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Sleepy Flytrap

19
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4
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A member registered Mar 17, 2024 · View creator page →

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Feels like a strange flash game you'll find browsing years ago. It isn't bad, you just don't understand it's theme and style built upon a basic FPS.
Gun tricks look nice. Visuals and the premise created a fun thought of ferret rescue getting a zombie infested mansion.
It has a potential of being updated into something great if you'll keep polishing it.

Keep learning and having fun!

For the old manuscripts say REVenge devours minds and yet... The brain screams "C-C-COMBO!!" as it tosses it around inertly vivid externally beautiful imagery. And yet persistent mind behind killjoy's eyes still starts and starts again, still rolling from previous failures. Still trying to push that [J][J][J]oke in time or to catch a bloody breath or waiting to get out of the well. For the mechanical voices scrubbed its mind to leave only violent bliss. As organic voices babble time curls into its bizarre villainous shell. As they, as manuscripts, as the universe, and as this everything ends with "Go FISH!"

Nice little game! Greatly polished, haven't seen what I can really break. Combination of a speedrun timer, movement responsiveness, and camera speed made me want to really fast which didn't combine well with how the game was structured. Using mostly dash to not lose that sense of speed I haven't really touched other mechanics. Going slower the second time gameplay had more thought put in it and was not as dizzying. Shotgun is a bit strange, small attack area and it sends you really far in an opposite direction which usually ends in getting hurt by enemies.

Good job! Keep making games and improving!

Great game! Morph-cutting felt nice, something of a step-up from regular quick-time events. Sounds and background music are nice to listen to and fit the theme pretty well! Present checkpoint system is a great addition for casual players. My only critique here would be that it is sometimes hard to see what's happening ahead, behind yourself and enemy groups. It is most prominent after a 75% checkpoint though, so not that critical.

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Okay then, "unfiltered feedback and suggestions".

(seems like most of these issues were already fixed in the desktop build but I am rating the version that was submitted to the jam)
Main problem with the game right now is it's balance issues: there are a lot of enemies that shoot you with tiny bullets without telegraphing it in any way. If (more of a when) they hit you, you lose 25% of hp with the only way to heal is to level up. To do that you need to kill 40+ enemies which usually happens right on 1 minute mark. At that point the only way to survive is to constantly jump off and pray.
There are a lot of ways to fix this and make the game feel great. 1) Skill way: readable enemy patterns to master dodging, even if they are in groups or behind you. 2) Survivor way: enemies deal chip damage which you can tough through until you are overwhelmed. 3) Die fast, Upgrade fast : you can kill and heal faster than your health drains. And of course combining that all.

Movement feels great! After I stumbled on rocket jumps and started constantly shifting. Theme is interesting, would love to see how you'll expand on it. Having to manually reload really sells the double barrel shotgun! Sounds are nice, if a bit loud. Upgrades are interesting but I couldn't really read into them and think as enemies kept spawning.

Great start anyway! Keep making games and having fun while at it!

Funky game with rope-swinging mechanics. Dialogues were hilarious!
Music and sounds nicely fit the gameplay and are unobtrusive. Character speaking sounds could need normalizing as some are too loud.
Visuals are cute, bright and cartoonish, pasting eyes on alive objects was a good touch. Floor can be toned down a bit, so that looking at it from above wouldn't blast you with pure unforgiving white.
Game is pretty easy to understand, if you didn't understand/find a mechanic, it will be explicitly told to you after some time. Level design really feels built for speed platforming! Sadly, the game didn't recapture my mouse and I firstly haven't noticed that it does capture it on launch, so I started and ended my playthrough with only 180deg vision. Also caught a bug that if you jump on/off a tip of a web, you'll be teleported to the other end of it.

Great game! Had fun even with the broken camera! Boss was impossible with it though, I couldn't see it!

Thou hast some humor and wits, fair sires, maidens, and\or dragons! Thy fine arts and bard skills recall of ye old Sierra quests and other pastimes of those summers. In all my peasant pityness, I shall inform thou that the dragon's head sprouts a stray pixel in the sky. Praise the King!

Thanks! Seems like tutorial's clarity is the biggest thing that gets pointed out. Hmm, strange that frame rate drops there... There is almost nothing there... Anyway, congrats on finding the first bug!

Great work on your first jam! Game is pretty basic right now, but if you put time in it, it can grow to something pretty nice. Liked the smoothness of your animations, even if you had little time for them.

Regarding optimization, game ran smoothly yet with a couple of bugs. Seems like you're planning on updating it, so 1) collecting honey after a death with having it doesn't display it; 2) collecting poison after that and ending the level crashes the game; 3) BGM slider didn't control music's volume.

General optimization tips : Optimization takes your precious jam time, decide if it is worth it; Some things do not need to be ran every frame, move them to creation or on event scripts; For something simple you do not need giant textures, if you're shrinking them to what you need anyway; On major steps check how your game runs on your to-be-exported-on platform; Know the limitations of that platform; Keep learning and look for help if you're stuck! (but look at the documentation first)

You've pretty much got the perfect feel I was aiming for in this game! Thanks you for playing!

Really captures the loneliness feeling for me, there is no one and nothing around to divert you from being a weapon in someone's hands. I've read everything about how weapon was bad bad and ran to the button to do the BOOM BOOM

Visuals are great. Sound design feels nice. VA was unexpectedly good, except some times where different voice lines would trigger at the same time. The story can be pieced together into something coherent pretty easily. Have nothing to critique here to be honest.

Great job! Would listen to 69FM all day long

Great job! Concept is really unique.
Pixel art is simple, bright, and fun. Only possible suggestion to really "level up" it would be to try to style your enemies to different exception types. Also, background could need some texture, if you're moving away from the core.
Music is a nice chiptune banger, after a while I started to feel like I've been plunging  into a deeper madness though. If you're planning to update it, play with the music more and add like two more.
Overall solid job with them on your first time!

Also, managed to beat the game after an hour of different strategies. Feels like I've cheesed it... More UI elements on later stages is a must

Cute graphics and nice sounds! Gameplay is interesting, yet needs more tuning to feel really great. Can't really pinpoint what, the game just feels slow at times. Maybe something to do when there is no enemies/upgrades around or separate stamina for each weapon would better it? Also, the pie was moving on diagonals really fast collecting a horde of goblins and leaving upgrades behind, don't think this is intentional.

Nice job!

Thanks!

They're Maggot magic munchers! Thanks for feedback!

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"10/10 Blew myself up with an orbital laser" Nice simple extraction shooter. Love all the sounds & music and how funny small enemies look from the front (feels unintentional but still)! Needed a few runs to fully accustom myself to all the different weapons though. Also, fell off the map at the end near the corner:

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Thank you so much!

(not yelling - that's just how that font is)

Thank you for your feedback! Expanded the tutorial a bit, so hope no one will be lost there from  now on.

Thank you!