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Sock Puppet Studio

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A member registered Sep 13, 2020 · View creator page →

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Hi Eevee, I definitely feel your style and experiences coming through in this game. The cast is adorable, being grounded in archetypes of students while being out there enough to be something all their own. I did have a small issue with perks disappearing from the tree, but that may be caused by the WINE layer I’m running this on so idk. Best on luck on the game jam ratings!

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Hi Eevee! Thank you for playing I’m glad you enjoyed it. Thank you for pointing that out I just hotfixed it so it shouldn’t be a problem. If you do release your old projects I’d love to check that out!

Please leave me and my family alone.

I like the mechanics and take on the theme and “rotating” cars, that’s super clever. I found the car to be either way too responsive or not responding at all the controls are a bit wonky. This would be really cool to see fleshed out.

Love the concept and worldbuilding. The music, voice lines, and sound effects really help bring the panic all together! Balancing between aiming for missiles and taking down ships felt frantic and fun. The inverse Y axis threw me for a loop and I couldn’t really get behind it and I do wish there was a sensitivity option as I found it to be a bit slow. This is a ton of fun though!

I am dizzy as advertised so I hope I can spell correctly. Simple concept executed really well. I love the arcade-y vibe and little details like animations, voice lines, and stuff like that. Very well done!

Awesome prototype. I could easily see this becoming a larger project with crazy obstacles, so I’ll be keeping an eye on this. One thing I would say is that the “shoot” button is really tucked away and small.

Neat concept and pretty tense. It took me a moment to get the controls down but this is super frantic fun. Good job.

The Game’s page has the controls. Its one level where you can turn the shooting soldiers to shoot at each other.

This is one of the best uses I’ve seen with the theme so far. The level design is very clever and interesting. At first I thought I was getting into a platformer but then the puzzle-platformer began to come out to my pleasant surprise. If anything I would say I had to take leaps of faith because I have zero control over the camera.

Nice use of the theme, the level designs were clever for the time allowed and I liked the fun Captain Toad/FEZ vibes. If I had to suggest something I found the camera rotation to be super slow and it would’ve been nice to have an outline of my character so I could see where I was when the level was in the way. Very cool entry here.

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Thank you for playing and congratulations on winning! My girlfriend said the same thing about skipping text so that’s definitely coming in a post-jam version. The idea behind the other clues is that they detail the job of the infected villagers but I realized upon playing again that its not clear. Thank you for your feedback!

Yeah I found Monroe transforms into other Doctors and I’m actively looking into this for a post-jam version. I like the idea of health draining quicker and think I’ll include that for sure. Thank you for the feedback and I’m glad you enjoyed!

This is one of the best games I’ve played in this jam. The mechanics are simple and easy-to-understand but theres a lot going on under the hood here. The rogue-like elements add a lot of depth. This was a ton of fun. Fantastic!

Awesome idea. This is one of the most original uses of the jam theme I’ve seen yet. The map design forces the play to make compromises (wood or rock, towers or soldiers) and even after unlocking everything I still had to make these decisions. I could easily see this becoming a fully fleshed out game. Very good work.

If Asteroids meets StarFox. I read your comments below about using an SFML-based engine with a lot of custom code that’s no small feat! Windows Defender did snipe the executable during runtime but from what I saw it was pretty neat.

Ah yes the human sports game, my favorite! I love the worldbuilding in your Itch page, it really adds dimension to the game itself. This is a simple concept with great execution. There was a ton of thought poured into the presentation, and the use of the theme is non-direct and quite different from the other entries I’ve seen. Good work.

Cool idea, there was a lot of thought poured into the visuals. I think rotation could’ve played a bigger role in the levels.

I liked the idea. I do have to agree that the spinning platforms are a little too fast and there are some bugs with the physics. But with some polish and fleshing out this could be something cool. Also for jams especially, don’t forget to decorate your Itch page, add screenshots and icons, and some flavor description text. It helps you get more clicks ;)

Thank you for playing and I’m glad you enjoyed. Good to know I’ll make a note of this! Thank you for the feedback.

Thank you for bringing this to my attention as this is something I didn’t consider! I’ll keep this in mind for future jams and work on a post-jam fix.

Cool and original idea, but it took me a while to figure out what was going on. Having an arrow or indicator pointing at what the witch was interacting with would’ve helped. Also (for at least the first level) I would slow down the cups a bit. I like the direction!

I am really bad at match 3 games but holy polish! Two suggestions though: I don’t think the life meter should go down while I watch combo strings and maybe there should be a button to reverse the rotation. This kept me hooked for longer than most other entries! For sure one of the best entries I’ve played so far.

Cool idea, and I like the speedrunning aspects. Fits the jam theme well and the controls walk a line between controllable and chaotic that makes this interesting. It would’ve been cool to see some other obstacles like asteroids or something to avoid. Awesome stuff though!

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I like where this was going, but as I’m writing I got some bad RNG where I’m waiting for the rotation timer to finish. I got stuck between two rooms, with connects to other rooms being blocked. This is a big ask, but some ways of counter-acting this would’ve been nice. When it did reset a path didn’t have invisible walls and I soft-locked. The worldbuilding was cool and the ambition is respectable, but this could’ve used some more playtesting.

Having the controls on screen made it easy to grasp this quirky entry. I love the idea and feel it fits the jam perfectly. The speedrunning focus is a cool direction and egging people into going for good times brings an aspect of community to this game. Big fan.

This was awesome to play and the most original use of the theme I’ve seen yet. You packed a ton of content in here with a great tutorial and endless mode. Very impressive or 48 hours!

The top idea is really cool and I liked the direction this was going. I was unable to play much of it though: the play can sometimes “jump over” the jump pad when running over it and miss it completely. Also I feel enemies knocked me back way too much and when I got hit, I couldn’t recover and often got knocked off. Solid idea though.

At first I thought this was super hard, then I realized that I was just bad at it. I really love this idea and there was a ton of thought and care put into the various animations and juice. I had a ton of fun trying to line-up “trickshots”. Wicked entry!

Jams are the perfect opportunity to experiment with ideas and/or learn new tools. I believe learning and having fun is the point of a game jam. The concept itself is a really cool idea and while I’ve seen this approach in other entries, this does it in a neat way. Also I noticed that sometimes I respawn with the opposite gravity I died with (starting with inverted if I died with regular gravity).

This is the first horror inspired entry I’ve seen and I like how it contrast’s Kenney’s more happy style. The enemy does like to break though, and I’m not too sure how rotating the room helps me. The collecting sound is very loud.

Always extra points for Godot. I do have to agree when I first saw the page I thought there was gonna be a bit more going on, having some screenshots or a description would’ve helped. That said, I do like the idea its very original and has potential. I do have to agree that the use of the jam’s theme is kinda weak.

This is really fun and has a whimsical feel I really like. A really cool detail is how the music reacts to what I’m doing. I’m not into speedrunning but I could see those who are getting a kick out of this. The use of theme is kinda weak though.

I like the idea and the gameplay is cool. Having mouse controls would’ve been nice. There’s a lot of polish here though which is hard to achieve in 48 hours, well done.

Rotating the world to create a new “level” and solve a puzzle is an awesome idea and the level design used it fairly well. It would’ve been cool to see some harder levels with different elements besides spikes. Also, you should take some time before a jam’s deadline to decorate your Itch page (screenshots, description, icon) as it helps people figure out what your game is and more people will click on it ;)

There was a lot of good ideas here, and I think the rotating world and movable platforms could’ve opened up some interesting level designs. In my opinion though, moving the platforms is super-underutilized and super hard to balance with jumping and avoiding spikes. Also the rotating is super jarring, and some sort of indicator that rotating was about to happen would’ve been cool.

I feel that time limit crunch I wanted to add more maps in my entry. A lot of entries went in this direction but so far this is the only one I’ve seen that uses the mouse! I found the ball was a bit too bouncy and it would’ve been nice to adjust the mouse sensitivity somehow. Your map designs are very cool though. Also by rotating the map while the ball was respawning it clipped out of bounds and I got soft-locked :( . The mouse also doesn’t reappear when pausing.

Time limits are quite cruel indeed and make us push to our limits. I really like this idea and where it was going, but the time limit definitely shows. In my opinion, taking this and pushing it more in a WarioWare direction where the game forcibly switches and you have to complete a course or wave would’ve really helped this.

I saw you mentioned you started late and didn’t have too much time to flesh an idea out. A lot of entries went with this idea, but the juice here is very good and gives this a lot of personality. The physics are capital w Wonky, but it was an entertaining time. Also please compare your audio levels with reference videos, the music is super loud.

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I really like the whole gravity mechanic, it reminds me a lot of Angry Birds Space. One suggestion I think would’ve helped was if rotating the plane mid-flight slightly adjusted where the plane was going. Cool idea.

Also don’t forget to post screenshots and decorate your itch page, it helps get more clicks.