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SquidMeal

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A member registered Jun 06, 2020 · View creator page →

Creator of

Recent community posts

Thanks for playing, potahto!

I haven't seen Superflight before you mentioned it, but looking up a video I can see the comparison! Perhaps we can look at this game a bit closer to see what they're doing in terms of UI and take some inspiration.

Heard that there is a tonal clash, and I think that you're right in embracing the coziness over the joke used to loosely tied the theme, title, and story together. If we look at expanding it, incorporating some story into the game rather than just in a text blurb is something that I would like to aim for. Perhaps our airship would simply be broken down and the planes are an act of desperation instead of any drunken antics.

Thanks for checking the game out, Maurko!

Glad yo hear that you enjoyed the mood of the game despite the difficulty! A few people have mentioned enjoying the setting and mood so maybe this is something to double down on if we revisit and refine this!

Hi SoulKeeper

Thank you for playing!

We've gotten some other feedback that the iconography might not be enough. In the limited time, we didn't even consider any sort of in game tutorial or explanation. I will try to update the game page in the near future to give a little more context on what those cryptic icons mean, and what the differing wind conditions will do to your controls.

Good catch on there being multiple marked hoses. Looks like this slipped passed us. I think the original intention was to keep the houses that had been missed as valid locations (at least the mail made it to someone, even if it wasn't the person it was meant for!) but we will take this into consideration if we do end up updating the game!

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Hey Loon!

Thanks for the feedback. Most of this is very well heard, buts as for an indicator above the destination, there's a big ol' yellow beam. Should we make this more noticeable? Are you looking for something more similar to a Minecraft beacon or the Map Markers in BotW?

Certainly heard on the icons - we might have gotten a little off base with what the icons represent vs what they depict.  I like the idea of having the active wind conditioned labelled with text, maybe in addition to the icons, assuming we create more intuitive icons?

Critiques are certainly welcome, happy to have someone to spitball ideas with. If you have any other suggestions, let 'em fly!

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Some neat ideas on display here. I enjoy having a bunch of different characters with different abilities. Feels a little similar to Gauntlet because of that!

My biggest pain points are that the controls are pretty stiff - I think that locking the cursor to the game would solve a decent amount of my issues. Because the cursor isn't locked, it was sometime not possible to turn the camera anymore, and other times my mouse would escape to my other monitor. This created some issues with platforming, and also with combat.

A lesser concern is that pressing A or D causes the character to run in an arc. This was adjustable, but not immediately intuitive!

I appreciate that there are some secrets to find, which opens itself to some replayability! The sound effects and BG music are also welcome.

Perhaps having some enemies before Teeter would be appreciated - there's a lot of large open areas before hand that feel like they're ready to be little arena fights, but I never encountered anything to fight except for Teeter!

There are some really nice pieces of polish here - the spirit always overshooting where they're supposed to move and correcting them is a fun way to show that they're both fast and floaty!

I like that this game is functionally an idle game but doesn't present itself as such immediately. Good balance to active/passive actions, and makes the start of teh game feel less boring than it otherwise could be!

I appreciate that there is some BGM. Consider some sound effects for things like placing new vortexes, or otherwise purchasing upgrades. Possibly for collecting mana, but given that you will constantly be collecting mana, maybe its a good idea to not have an SFX for this!

This game certainly matches the vibe you are going for in invoking a "totally Accurate" simulator!

I really like that the BGM shifts as you close in on the target.

My greatest suggestion for polish would be to have an option to return to a main menu/beginning of the game when you clear the last level. Right now it feels like it freezes!

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You've got a neat twist on a dodgeball game, and feels very reminiscent of some flash games I played growing up (like Tanks).

There are some good sounds, like when balls bounce together, though perhaps consider having sounds for a shot launching or a character being hit as well!

Not a bad thing, but this game is quite hard! A difficulty setting would be welcome if you plan to expand the game further.

The art is very pretty and well put together

For the game-play, however, it is unclear where attacks land, or even that they happen. Perhaps consider some type of damage/healing/shielding splash on the dice as their health changes.

Small QoL features like sounds of rolling dice, or sound effects to really help sell the damage/healing/shielding happening would also be appreciated! You might be able to look to games like Slice and Dice or Balatro for some inspiration!

Overall some clever ideas

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Thanks for the feedback, Soul
I'm definitely feeling that I overdid it on the reverb for the instructions.

If it helps, the controls are left in the description on the game's page (not the jam submission). I will see about re-cutting this audio sometime soon!

Hey Chirpy,

Thanks for the feedback!

Did you follow the verbal instructions? The voice calling out to you instructs you to look straight up. You should be able to see a white area in the ceiling with the silhouette of a man leaning into it. You won't be able to progress until you're at least a little comfortable moving the camera through complete blackness, and looking at this white area is the requirement to proceed.

Heard on the sensitivity. I may revise this and reupload this evening, this is a relatively simple change

Looks like a good basis for something that I could see being fun in a similar vein to Vampire Survivor. Getting upgrades for your character and for your familiar might be an interesting way to take this.

One piece of advice/request: do try to either replace or master the sound of the creatures dying. Its quite loud and quite shrill. Headphone users beware!

I'll admit, I was not expecting the jumpscare the first time. Or the second.

Some lovely pixel art work on display here attached to a interesting point and click game. I was stumped on the third room, but I'll return to see if I can puzzle out these puzzles.