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TeePeeDee

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A member registered Jan 19, 2020 · View creator page →

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thanks would be cool to see the playthrough, as it's easy to become blind to things after playing through the game so often.

The low level audio engine I use really struggles on the web build, I probably need to gut it completely.

Glad you enjoyed the Jankiness, 

There are IFrames - obviously not enough as it is a common complaint - but they are there... I really need to fix the stun lock, basically I plan(ned)  to put 'Amy' back into the bunny hop backwards state after she hits you.. though it requires some engine rewrites so the "monster" dealing damage can get notified and know to change state, and I didn't prioritise it high enough to get in this release (too busy with wierd inconsequental details that no one beyond myself would ever notice ;))

This is a lovely game... stylistically simple... and simple in "concept" but the level design is fantastic and the implementation as absolutely top notch... possibly a little one note to be any longer... but as it was it was the perfect length and felt very satisfying to get to the end"

Really clever and well done entry!

thanks.... glad you enjoyed the chaaracter art and the absurdist humour. There really wasn't time to  work on the backgrounds and tiles this time round hence the jarring style , beyond a couple of props for Bara-cuda's throne room.


Movement mechanics definitely need work too, but hopefully I should be able to get something a lot better together for the next version!

interesting game.... and a lot to like about it... as others have said the climbing gloves felt a bit annoying as brushing against anything put you into a really slow slide down which meant where you were trying to jump to a specific spot or get away from those pesky birds, it felt a little "sticky"


Apart from that an interesting game with good mechanics, that could be tweaked a little but form the basis of a nice little metroidvania :)

Must admit I struggled with the grapple mechanic... I found using the arrow keys  seemed to not work (at least for me as they seemed to fire off the grapple no matter what), I suspect it's more of a me problem then the game's, but it was still something I was struggling with.

Beyond that I was blown away by this entry, both with the game play and gorgeous graphics!

Stunning

thanks.... I really shouldn't have needed the hint ;) 

Enjoyed the rest of the game, would have loved to see a bit more game after with the 3rd character, but that's just being greedy as there is already a lot in there.

Great job both of you!

I must admit I got a bit confused (and still am) about how to fight the first boss, the parry to do it damage initially worked.... but once it started flying across the screen I didn't work out how to defeat it... I kept parrying as it flew past but it didn't seem to take any damage...

So I am only commenting up to that point.. But I liked the graphics the sound was minimal but still good, story was nice.

Playing on a gamepad, some of the controls were a bit odd (switching between characters for instance), but worked well on keyboard..

Looking forward to coming back (and hopefully working out how to kill that silly Lizard)

Thanks glad you enjoyed.

As much as I tell myself I am going to concentrate on nailing the movement mechanics, there's always a completely inconsequential element: like implementing an airlock system, (though I am planning to add some more puzzle elements to that)  that grabs my attention.

Aiming to keep this going for SMVM so hopefully can iron out some the jankiness!

thanks will check out space jump... it worked last time I checked, but didn't test the final build, so a bug might have slipped through, was this web or exe build?


The bosses have pretty well defined states, once you learn (or have programmed them), but they are probably not sign posted enough to feel fair for first time encountering them. Will try and improve on that for later (SMVM) versions

Nice little game... the graphics were really nice and the mechanics were all sound.... it felt a bit more like a maze then a game due to the lack of any peril..  but I hope you keep going with this and maybe add an enemy or two, as you have the basis of a great game here!

WOW!

This would be an amazing achievement for a team effort. let alone a single developer turning out such a complete and well polished entry! love the vector art and the gameplay.. 

Not finished yet, But definitely coming back to it.. 

GREAT ENTRY!

A lot to like about this, 

The graphics are lovely the game is short.. but pretty sweet, as others have said the intro is a little overly long, but I liked all the dialog and looked to find more characters to press 'C'  on to see what they said to me


I think being able to use the bow midair might be a good addition. And the Boss could do with having an additional state or 2 to make the fight a little more interesting..

But overall a great start, really interested to see where it goes (are you planning on continuing with it for SMVM?)

A lot to lie about this, 

The graphics are lovely the game is short.. but pretty sweet, as others have said the intro is a little overly long, but I liked all the dialog and looked to find more characters to press 'C'  on to see what they said to me


I think being able to use the bow midair might be a good addition. And the Boss could do with having an additional state or 2 to make the fight a little more interesting..

But overall a great start, really interested to see where it goes (are you planning on continuing with it for SMVM?)

thanks... yeah the movement and jumping needs some work, hopefully the SMVM entry will polish that up a lot

really fun....

Oh did I say fun??? I meant stressful.... But also (still) fun

Good Job!!!

really really impressive to put together such a complete procedurally generated entry... Did find a couple of areas where I managed to get out of oubounds, and the seeds varied in difficulty quite a bit... 

But the package is lovely graphics and sound are perfect for the game, the areas felt distinct (but cohesive)  and it was loads of fun!


Really nice job!

Stunning entry

I played it a bit on first day but wanted to wait till I had time to play and complete before rating or commenting... 

The graphics are charming, with lovely animation. The hook mechanic really well implemented, a couple of minor points I got stuck on - but given the complexity of the mechanic it worked brilliantly for a game jam.

Found the levels occasionally verged on the frustrating, (but the fact I kept compulsively coming back to finish them, and get my revenge on that darn Bear) shows it managed for me to stay on the right side ;)

If there is any slight criticism as an MVM entry it felt a little more like a leveled platformer than a metroidvania  (especially once you started to get to the difficult navigation parts), but that is no detraction on the quality of the game.

it's just 100 hp off the bosses health (so press 4 times to kill 1st boss... 7 for 2nd)

Cheat mode press O to reduce the boss health ;)

Arghhhhh it's because of a build setting! This was built using OpenAL rather than the windows sound system, so will only work if all the OpenAL dlls are present (no idea how well wine handles it). it is literally for me the change of an underscore in the build directives... wish I had double checked this before the bug fix grace period ended :) - Oh well!

The Game has a few sound queues in there but nothing major... so maybe you can play it with audio disabled on your browser tab, after voting ends I can send a build that will run on your system (fingers crossed)

Good start.... the graphics really show potential... look forward to seeing this as an actual game for SMVM!!!

really pretty entry, lovely graphics and the cat animations are spectacular... Bit easy to get lost and a map would help, but I had lots of fun with this one!

Stunning!!!! I would love to see this turned into a full game (maybe for SMVM?), 


you have such a good base to push on. A full game in this style would be  awesome

Really nice... I'd have love to have seen a Boss if you had of had the time... but the game was great and had a nice variety of enemies and power ups and a really cool vibe to it"

my mistake... a lot more manageable I was playing first time on a  controller and the map button didn't seem to work on that (but it might be me being stupid)... Now I found the map a lot better :)

Yeah I should have fixed that.... By my 110000th play through to detect bugs I kind of wanted the conversations to go by quickly and never switched back to showing it all - Baracuda I purposely made non skippable though to make sure everyone got to experience the full CHEESE!

would have loved a map to help navigate about as I found myself getting a little confused as to when I was backtracking and when I was exploring a new area, (unless I found an already destroyed seal), a map would have really helped.

But minor quibbles aside it is a great entry! Good movement, really nice clean art and great animations - especially loved getting out the guitar on gaining an powerup. it made me look forward to finding the next one!

GREAT JOB!

(1 edit)

Oh and thanks for the feedback :) 

Maybe you pressed H by mistake (show hide HUD) one of the undocumented keystrokes I use for testing things out.... maybe it shouldn't be so close to the dodge button ;)


Oh and for full disclosure, this is based on an engine I already had written using the Pixel Game Engine underneath (mostly used for simple sprite drawing routines), but it was a fairly comprehensive rewrite this time round

will look and see if I can replicate the bug

The "final" windows build was untested... and web build is known to be heavy...

Did both issues (ui and ui disappearing) appear on going into the water?


And yes there should be a oxygen indicator

going to do MVM20 if that goes well and I like the results, I'll use the additional 2 months to make it a more complete game. If not I'll probably spend 2 months cleaning up/extending Saturday Night Vanya, or Moon colony 6

Yes, I probably should have spent less time on the bit and a bit more on the actual game... But hopefully a later build can make the fighting a bit more fun, and build slightly more enjoyable mechanics on the theme.

(1 edit)

Definitely valid criticisms, movement and combat are definitely 2 areas I should concentrate more on, as is usual for these jams I spent way too much time on the assets and world creation (and for some reason a midi sound engine I didn't end up using)... and not enough time getting the core mechanics nailed.

The wig originally was supposed to double as a longer range weapon, with the rope shorter range with the added shield ability, to add combat variety.. But I never really found (or made) the time to implement that or tune what I had.

Glad it made you chuckle, and thanks again for the playthrough. I'm hoping to release a post jam/new year update with some improvements to the gameplay, and your suggestions are really good!

Really nice sprite work, and good movement controls.... hope you do something with this, as would love to see this made intosomething more coplete!

Nice game, I won't keep repeating the same thing as everyone else, but can't wait to play a version of this with updated movement controls... I also managed to get soft locked in the (first?) area with the skeleton.. possibly because I used the key from the start to open the door and fell down... maybe the keys could be coded to the doors themselves..

But other than that there is some really nice level design!

Ha love the ending, cockroaches really freaked me out, especially as like others here I didn't realise you could attack (Playing on a laptop and didn't really think about using the mouse), so I would suggest adding onto the game page control instructions.


Lots of fun

Got the basics there,  and a pretty nice design (I like the rabbit character and the spiders and snakes), felt like from a collision point of view with wall floor blocks the rabbit was slightly offset (ie I could stand to the right of a floor tile and not fall... but I could be standing near the left hand side of a floor tile (But on it) and fall off, sort that out and you have a really good base to develop a more ambitious platformers/metroidvanias in the future!

nice job! 

really liking this entry (so far), great music (which kind of reminds me of game of thrones in places), and really nice graphics. Got a crash while playing it though after getting hit just after dropping off the carrot (I think) to the cats, in case this helps:

___________________________________________

############################################################################################

FATAL ERROR in

action number 1

of  Step Event0

for object oPlayer:

Push :: Execution Error - Variable Get -7.scale(100089, -2147483648)

at gml_Object_oPlayer_Step_0

############################################################################################

A really solid base to what can be a great game with a bit more work! Works well and the sprite and animation work on the horse is gorgeous.


Would love more content, enemies etc, as it feels a little sparse at the moment, so I hope you keep working at it, or use this as inspiration for bigger games in the future, lots of fun as is though!

nice game, I liked the level design lots of fun.... I reached (so far) the point with 2 flying bosses, and they kill me so quickly (to be honest I struggled with just the one!) Might come back to it though I suspect just to get killed again over and over, loved the way the world opens up with each new power up, and destroying the brown walls was a nice touch (even if is not clear those walls should hurt them if you touch them otherwise).


I know you have used existing assets but you've done it nicely! Good job overall!