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RockCroc

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A member registered Feb 08, 2024 · View creator page →

Creator of

Recent community posts

(1 edit)

Hey that's okay, thank you so much for taking the time to try to play our game!

In future we will try to expand the platforms that the game will work on :)

A fun concept, I found it quite hard, but that's more of a skill issue than anything wrong with the game!

Will give your game a shot, would love it if you could rate ours:

https://itch.io/jam/brackeys-13/rate/3349305

That's a good point... Maybe I just have  to get gud!

Good to know, I'll have to play it again to try!

Really fun mechanics.

I noticed that if you failed a few times and reattempted levels, the physics would just blow apart the vehicle instantly, maybe a torque value wasn't being reset?


Keen to see more scope added to this.

I liked the idea of the game, it seems like a unique mechanic, but it's quite unintuitive to control the characters.

Super cool and super frustrating lol. Nice work, love being trolled by the game.

I really enjoyed the concept, but couldn't progress once I had the code on the piece of paper on the screen.... I entered the code but nothing seemed to happen?

It felt like an odd crossover of Helldivers and Homer Simpson....

Fun concept, although the gameloop gets a bit repetitive. I reckon it would benefit from the different meters having different minigames involved in keeping them in the safe range to add a bit of variety.

SO MANY BUTTONS!!!

I really enjoyed the art style and the soundtrack. Looking forward to the bark mechanic being added in.

Some of the buttons didn't quite work, and some of the guards' text boxes seemed flipped around at times, but I think it was a great game for one person!

I found the inventory system a bit buggy, frequently I would try to give the NPCs an item and they wouldn't take it, I would have to try each item in my inventory that was seemingly of the same item type.

It would also be nice if items would show a tooltip to tell you what the item is on hovering over it.

I also found that if you picked up an item and your inventory was full, you couldn't swap what was in your hand to choose something to toss.

Music was nice, colours in the game design were also a cosy vibe

Similar to Tunahead below, I couldn't jump in the tutorial, which turned the main mission into the tutorial!

The game loop felt a bit slow and repetitive... I appreciate the meme though!

Unique idea and an interesting control scheme, I found it quite difficult. I feel like the control scheme would work better if the camera was centered on the Earth instead.

This is a fantastic game, I would have no clue that it was done in one week.

The polish is great, the visuals and audio great. 

I did find at times that the controls were a bit iffy with actually grabbing objects, but that could have been because I was using mouse and keyboard, rather than the recommended controller.

I think this game was fantastic as a first game, and the "towed home" mechanic sounds like a great idea

Wow, I can't believe you managed to do everything in such a short amount of time, that's fantastic!

I have no idea how I managed to beat the last couple of levels, but it worked somehow!

It was kind of just a fun game. Like, no constructive feedback at all. Nice work!

I think it was an interesting concept.

There are a few small tweaks that would have made it better, mostly around audio, steering control and consequences. 

I feel like there should be more consequences for the power running out, and the steering was very difficult - Might be better to make it so that the car steers by smaller amounts from key presses.

Finally the audio seemed to stop looping once you were out of the city.

Love the music of the game, crazy that you managed this with just one dev!

I reckon it would benefit from having a bit more feedback to indicate the goblins were actually doing their job, as it felt a bit like I was yeeting them in the direction of the buildings and hoping they would get the intent.

I spent so long playing this, great fun. I did notice that if the "Nothing" already had Stun x 2 or more, and you drop a tnt on it, then its stun count resets to 1.

I liked all the handmade art, but wasn't clear how to actually progress in the game... It could also benefit from some instructions at the start, as it wasn't clear when I had control initially.

The game was bugged, and I couldn't actually play... On opening, i got a flash of a few screens, then shown a death / game over screen without actually playing anything.

I found the secret area, but didn't find the blue goal - That said it could definitely be a skill issue more than anything haha

I really like the concept -  It hits too close to home. 

I like the modularity and scalability of the game, you've definitely set up a good mechanic that will allow for you to build many more levels as needed.

I had fun playing the game, although the first night I couldn't find a blue goal zone to throw the escaped animal. Fun self contained game loop, would also benefit from some sort of health indicator to know how many hits we have left.

Great voice acting too!

Thank you for your feedback, we had tried to implement on-screen tips to provide some initial guidance, but they are a bit buggy :(

Thank you for your positive feedback! It was a fantastic experience, and we are happy with our first game :)

Thank you for the positive feedback, and highlighting the issues around camera clipping, it is a known bug  and has been an ongoing struggle!

Thank you for the feedback, I'm a big fan of our tripwire!

Thank you for the positive feedback - my number of failed attempts are also sky high!

Thank you for highlighting the bug, and the importance of providing some sort of direction in-game, we will keep that in mind for future work!

Corrected the name of the interaction plugin used in Mission Crimpossible

We've fixed some minor bugs that were making the game unfinishable - Please play the newly uploaded v1.1_MissionCrimpossible_MinorBugFix file.

If there are any bugs, please let us know! In classic fashion we didn't get much time to test the game.