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Rob Cole

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A member registered Oct 24, 2020 · View creator page →

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Love the idea, visually a lot different than most of the competition. My main issue is that it's not super clear where you're firing as the player blocks so much of the screen. The sound effects / music comments others have left are also very valid.

Good job!

Don't have too much to say that hasn't already been covered, My main feedback would be that with the player bullets. enemy bullets, and enemies themselves all being the same colour it can be a bit difficult to tell what's happening on screen at a glance once the game gets busy.

All in all great work!

Thank you for the feedback! We have since uploaded a new version, check it out if you find the time!

I adore the way this game is presented, from the aggressively  retro graphics and sounds to the sweeping camera through the nicely built underwater landscape. 

My only real feedback is the lack of challenge, I assume from the self proclaimed pointless movement controls that you were planning on adding in things to dodge at some point and simply ran out of time, but either way the gameplay as it is now feels like it's missing something to me.

Great job!

Love the way the game is presented, the over the shoulder view is really neat, and the general meta concept is great.

My main feedback would be that the auto clicker seems incredibly underpowered for it's cost, giving as far as I can tell 1 game every 3 or so seconds. Up that number and make it scale with the other upgrade and You'll be golden!

The artwork is great, and the concept works well, great job!

the random events are a nice touch but I do agree they're maybe a little too harsh, but in general a nice take on the prompt!

Unfortunately have to second what Layla said, only the mine's return button works for me so most of the game is locked off. The concept looks really neat though!

Lovely way of visualising progress with a simple aesthetic, great job! 

My main issue is the way the buildings overlap each other once you get enough of them, presumably as a side effect of being placed down randomly. If you wanted to get fancy, you could maybe have it so that if 2 buildings overlap instead of placing the new one it upgrades the old one to a skyscraper or something, giving the same amount of money over time but taking up less space.

Well I'm British, so 12/10, the upgrades to your biscuit over time is fantastic, though ranking bourbons over custard creams puts you on thin ice. Lovely aesthetic, very well done!

As for feedback, once you get over 1000 crumbs the number stops displaying, but honestly that's about it.

God save the Queen!

Spooky! Bit late for Halloween but I'll give it to you. 

Definitely agreed that there needs to be more of an indication as to what does what and for how much, but otherwise great work!

Great concept, one of the most innovative for sure in my book. 

My only real feedback, other than the lack of sound, is that It's hard to tell what's really happening in fight relative to all your stats. Some animations or damage numbers or timers etc would go a long way I think. Increasing the enemies health and reducing their damage might also work, as currently you can stack purely attack and kill everyone without ever taking damage, at least as far as I could see.

Great work!

Y'know, I'm not sure if releasing a fireworks based game on the 5th of November was intentional or not, but I do feel I have to rate you up for it regardless.

The interaction between the ticket prices and posters is really neat, obviously some sound would be nice, as well as the explosion changing colour to match the tier of rocket you're on, but overall very nice work!

Great job! Such an in depth scathing review of the systematic issues in the games industry and their painful, real - life consequences. Or something.

Couple minor issues, full screening the game messes with the placement of the UI a bit, and as far as I can tell it never lets you buy Adderall, which I guess is a good thing now that I say it out loud.

Funky! Love the concept, definitely a great way to add a bit of originality to the genre!

I found it a little ambiguous as to when you're supposed to click, the little yes / no indicator helped a lot but it was still very difficult to keep the rhythm once you look away, whether that's down to my own lack of rhythm or the timing of the game I can't say for sure. It ended up being a reaction test with me watching the indicator rather than a pure rhythm game.

Great work! 

We needed more MASH!, and now we've got it. Can't wait to see how incredibly broken people make this one. 

The 3D is a nice touch, and the character and animations are as good as they were before, though obviously now a bit out of place (though I don't blame you for not wanting to try and model and animate the whole character)

Shame about the dropped features, might still be worth getting rid of the money counter until a shop is implemented though, tidy up the UI a bit.

Great job!

I absolutely adore the atmosphere of this game, the lovely background, the calming music, the peaceful transition from day to night, the growing stacks of wheat in the neighbouring field, all incredibly lovely.

The gameplay is obviously simple but does what it needs to, my only real feedback is how the hats have an inconsistent pixel size and don't always sit on the apple as well as I would like.

And if you want to try and improve the already great background, adding some subtle movement to the clouds and water would be a nice touch I think.

Great work!

Finally, the AAA Polish cow - based dancing game we've all been waiting for, it truly is a masterpiece to behold. GOTY 2020.

Now you might call me crazy for this, but I believe there is a way to improve the game. Shocking, I know, who would dare alter such perfection, but hear me out:

What if you have... 2 cows.

But in all seriousness, lovely animation, great work!

Not much I can think to say that hasn't already been said, so I'll just mention a minor bug.

Once your amount of hearts starts getting ridiculously high the sheep sprite gets big enough to grow off of the screen entirely, and if that wasn't enough it kind of zooms in to the sheep's crotch as is grows, which is not a sentence I though I'd have in a review.

Great work, congrats on being first!

Love the art style, definitely agree with the others here on their feedback. Get it properly working and you'll have a really nice little game!

On a minor point in relation to the floating island problem that Maxine mentioned, if you want to keep them background only it would be a good idea to recolour them to be closer to the blue of the sky, that way they'll look more distanced.

I feel my feedback is very similar to the others, the cat sprite is great and the idea is really cute, but the gameplay needs refinement.

If we assume the goal of the game is to knock the objects off the shelf as I assume is intended, it might be good idea to make it  so objects slowly get spawned in (if you want to get really fancy have an animation of a person putting them back on the shelf) and then give the player points based on how quickly they can knock them off again. Combine this with something similar to Sam's idea for movement where a tap moves the cat along and a hold swipes, as well as your cute sprites, and you've got the basis of a really nice cat-them-up.

That's obviously only one option, keep experimenting!

Very well done with the sprite work, one of the best looking games on here by far. Also good job reflecting on where you ran out of time!

As for feedback that hasn't been mentioned, adding some parallax to the background would push the visuals even more, and being able to vary the jump height based on holding the button would be a nice touch too. Varied height would also probably help with selecting multiple paths if you ever do come back to the game as well!

Very interesting concept, though I do agree with the feedback the others have mentioned. 

In regards to making it more obvious when you've hit the line I think some well placed sound effects could work, having one for successfully timing the hit, and one that plays just as you miss. That way you could use the sound effects to gauge roughly when you should hit on the next go around.

Good work fixing it up! I can now say that I really like the concept! You're skirting the rules of one input a little but I think it's a perfectly reasonable interpretation of one button and a very creative way to implement a movement system.

That being said the movement could probably use some refinement, it's very quick and floaty making it easy to over jump the platforms.

Overall great job!

Hey guys I'm looking for someone who loves games jams, anyone got any ideas?

Thank you for the feedback! I'm not sure if your anger is better directed at the RNG gods or me, because a lot of people are saying it's too hard lol.

Thank you for the feedback!

 I say the guys name is officially Eric now, I'm pretty sure you can do that when you're a developer.

Thanks again for the feedback! I definitely agree with you on the difficulty, I was struggling with balance near the end but started running low on time. Adding pickups to heal wasn't actually a thing I had considered though so thanks for the idea!

As for the moon, it does get bigger! Though maybe you have to survive for too long before it becomes really noticeable. And yes the clouds do eventually stop, though it's a bit jarring as they tend to get cut in half as they do. You can see a similar effect when they start appearing in the first place if you pay attention.

Thank you! As I replied to Jack I'll look into the score!

Thanks for the feedback, a height counter is definitely something I will look into!

Thank you! I definitely got really into the groove for this, so I'm glad you can tell!

Thank you! I'll pretend the style of visuals was intentional and not just what happens when I have like 20 sprites to draw in a day.

Thank you for the kind words!

Thank you for your feedback! I'm really glad you enjoyed it and will keep the bird issue in mind!

Great concept and the controls work nicely, the suggestions I do have are mostly focused on the visuals.

Having the player be functionally in first person makes it a bit difficult to gauge exactly when you'll collide with the blocks, so I would recommend having a player character slightly in front of the camera on the tracks. Also with the blocks all being the same colour it can be challenging to differentiate which layer each upcoming block is on, especially from a distance, so I would recommend having the blocks alternate between different colours to help set them apart.

Great job!

Wow, a very cool idea to make a 2 player game that, while I guess technically breaks the one input rule, still adheres to the spirit of the challenge, at least in my opinion. 

I'm not sure I can really come up with any worthwhile feedback without actually playing the game against another person, so I'll just say great job!

Great concept, very different from a lot of the stuff on here, in a good way!

My main criticism is that the timing seems maybe a little too tight, there are plenty of times it looks like I should have hit it at the right time but had my score reset anyway. 

Also from a design point of view if you have to hit the button when all the lines are matched up, and this happens whenever the centre ring matches up, is there even a need for the other rings to begin with? I would suggest maybe having the timing of each ring offset and then gaining more points for the faster outer rings than the slower middle ring.

Cool game, the controls seem pretty unique and the sprites are nice!

It might be a good idea to lower how quickly you rise / fall, as currently it's pretty hard to get yourself into the right position, also I'm not sure whether this was a bug or you simply haven't developed that far into the game yet, but upon killing all the enemies you never seem to progress into wave 2 as the UI would suggest. If the latter it may be a good idea to simply remove the wave counter to avoid confusion.

Great work!

Honestly still a fine little game despite the issues you mention, one thing you could try is leaning into your perceived 'mistakes'. If you can't change the jump height, make the gaps between platforms bigger! There's no need to be too hard on yourself, whether you were serious or not.

Nice simple game! 

I would recommend adding some sound effects on fire / hit / miss, as well as maybe having the arrows stay in the target so you have a visual indicator of how well you've been doing other than the score. You could even have it so you get more points the closer to the centre of the target you hit!

Great job!

Great work! I love the choice in music!

I do agree that the double spikes are a bit too difficult, but other than that the gameplay feels pretty great.

My one suggestion is more on the visual side and that's that the two windows (I think?) on the background  are a very similar colour to the platforms and spikes, so initially on loading the game and a couple of times when I lose focus I'll read them as obstacles and try to avoid them. I've found a good rule of thumb is that if your foreground is dark keep the background light or vice versa.