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remotecat25

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A member registered Jan 25, 2023 · View creator page →

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I apologize for my error. I thought this was your newest build and you had it sectioned to a "battle only" mode.

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Very nice update, I love that you keep improving! Thank you for adding the "debug" toggle, I think it's a great tool for someone who is just playing for fun or wants to learn better.

Bug Report:

When playing a Grass/Fighting vs Grass/Fighting, I got into a situation where my golbat was poisoned and confused by my opponent's koffing. I attempted to retreat (no cost needed), but failed due to the coin flip needed since Golbat was confused. It left me in a state where it showed the "choose a pokemon" state, but no option I clicked on could progress the game.

True, I noticed it and played until I unlocked all 22 characters. I was just suggesting for it to be a little more straight forward to the player, kind of like how some unlockables take center screen for a few moments for the player to be "wowed" on. I don't mean for you to make changes on your small game, I really enjoyed it.

Professionally well made that's a great love letter to Megaman and Sonic! Great job overall and awesome to see other languages besides English being supported!

Nice little game, great job! It would be a little nice after each victory to show the new characters unlocked.

I'm glad you're doing well and you got a new job!

This is a really neat game!

Possible bug: I think the game freezes when I tried to go back and forth a few times placing a card and undoing the action to place it back into the hand. I think it was around 4-5 times.

If I do as I say to continue this weekend and possibly more; I'll let you know when I can actually give a game to play if you're still interested.

I had a great experience with your team's game and gave a review/comment. Please don't do mine as it's not complete due to scoping but I am working on it as I'm happy with the structure that I made during the jam to make it a complete game in future.

Great job making a complete experience with UI and sound effects. The "forgiving" nature alone makes me want to give it 5 stars as I got all the gifts and was going to the slay; but got trapped by raindeer and had a game over; but was reliefed that I didn't  have to get all 20 presents again (so thank you for being kind to the player!)

I have some knowledge with Unity from courses and side projects if you need a "rubber duck" or want to share ways to implement certain features. The best thing about programming is that there are many ways to solve a problem!

Eitherway; I am looking forward to seeing your game updated in the future!

Will do, I'm glad you're making improvements! You did really well with the time frame!

You say next time, I really do think you should make a updated version based on whatever feedback myself or others give. Games are made in iterrations; and you have a fine "rough draft" and way more time to tinker now. You did awesome!

Great combination of two great strategy genres. I hope this game is continued on!

Neat game! I really like the idea and presentation! Great job on providing it as a WebGL; I hope more people play this!

I think disabling the ability to move the camera with mouse would be better as there seems to be little need. The ability to jump is nice but didn't seem as useful; if you added the ability to double jump while the tiles are falling at a slower pace than that could possibly provide a "cayote jump" effect.

Neat game! I really like the idea and presentation! Great job on providing it as a WebGL; I hope more people play this!

I think disabling the ability to move the camera with mouse would be better as there seems to be little need. The ability to jump is nice but didn't seem as useful; if you added the ability to double jump while the tiles are falling at a slower pace than that could possibly provide a "cayote jump" effect.

I like the tower defense idea for the theme. Good use of art assets and sound.

In terms of gameplay; I think allowing the player to sell defenders at a discount would be a nice addition as when I put two in the row I spent all my currency and my other sides were unprotected while I wasn't able to get more currency through killing enemies.

The "How to Play" button on the UI doesn't seem to work (I'm using Windows). It would also be nice for this to be a WebGL to allow more players to enjoy this game!

I hope your team continues this game. I wasn't able to play it; but you definitely should try to continue it as a WebGL so more people are likely to play it in future.

Great job on submitting before the game jam. I hope you continue this game and flesh out the concept into a fun endless runner!

I like the concept that was in reverse. This is a good prototype to something even better. The UI was broken as I couldn't see the credits at the start or pause the game; but nevertheless it was good presentation and hillarious hearing both the man and woman shrieking in the same voice.

I like the gameplay. It's a standing "endless runner". I think with some sound effects for the upcoming projectiles/jumping and some background music; the game would fee more fun. I think also adding the ability to jump while running would be 

Kudos to allowing for both keyboard and controller options; I only used the former. For the combos, it would be nice to allow the player to see them when the menu is paused instead at the start of game.

My high score was 50.

I really like the presentation. The interface is straight forward and has a nice opening. Unfortunately after 10 minutes I wasn't able to get past the section that has a ramp like platform after 10+ minutes. I think the controls could be adjusted as there isn't something to show the player the "jump power" along with the angle being too unforgiving since I needed to balance exactly straight up for a mostly good jump.

I did like the ability to bounce somewhat midair as it allowed me to barely survive after missing a platform but not fall to the very bottom.

Very fun game! Thank you for allowing us to play it via WebGL

This is really fun! Great job on this game!!!

If it's not too late and a fellow programmer can join the team; I have experience in Unity both 2D and 3D as a hobbiest while being a software developer as my day job.

Hoping that one day this game will be released! I just finished "A Short Hike" on the Switch and really enjoyed it!

I believe it is. There isn't a official list, but I think what the description is trying to say is; if you know a language; go and make a game for the jam!

Very fun retro style game! Great music and game feeling. I made it through the first 10 levels and played the first with the throwing items.

When the player responds sometimes, they appear to hover in the air for a moment before landing on the platform. I noticed the same when the player responded at a checkpoint. Are all of your spawn points with the flag, and the player is "hovering over" a invinsible flag? If so, that's clever on reusing your resources!

I really appreciated the forgiveness you give the player with constant checkpoints. It makes the game fun when retrying difficult portions without having to waste time getting back to the point from the very beginning. My only critique with it though is that I noticed that the checkpoints default to the last touched, so when I accidently jumped off the cliff on top of a older checkpoint, it defaulted to that one to respawn me despite me reaching the further checkpoint. Maybe that was intentional, if so that's totally fine; for me it's a player preference that I would default to the checkpoint closest to the end that the player has reached.

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644 points; that was a fun challenge! Thank you for the fun experience! I love the game feeling this have. Simple but elegant design for the motif! And I love how the controls are snappy and the enemy's attacks are fair; with it showing higher difficulty through color!

How did you go about making the enemy attacks. Did you randomize throws, or did you hardcode patterns it goes through based on the difficulty?

Thank you for the compliment. It's a "minimum viable product", but I'm glad I got it into a state that I can call it a "game". Using Unity, it was a pain trying to figure out how to make the drag/drop mechanic work the way I wanted using a on-screen cursor; I did so because I wanted the option to play with either a key board or controller in case I wanted to make this a multiplayer game like the original is. The web version I just hardcoded the controller to use the keyboard option.

I really like your version of the tutorial! Good choice in music to match the tone, I really like the control of the game while the projects seem fair and not too difficult to dodge. Great level design!