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Sappir

108
Posts
5
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8
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A member registered Apr 29, 2022 · View creator page →

Creator of

Recent community posts

Woah! Thank you very much! I'ma keep this tip on my checklist. All my games have this issue lol

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Interesting game. I think it would help to have the player need to pick up a certain amount of items before exiting. I think the game needs more "Juice" or player feedback such as a way to really show the heaviness outside of actual movespeed decrease and numbers rising.

I enjoyed the throwing mechanic and the picking up mechanic. Movement felt good. I wish I had more warning for the fishes. They felt unfair.

I enjoyed the mechanics and overall gameplay. Grappling was neat and intuitive. I wish the player had more visual feedback so I knew if i could wall jump and stuff.

Very Cute! I loved the feedback and sprite design. At the end I wanted more! I couldn't figure out how to present the cake to the rating system. :(

Amazing job! Gameplay was fun. Level design was nice, had to think in some spots. Wished there was music.

Simply amazing! I really like the touch of creepy painting in the back watching you.

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I tried the bone dragon! Game was neat! I liked the attacks! Sound effects, and art work/animation was very nice!

But when I bump into enemies I got stuck and then they swarmed me. 

I enjoyed the random item at start the first time. I wished it was shorter the second time. Game played well but it takes a long time between tries.

I liked the idea you were going with! You implemented things really well! I think it would have went a long way if you were to give the dash a sound effect.

I liked the screen shake. I didn't understand how to hit the green/red mines?

I came and ate a couple people! I couldn't tell if I was gona grow longer or anything! But it was neat watching the people come take the gold!

I agree with that too. I hope I can make a core movement system that feels good and then layer ontop of that with extra abilities that goes beyond people's expectations.

Yes! I love that too! I actually planned on giving the character different abilities too as you progress and a way to equip different attacks that you get from enemy drops but realized it wasn't possible as I approached the deadline.

I like it. I liked that you grew plants. The art was great. The mechanic was great for the genre! It was relatively easy to start and learn due to the quick restart button.
Music would've added a lot! I personally don't like waiting, watching the day night cycle each time was hard. Maybe have it as a little panel as a indicator.

Surprisingly, this turned out to be the best approach. I experimented with different emotional states for the tree and tried linking growth to time, but those methods didn't work as well. At one point, you could even pet the tree, lol.

Thank you. I'll update the game with the power ups after the game jam is over to see how it feels and have power up cards scripts ready for my next game jam.

Solid critque! I just ran out of time. As you got older, the ui was supposed to crack and the ground was supposed to wither. Power ups upon fruit pick up where you get to choose effects such as rain ontop of the increased life span. 

Cute game! I really like the aethetics and design of each flower and the deer.

Music and sound design are really good! I actually loved the little bullets coming out of the gun. The enemy that makes the 3 width block across the whole was really cool. 
I kinda zoned out after a bit and died to the red squares. I wished they weren't just squares but I think that is just a personal preference.
The stages after you clear the room takes a really long time. Then once the enemies start to ramp up, it gets really interesting.

I love how the game looks! I love how game vibes too! The music really fit the game. The sound effects were just right. I really like your level design too xD. I just want to play your game more!

I actually encountered a bug when I respawned. Where I respawned in the walls D:
The controls really felt like a precision platformer. But the game didn't feel like it should be as precise

I loved the intro, the menu, and the graphics. The blob was so cute. The music was interesting xD. I can tell how much effort was put into the camera and player movement. 
Like the others I had trouble with controls. Although the camera didn't bother me as much. I just couldn't get the hang of the controls enough to be precise with it.
 I wasn't sure why I was restarting(unless I rolled off an edge D:) until I read the comments and the subbmission page.

Very fun game loop! I loved how you could chain the explosives. I wished the spinning felt better but I was on the edge of my seat either way each time I spun it xD. The music was suprisingly on point abiet a bit monotonous.
After a couple tries I found that the incentive to buy more expensive items outweighs buying a lot of smaller items, making the optimal way to play is shop rng for better items.
I hope you don't mind me suggesting things. I think you could add a grid where you slot in items after purchasing. Or you could make a purchase that increases the chance to get better items.

I also had a lot of trouble with the aiming. I went through a couple iterations of it. Switching it from x to y to z axis and doing a couple axis as a time. Ultimately I ended up with x and z axis at different values based on the player's current mouse position projected onto a invisible wall behind the scene itself. I feel like metal gear rising and mix and jam's creation of the mechanic is well done. Where they implemented a character outside the mechanic to show visual representation of the cut.
The Scoring is based on the number of cuts required to kill the object. I wanted to implement a way to track the center of mass by calculating the mass of the sliced object against the mass of what is left of the sliced object.  Then scoring that against the whole value of the object and adding a value showing how much points you got from it after you defeat the object. But I was worried about lag and the time limit.

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My apologies. I was tired and went to sleep after the game jam. Thank you for finding my game! I'll keep this lesson close and make sure I update the screenshot and description as soon as possible.

Very straight forward! Collect the resources, craft upgrades! Him beating his chest is funny.

The artwork is amazing! I agree with what blocky said.

Amazing artwork!

Thank you very much. I hope you enjoyed exploration of the small island!

Good work on your game. Game has a good breadth of mechanics. I wish I could figure out a way to do something with wood and mana.

Quite a complex game. I wish I understood the game more. Good music choice.

Thank you!

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Yes. It was surprisingly difficult. I ended up staggering her walk cycle so I could adjust the physics. Turning her 4 frame to a  6 frames.

Love some of the character's dialogue and the fishing minigame was pretty funny. I didn't find out if there was more to the game other than fishing and the fishing shop though. I did a little bit of exploration to find the lost froggo and the mafia frog boss.

The fishing is pretty funny! Then some of the dialogue."I once was a fisher like you until I took a fishing hook to the knee!"

I enjoyed the gameplay and how animated everyone became after you paint them!

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The game pleasently surprised me with the first animation waving back at me after I "painted" it. But on the subsequent islands I wanted more. Btw why scroll?

Thanks for trying out my game so early. I updated it with a variety of new graphics please try. Your game is amazing. I hope you win!

Very well polished(basically amazing visual feedback and sound effects). Best implementation of the prerequisite! 

This game is well polished. In my opinion best game in the game jam.