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Silly Scandinavian Studios

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A member registered May 12, 2019 · View creator page →

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Thank you! I hope you also had fun playing the game! :) 

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Yeah, I didn't focus on any visuals but more on how to write AI and creating fun gameplay. But thank you for noticing the game and taking your time to play it! I'm happy you enjoyed it!

Glad to hear you liked the game! Thank you very much for playing!

Thanks for your feedback! I'll probably return to this project for a "post-jam" update in order to polish it some more.

Bob needs some support every now and again <3 It warms my heart hearing you enjoyed the game. Thanks for the feedback!

Thank you very much! :) 

Yeah, I'm no designer so I focus more on gameplay. I have some ideas on how to distinguish Bob from the enemies, so I'll probably return to this project for a "post jam" update.

Thanks for the feedback!

Thank you very much! :) It warms my heart hearing your son wanted to play more <3 

Thank you very much! :)

Solid game; nicely done!

Great visuals and audio! The controls was understandably frustating but it also fun to drift.Would have loved a play mode to drift for as long as you can without a time limit to see how long you can survive and go for the high score!

Nice concept! It took me a good 10 minutes to figure out how to link appliances. I thought I had to link the appliance to the steering wheel when the steering wheel broke, but I instead had to link to the previously used appliance. It wasn't completely intuitive, but I got there eventually. 

Some lines or some flowchart of sorts would've helped to show what was linked to what and also show that the player had clicked correctly to start the "linking" process. 

Short but fun! Nice work!

Scored 216 points :)  Nice concept! 

Challenging to say the least! Nice graphics and fun concept. 


Some other feedback / my opinions:

  • As others have said the walljump took a while to figure out, but even then I continually lost the ability to walljump. Could be because of that the character lost touch of the wall or something.
  • The fire felt like it started too fast and spread somewhat too quickly. If I missed a walljump somewhere I was toast (litterally?)
  • For me it was impossible to not get hit by the fire on stage 2. Don't know if it's totally avoidable or not.
  • It wasn't intuitive that you had to explicitly jump on the enemies. I lost some lives before I understood what I was supposed to do, and even then I could easily mis-time the jump and not bounce off the enemy.
  • Another thing that wasn't intuitive was that you could jump off of the brown background tiles. When I came to stage 5 I had no clue what to do and lost many lives before I figured out that you had to jump off of the background. That could maybe have been introduced earlier in some easier fashion where you only had to jump off one of those? For example, a suggestion would be have only foreground and background things to jump from and replace the enemies with the background tiles. 

Nice!

Got a bit confused on what to do as the only indication on progress I got was further voice lines. The concept was nice though and felt like had a bit of Portal/Stanley Parable elements to it. Could have been really cool if you had more time! :) 

Nice graphics and music! I had some trouble getting into the timing of the crouch in the early stages and misjudged the crouch time a lot, but that might be me not having learned the timing correctly.

Chess? Roguelike? Combined? Sign me up!

It was a bit short, but I really love the concept! I hope you continue with this concept in some form so that we'll have a great rogue chess in the future!

Short but fun! Would love to see what the game could become given more time and more tomfoolery!

I really liked the music, art, and gameplay! It was fun to figure out how to move and avoid enemies while still trying to hit them. 

I also died randomly when I hit the stairs down while holding the key and had the bazooka equipped. Didn't see what happened there.

Overall: great, fun, little replayable game! 

Very fun mechanic; I love it!

Very fun mechanic; I love it!

62 deaths, 0 skips. Short, hectic, fast-paced, but still very fun! 

62 deaths, 0 skips. Short, hectic, fast-paced, but still very fun! 

Nice gam! As others have said the controls needs more work as I got frustrated during level 3 when you need to make four jumps, but it took me several minutes of working against the controls to make even the first jump. The controls are important and should not be frustrating to use.

Other than that I like the idea behind controlling two characters and would also like to see more complex puzzles in the future!

Nice gam! As others have said the controls needs more work as I got frustrated during level 3 when you need to make four jumps, but it took me several minutes of working against the controls to make even the first jump. The controls are important and should not be frustrating to use.

Other than that I like the idea behind controlling two characters and would also like to see more complex puzzles in the future!

A small and quick game. I found an edge of the map and assembled there. :) It was a good decision to have something laying around to see that you actually were getting somewhere. There were a moment or two when I wondered if I had hit an invisible wall or something as nothing happen for several moments, but a texture for the ground would solve that issue easily.

Some suggestions if you were to continue with this project:

  • Health and attack system, so that you could fight the evil minions instead of dying on touch
  • Two separate inputs, so that the left knight is controlled by wasd/left joystick and the right knight is controlled by the arrow keys/right joystick
  • Maybe after the knight gets his body back you could continue with searching for and fight the evil wizard.

All in all, a solid prototype! 

A small and quick game. I found an edge of the map and assembled there. :) It was a good decision to have something laying around to see that you actually were getting somewhere. There were a moment or two when I wondered if I had hit an invisible wall or something as nothing happen for several moments, but a texture for the ground would solve that issue easily.

Some suggestions if you were to continue with this project:

  • Health and attack system, so that you could fight the evil minions instead of dying on touch
  • Two separate inputs, so that the left knight is controlled by wasd/left joystick and the right knight is controlled by the arrow keys/right joystick
  • Maybe after the knight gets his body back you could continue with searching for and fight the evil wizard.

All in all, a solid prototype! 

Got "Amazing" luck, bet everything on red, got bankrupt, lost both of my kidneys. 10/10! :D 

Nice game and a nice idea. Some sfx and music would've made the experience a bit nicer. One suggestion if you were to continue with this project would be to maybe increase the roster of fighters and give them different stats, so as a player you could for example pick and bet on the quick and lightweight fighter who goes up against a randomly picked slower heavyweight fighter. 

Got "Amazing" luck, bet everything on red, got bankrupt, lost both of my kidneys. 10/10! :D 

Nice game and a nice idea. Some sfx and music would've made the experience a bit nicer. One suggestion if you were to continue with this project would be to maybe increase the roster of fighters and give them different stats, so as a player you could for example pick and bet on the quick and lightweight fighter who goes up against a randomly picked slower heavyweight fighter. 

Thank you! And thank you for playing! :) 

What part did you think were obfuscated? So I know what I should fix post-jam.

Thank you! The positioning and planning is what I wanted to go for, as I wanted some kind of challenge to the mechanic without it being difficult to maneuver. 

All creds to Tallbeard Studios for the amazing music assets! :) 

Thanks for playing! :) 

It might've been because I set the WebGL resolution to 1920x1080, so the game window is as big as your monitor. For now it might work better if you go fullscreen with Unity's blue fullscreen button in the bottom right corner.

After the jam I'll update the game and get the resolution fixed! :) 

Cool boss fight! Took me four tries to defeat the boss.

On the second try I got stuck underneath the boss (before I learned that space was for dodging) and died less than a second later due to all the tick damage, so maybe a knockback or something when the boss lands could solve that problem.

One thing I didn't like was that the projectiles the frog sent out didn't disappear when they hit the player. I would've liked them to disappear as I already have been hit by it and don't want to get continuous damage if I'm not able to dodge away somewhere safer.

I really like the art style! The gameplay reminded me a bit about Titan Souls and this has the potential of being in the same "boss rush" kind of genre. A solid prototype!

Cool boss fight! Took me four tries to defeat the boss.

On the second try I got stuck underneath the boss (before I learned that space was for dodging) and died less than a second later due to all the tick damage, so maybe a knockback or something when the boss lands could solve that problem.

One thing I didn't like was that the projectiles the frog sent out didn't disappear when they hit the player. I would've liked them to disappear as I already have been hit by it and don't want to get continuous damage if I'm not able to dodge away somewhere safer.

I really like the art style! The gameplay reminded me a bit about Titan Souls and this has the potential of being in the same "boss rush" kind of genre. A solid prototype!

A nice little game! I really like the simple aesthetics, sounds, music, and the simple controls. I would have liked an upgrade to increase the hit area of my shots to hit the smaller targets more easily. 

The screen shake felt a small bit off as it felt like it were in the way of aiming, especially on the smaller targets when everything starts to swarm. It also felt like I wasn't rewarded enough for shooting down bigger enemies when all enemies were only worth 1 point each. if it had been 1, 2, and 5 it would have felt better. :)

Aside from that I feel like it's a solid prototype with great potential!

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A nice little game! I really like the simple aesthetics, sounds, music, and the simple controls. I would have liked an upgrade to increase the hit area of my shots to hit the smaller targets more easily. 

The screen shake felt a small bit off as it felt like it were in the way of aiming, especially on the smaller targets when everything starts to swarm. It also felt like I wasn't rewarded enough for shooting down bigger enemies when all enemies were only worth 1 point each. if it had been 1, 2, and 5 it would have felt better. :)

Aside from that I feel like it's a solid prototype with great potential!

Nice work! Got it on my third try. :)

I would've liked to see a bar somewhere on the screen, or a info box when hovering on John/Tom, to easily monitor their needs and fix before the need arrives.