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Teri

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A member registered Oct 23, 2020 · View creator page →

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Hey Jet! This was my favourite jam submission for sure! Quirky art, awesome theme interpretation, nice sound design, and the difficulty felt good to me as well.

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Thanks MightyJor! We figured out pretty last minute that sometimes we didn't provide enough time information to the player for them to figure stuff out. I think we as developers thought it was super obvious because we played it everyday for a week but it obviously was not. Playtesting is something that we'll do a bunch more of when the time comes and if time allows haha.

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Sweet work MightyJor! It's difficult to make puzzles games that are difficult yet entertaining but I think you nailed the spot for me. Great palette choice and i love how the UI elements bob and do their own thing too!

I think you guys have a real knack for art! This was mentioned previously but at it is right now, pressing the buttons needs some work? Thomas mentioned two great suggestions that I completely agree with. Keep it up and you got yourself a fun little game!

Also, any reason why the duck's name is Pochita?

Super interesting game which seems to have a lot of complexity!  I'm not entirely sure what my goal is when I enter the game so it might be a good idea to make that clearer to the player. I'm also not sure how it ties in to the theme of 'Shortcuts'.

Either way, keep working at it!

Thanks 2suns! We'll have to give around of applause to ciaronimo for the sound design :)

Thanks Thomas! Frantic is a great word to hear haha

Hey Gingey! We were aware of that bug prior to submission and thought we ironed it out. I believe whateep also experienced the same issue during his livestream. We'll definitely be more careful about bugs in the future. Thanks for letting us know!

Hey Justin, very fun and simple game you've made here! The only gripe I would have is that I felt lost in the levels. It might be beneficial to either cut the levels up into smaller chunks so that the player can remember where they've been or have some sort of indicator to display where the end goal is or, like TrinityGamesDev mentioned, have a mininap that reveals where you've previously been!

I love the spring mechanic! You definitely nailed the control and feel of it :). The only criticisms I would have would be to make the art a bit more diverse. All of the levels are the same and it get's a tad repetitive.

Cute game although I got stuck on the second level because 'u' wouldn't register as a jump. It might have been me but just something to look out for.

Nice work! I can tell it's inspired by Spelunky but all good games come from the ideas of others :).

I would have liked to have the ability to attack enemies, but like you've mentioned in your page, there's more updates to come!

Thank you Nik! We'll definitely think about explaining it better next time :)

Thank you! Gotta hand it to the asset creators. I only created the dandelion assets. I've definitely finished it, mind you it was only a handful of times so I'm pretty sure you're right on the difficulty. It's sometimes hard to dictate the difficulty on your own game since you've played it so many times but hopefully a bit more playtesting next time will do the trick.

Thanks Fiddle! Thanks for the suggestion it actually makes a lot more sense to use the mouse haha.

Very cute! The art-style is simple but I think it fits well with the gameplay you've made. I don't know if you got inspiration from Untitled Goose Game but the To-Do List and the atmosphere reminds me of that!

I mean we do have to go through a good amount of games for the jam so it makes sense that we rush but I guess that makes it even more important to find a way to show information in a way that's not boring haha.

Thank you! Yeah the controls could definitely see some work. Movement was one of the first things we implemented so I guess we kind of just glossed over it after it was completed.

Thanks chip! That's true I don't think I made it very clear that you could hold the space bar down in the instructions or even visually but I'll definitely consider a better way to explain the controls in the future :).

The controls had a bit of an acceleration and deceleration to them which made it a bit jarring for me. Otherwise, the audio and visuals definitely match and complement each other! Good stuff!

The art is what makes the game for me. I feel like I'm on some alien planet because of it! Kolle ain't no regular hummingbird that's for sure.  Because the nectar was on the left side of the map, I felt like I had no reason to go to the right side so maybe there's a way to ameliorate that? Otherwise awesome game :)

Very quick and intuitive game to understand! It reminds me of a warioware minigame haha. I think the background could do with some fancying up since it's just a flat color.