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Slick Games

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A member registered Aug 20, 2020 · View creator page →

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Cool idea, I enjoyed playing. I don't think that the game detects multiple key presses at the same time correctly, which could be related to using something like Input.is_action_just_pressed() instead of Input.is_action_pressed(). Also, it would be a nice change to make the leaves spawn in time to be caught on the beat... Additionally, a difficulty curve could be added to start the player off slowly and build up to the more frantic collection of multiple leaves at the same time.

Love the art style! Really chilled game, but felt too short. I would also suggest adding some way to skip dialogue, or even better, only display the main text once. I made the mistake of talking to the other guy 3 times more than I needed to, and having to wait for all the lines was painful! Is there any way to retrieve the old camera, because I couldn't find one. Also, the guy says he'll follow you but just walks in the same direction! Some sounds and music would be a nice addition, and more content! Maybe something that you can do with the camera you find too...

Super-chill game! I actually left it running while taking a call and genuinely forgot it was still going in the background as the music was so relaxing! I think that adding some gentle sound effects when the player collects the leaves would be a nice addition, and maybe add some rotation to the leaves to give them a little more life as they fall?

A very nice, well written story. I think that, assuming it were possible, some sound effects and ambient noise would make this even more appealing... You could sync some things up with the choices that the reader makes, like starting an ambient fire noise when they light the fire and continue to play it in the background while they make a coffee, for example.

Nice idea! There are some oddities though that made the game frustrating to play... due to the random spawning of items, on my first run I hit a conker and couldn't find a new pad at all! Being forced to swim past lots of lovely acorns was Chinese torture! I think my biggest problem lies with the hitboxes though... Just being anywhere near a conker seems to knock you off the pad, which is annoying when you feel that you managed to completely avoid it! Also, if this happens with other objects around, you can get soft-locked into getting on a pad and immediately being knocked off again. I also think that there should be more sounds for damage and water etc to provide the player with some more feedback. Fun concept though!

Thanks for playing! Yeah the balancing needs some work I think... Pro-tip: upgrade the axe!

Thanks very much! Yeah I had a load of trouble with my path planning... Sometimes the kids pick a route that they actually can't complete! Maybe one day I'll get a solid AI system working in a Game Jam! 😂

Thanks very much! I have to admit that I bought an asset pack for the art, but glad you think it works for the game! :D

Thanks!

Thanks for the feedback! Yes I think I need to extend the AI system to build in a better idle state than just standing still! Also, I should add a "spreading dirt" state so that it beomes an activated action rather than a passive thing...

Thanks very much!

Thanks very much! Glad you enjoyed it!

True, but in which case you could make is a walk button instead? Or a run/walk toggle? In a recent game I made (Dave the Space Pirate) I do exactly that - Dave starts off running but there is a run/walk toggle so that the player can choose a slower speed for more delicate platforming elements... It worked quite well :)

Ah there was a pause menu! I never think to look for one of those in a 2 day jam game! :D

Good fun! Really cute! Controls felt tight and polished, and levels were punishing but not impossible (though I found the minecart mechanic really tricky!). I think that the world map should have used one of Kenney's asset packs, as it was the least polished part of the game, but overall I enjoyed it! Well done!

Really cute! I liked the interactions, and the puzzle element to each island! The music got a bit repetitive though, and I think that you could hide the help text after the first level (or even better, give the player the option to close it). Also, I noticed that click-dragging would trigger the "click" action too, which felt a bit awkward as it meant that sometimes I clicked on the solution accidentally and didn't understand what I'd done to activate it! I liked it though, well done!

Really fun game! I enjoyed it! I like the exploration, the keys, the variety of enemies and obstacles that you have combined to create interesting encounters. I don't like the use of a run key though, as I basically just held it down for the entire time. I was going to say the same about the duck-jump as I found myself always using it, but then there was a jump-pad-into-spikes combo that meant I needed to consider my jump height...

I like the idea but found it really hard to pull off my intended jumps - I think I would have actually preferred less choice in terms of which gun to use, and maybe the option to use a controller? 

Thanks very much!

Thanks for playing! If you hold down the attack it charges up the axe, dealing more damage and penetrating enemies! 😁

Oh don't worry - I completed the game! Though it sounds like it was just luck as I must have clicked that submission button 30-40 times! :D

Quite a unique and unusual offering! Not sure how you came up with the idea but it works! The gravity option is my favourite :D Not sure what the submission page did or was supposed to do though? Music was nice, and I liked the use of assets.

Thanks very much!

I made a similar game for this jam in 2020 so I know how much effort this will have taken! I would have liked to have had some sounds and music as that was sorely missing - also the crash at the end was a little frustrating! Quite fun to play though, but you can easily cheese large parts by just attacking through the fence/wall. Some basic path planning for the enemies would alleviate this!

Oh! And I loved the voice acting too!

So you basically made Silent Hill for PS1 in 2 days?!? Insanely good - the first jump scare literally made me swear out loud! Atmospheric, great use of assets, tight controls - loved it! Ony improvement I could suggest would be to not have the killer just t-pose around their house! :D

Interesting idea, kind of let down by frustrating controls... when I clicked on a rune I expected that rune to change, but it seemed that a random other rune would change instead. I initially thought that clicking a rune changed the runes on either side, which would have been fine as it introduces a puzzle element, but that also didn't seem to be the case? Either way, after clicking about for a while I finally managed to get a combination that was accepted but wasn't the best for the scenario so I was booted back to the menu... The game also needs some serious polishing, and some music!

Are there also blocks that reduce time? Because that's how I lost - I had loads of time left but then it started jumping around all over the place :(

Fun to play, liked the use of assets. I think it needs more sound effects, and maybe some sort of UI element that tells you that you need 5 bulbs. And then, once you've got them,  there should be some sort of arrow telling the player to move on!

Really interesting idea! I played on my Android phone and it worked really well! I got down to B200, though I have no idea if that's decent or not!? I would say that the ball collection and firing is probably the weakest part of the game - I couldn't figure out how to do it initially! You might want to hold off starting the timer until the player has dropped a couple of rows down so that they get the idea first? Also, I couldn't figure out the logic behind the timer - it just seemed to do whatever it wanted!

Very cool - I liked the use of the mechanics in the platforming elements - dashing through those spikes was very satisfying! The music was a bit quiet and I think that it needed some more sound effects. Also some more variation in the level design would be nice - the spiky part was excellent though, something more like that in other areas would be good. In 2 days though? Really good!

Really interesting idea - loved the humour! I would have liked to know what the equipment did before deciding whether to swap it out though. Also the assassin was SO much tougher than everything else I ran into beforehand! I ended up at the giant with only 3 hp!

Thank you! I was thinking that its a bit too easy... I have a few more enemy types that I want to add in to spice things up a bit, but now a bit concerned that i'll make it too hard!

Hehe - I couldn't work out a better shoot button! Most games give you the controls to jump OR shoot, but not often both so I couldn't find a standard option!

Thanks for playing! Could you elaborate on what you found odd about the controls, and why you found the sound design funny?  I assume you played with a keyboard instead of a controller? Which keys would you have preferred to use?

Thanks! I wasn't sure it would work, but actually I think its not too bad!

Thanks very much! 

Nice and chilled game, felt good to play (I like the camera shake!) and well balanced. I would suggest tweaking the starting volumes as the music was too loud by default and the SFX too quiet, but I appreciated the controls that allowed me to change that. I also liked the system console log as a way to see what was going on in the fight sequence :)

I would have liked to have access to more upgrades in the shop - I seemed to very quickly only have access to buy potions and nothing else. A stronger attack, better armour, higher capacity for potions would have all been nice additions to purchase.

What a fun and funny game! I struggled a bit initially with keeping the mouse inside the game window - I was clicking the wheel and dragging left and right instead of going around it in a circle - which meant that I was right-clicking and it did nothing... but once I worked that part out I was unstoppable! Love the sounds, love the music, graphics are cute - good job!