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TinyTheGameDev

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A member registered Mar 09, 2016 · View creator page →

Creator of

Recent community posts

(1 edit)

Huge congrats on 4 Years :). I am so glad to be a patron and a supporter on Itch. You create amazing content, worth every penny and more. Thank you so much,  keep up the amazing work, and here’s to another four!  


I have had access to some of these assets for a while and can say with 100% that they are amazing! 

Thanks for playing! 

The assets were so much fun to work with - the characters, animations, and environment are all thanks to the wonderful Kay Lousberg who released these KayKit assets under CC0 for open use! So grateful for their work :)

Great submission! Lots of fun playing through. I really liked how you did the dialogue, with multiple choices. One thing I found myself doing was accidentally resetting the current dialogue tree by pressing "E" attempting to get to the next page of text, rather than clicking the button which re-activated the dialogue instead. 

Wow, Awesome submission! I would have never expected to play a game with a Christmas setting during this jam. Great job! The movement and camera placement was great. 

I loved providing the Rubber Duck as something I wanted to take everywhere xD. 

Thanks so much!

Thanks so much! 

"The mouse movement took some time to get used to, It was a bit strange on how it was rotation based?"
It's based on the X-axis of the mouse movement, I was attempting to go for something that felt like a Twin-Stick-Shooter type of aiming but was having issues with getting the Y-axis working correctly using Unity's new input system.

"I would have loved to see a block or such, or a visual indicator that I got hit. Definitely needed a health bar!"
A great suggestion!  Some kind of animation similar to enemies getting hit would be a great change. There should be a health bar at the top right corner of the screen above the EXP, Wave, and Skill Point bars :).

Really cool idea! When I first loaded I was thinking the pet was the frog but then I realized what was really going on. Super clever! 

Definitely going to be doing some playing and rating this weekend :D

https://itch.io/jam/virtual-pet-jam/rate/1352620

Fantastic artwork, and animations. Very impressive you put all of this together in a week! Great Job

"I did have some issues with the UI when I tried setting it to full screen".
Ohh, interesting. I will have to look into this, Thinking about it - I'm not sure if I tested the game using full screen. Thanks! Unity had some issues with sprites clipping on certain resolutions, and I settled on  forcing a 600x900 resolution at the end to stop the clipping. I will for sure do some work on making the UI more expandable to varying screen sizes now that the time constraints of the Jam are done.

Thank you so much :D, I am glad you enjoyed it. 

"got my 1 mil though and sold the company to Facebook...profit" Hah! That's hilarious.

Tuning is for sure one of the things I want to work on after the Jam is completed. I agree that part of the reason Kudos and PC upgrades are so powerful, is they have no cost with a small cooldown - One of the things I may look into is adding a price that scales to progress of the game. Maybe have it be a percentage of money or size of the business, that way it remains relevant throughout the game but does not become so powerful early on.  Kind of like how hiring an employee works currently.

 I liked some small but important details like different lines when you upgrade the PCs and the Phoenix guy always breaking stuff :) Good job! Thank you for the feedback and suggestions :D. 

Thank you! It was a ton of fun trying to think outside the box of what a Virtual Pet could be while keeping it within the rules of the Jam. Really happy with the results, and glad you enjoyed it :D

Thank you so much, I'm glad you enjoyed it :D. It was a lot of fun trying to capture the Inner Office feel while keeping the game light and enjoyable. 

Ohh, so cool! Thanks so much for including the game in your series :D. 

I love the sprites and animations. Great job!

Really clever idea! I love what you did with scale in the game. It was a ton of fun chasing after my Giga Pet in the jeep to feed them. 

Thanks! I had started the UI design with Mobile in mind. If I can get scaling to work better, I may use this as an experiment for porting over to an Android app.

I really like the idea of possibly bringing in some storytelling elements through the employee interaction, adding some background and progression. Thanks so much for playing :D 

Update 1.0.0 has been uploaded to the page. Thank you so much everyone for giving feedback, and enjoying the game. We truly appreciate everyone for their assistance with this project. 

Changelog

  • Gameplay
    • "Largely" Improved the Meteor Bulle
    • If the round end's while animals are still being abducted, the animals are now ejected and returned to the ground
    • Fixed shadows on the buildings
    • The game now pauses when the game is over
  • UI
    • Score no longer gets cut off after reaching three digits or more
    • Added a notification for "N to skip tutorial"
    • Added an aiming reticle when not zoomed in to further help accuracy
  • Audio
    • Updated the Meteor Bullet voice line to match the new effect
  • If I missed anything from the changelog, I will update this post.

Page Changelog

  • Updated User Manual with Gold Master release version
(4 edits)

Update 0.5.0 has been uploaded to the page. The JotForm has also been refreshed in support of the latest update. So much amazing feedback has been given throughout the alpha, and we are extremely excited to push into the Beta Phase! Thank you, everyone

Changelog

  • Audio
    • The BOOP Gun now has a voice and will not only provide commentary throughout the game but also teach players how the game works. 
    • Several animals now have sounds that play when being abducted
    • GIMME Orbs now have a humming sound effect
    • Each of the BOOP Gun Ammo types has a sound effect
    • Ammo boxes have a sound effect when the player runs over them
  • Gameplay
    • Game Over condition now occurs when the Aliens successfully abduct 50 animals from the farm.
    • The Farmer now receives a shipment of up to 10 animals every five rounds.
      • Dev Note: This, and the GameOver condition change was implemented to prevent an endless loop that players would find themselves at with one animal remaining. 
    • Depending on how many animals are rescued during a round, the Mothership will now leave behind random ammo boxes for the player to collect.
    • The game now begins in a special Tutorial break, allowing the player time to learn the gameplay basics.
    • Added a Zoom In feature for the BOOP Gun, by Right Clicking the mouse - the player can now zoom in to a more accurate position.
    • Added hotkeys (1, 2, 3) for switching weapons
      • Dev Note: This change was a request by many players with no mouse wheel available.
  • UI
    • A new credits page can be accessed from the start menu
    • Several new options have been added to the pause menu
      • Look speed slider will increase/decrease the players look speed
      • Mute/Unmute sounds
    • Clicking the Resume button on the pause menu now resumes the game.
  • Bug Fixes
    • Gun now shoots from the barrel, and not from the center of the screen
    • GIMME orbs will no longer chase animals that fall through the map because physics is weird sometimes. 
  • If I missed anything from the changelog, I will update this post.


Page Changelog

  • Added a new InfoGraphic of the Player Manual

Page Changelog

  • Added some Screenshots to the Itch.io page
  • Added a cover image to the Itch.io page

Coming Very Soon (Like within the next few hours soon!)

  • Beta V0.5.0!

Page Changelog

  • Added a downloadable User Manual, and Updated the description text to match. 
(3 edits)

Update 0.4.1 has been uploaded to the page. The JotForm has also been refreshed in support of the latest update. We greatly appreciate everyone that has been testing and sending us feedback. 

Changelog

  • New Title Screen
  • New GameOver UI
  • Improved bullet accuracy
  • The Player now has a body
  • Added notifications in between rounds, and downtime
  • Re-Enabled hotkey 'P' to pause/resume.
  • If I missed anything from the changelog, I will update this post.


    Update 0.3.1 has been uploaded to the page. The JotForm has also been refreshed in support of the latest update. A huge thanks to everyone who has been playing and testing.

    Changelog

    • UI is now updating during gameplay.
    • Ammo systems have been implemented for the guns.
    • Added a world border to prevent players and animals from falling off the map.
    • Trees and Grass now randomly spawn at the beginning of the game
    • Fixed a few bugs that allowed for the game to get stuck in between rounds or stuck permanently in the same round
    • Added the ability to Pause the game with the keyboard key 'P"
    • If I missed anything from the changelog, I will update this post.

    Thanks so much! We are glad you enjoyed the Alpha :D

    Looking forward to bringing more updates over the coming weeks!

    Changelog: Module 7 - Twin Stick Shooter Audio Enhancements

    • Added a background soundtrack, with looping audio.
    • Added a bonfire effect to the sacrificial altar at the center of the arena. The sound will adjust based on the player's position of the fire.
    • Backend: Cleaned up some blueprint designs. 
    (3 edits)

    Changelog: Module 6 - Twin Stick Shooter Enhancements 

    • New Map The Arena Chambers
      • Changed default map to The Arena Chambers
    • Changed enemy death sound to match the scene environment.
    • Changed projectile sound to a Fireball.
      • Niklouse is a powerful sorcerer, specializing in fire. This will be a useful spell casting tool during his battle

    Edited to re-arrange the order of changelog

    Thanks so much! It was a really fun project to work on. I learned a lot of things that I cant wait to apply with future jams :)

    (2 edits)

    Patch Notes added to Development Log.