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Scared Skeleton

10
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18
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8
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A member registered Aug 10, 2019 · View creator page →

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The character movement is almost there I pretty like that wall jump just like in Celeste, the only thing holding this game back is the level design and difficulty spikes. Try easing in the difficulty of the levels, let players slowly learn your game and get a hang of the controls and timing before ramping up the challenge. Once you master creating and balancing your levels, art and music can come after. Great job! Keep up the good work.

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This is a nice twist on the match-three genre. I kept trying to top may best score, it was very fun. This has a very high potential, maybe additional powerups may complete the game. A few more months of continuous development and polishing can turn this into a marketable game. Nice work. =) 

I like how the mechanic that you control two characters at once reminds me of Brothers: A Tale of Two Sons. I believe that the idea is there you just need to up its potential. 

As a platformer game this needs precise and tight controls, for me you nailed the movement speed and the ability to control your character mid air. The problem lies with your jumping mechanic, there is no right or wrong value for the jump height you just need to tune it until it feels right, this also affects the placement of your platforms which is the foundation of your levels so it is very important to improve on.

The game is actually very straightforward which makes it a good thing since depth is more important than complexity. You can actually add more depth to your game by giving each your characters their own personality. A very good example of this is weakness and strenght, you can have the other one slow speed but have high jump height and the other one faster but shorter jump. Or by giving a means of interaction between the two characters.

Overall you did a good job making the game. Continue to strive and improve upon your creation and skills alike. Congratulations! =) 

We are a team and we worked remotely, I can't speak for my teammates dev time. But, personally I spent almost 16 hours a day for this, that's approx 112 hours for the whole duration of the jam. I did planning/research and programmed half of the game codes, that was not very health but I had take responsibility since I was the one who increased the project scope.

Hi steven. Thank you for the feedback. Bugs 2 and 3 that you mentioned was just fixed right now. But 3a was a serious game breaker, we couldn't really identify the problem right away since it only happens when the game is compiled, and it doesn't happened in the editor so we're still scratching our heads as of this moment.

Regarding #1, I actually experience this even though I made the user interface. This is just poor design on my end.

1a and 1b are interesting ideas, we'll try them if we decide to move on with the game. Thank you, have a nice day. =)

Thank You for playing our game.  We will keep on striving to improve the game and finally finish it. We're happy to know that you still enjoyed it the eventhough it is unfinished. =) 

Also, thank you for hosting the game jam. We had fun making our first game as a team. For some of  us this their first game and game jam, we are really glad to have this oppurtunity. 

Thank You.. We'll be making adjustments to make artstyle more appealing... 

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Thank for playing and your feedback. =) We really appreciate it, it inspires us to keep working on the game... 

Thank You for your feedback. We'll be fixing the camera issue in the next update. Glad to know that you had fun playing. Sorry about the headache. =) 

Thank you for playing. I don't really want this to be a trial and error game, I really really appreciate your feedback.

I did struggle making this game and especially the levels since I didn't made a real game before, I only made a pong and space invader clone. I even thought I would not be able to finish this, but, I did hit that submit button and I'am very happy nonetheless.

 I will continue to work on this and make it better. Thank you.