limitation (I'm guessing no means no) that kinda disqualifies the entry from my understanding.

Best of luck on your game though!

This was a lot of fun! I honestly didn't read anything before playing so I played the entire first run without moving lol.

I like the fortune mechanic! I was basic and just did "collect gold!" but this was pretty sweet! I also thank you for not spawning enemies with the fortune wheel spinning.

It was a solid experience!
(I realized I didn't post this on the submission page lol)

This was a lot of fun! I honestly didn't read anything before playing so I played the entire first run without moving lol.

I like the fortune mechanic! I was basic and just did "collect gold!" but this was pretty sweet! I also thank you for not spawning enemies with the fortune wheel spinning.

It was a solid experience!

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OH NO! I hid the title UI....With permission I added a new version that has the title screen unhid. Really sorry about that!

Thank you! And yeah the gameplay suffers a bit from just lack of time spent and not clarifying it.
Aaah I thought I had it on looping :')
Hopefully a bit of the issues with gameplay though are fixed up in the after-jam patch once voting is done.

As far as gameplay goes I spent 24 hours on it so it's pretty basic and unpolished. I've been contemplating on influencing the growth for future updates though. There should be acid rain clouds that spawn that will damage the island's flora as well as sea arches and music sheets that help you grow.

Yeah the ocean currently doesn't generate beyond the preset at the moment; another thing I'm aiming to update after.

Thank you! I'm looking forward to touching it up.

Thanks! Hoping to add onto it and make it more relaxing and fulfilling to float around in.