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TurtleSocks

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A member registered Apr 01, 2024 · View creator page →

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Thank you for the sound effects! I purchased your bundle a few weeks ago for a personal project and really enjoyed the variety. 

Since then, I used a few of the tracks in the examples for an open source project of mine, with credit linking back to your itch profile.

Here's the project in question:

https://github.com/TurtIeSocks/bevy_audio_controller

The tracks used can be found in the "assets" folder. Please let me know if this is okay, or if you would like to have them removed, thank you!

Solid core game loop. Music and lighting are affective and make for a good overall experience, well done! Only gripe is that maybe the area indicating the explosion size should be where you're aiming, as I ended up killing myself quite a few times.

I loved the spin that you added of the game turning into real time when caught, super fun mechanic! I really wish there was a display showing how many gems you currently have and maybe how many are remaining. Like others have said, difficulty is brutal, but overall a good take on a tile based game!

Probably the spookiest/creepiest one I've played so far! Visuals are a good choice, good job! 

And you said my game was hard! Some difficult challenges for sure but it kept me playing, so good job! 

Adding the ability to detect when a player is soft locked might be useful so you wouldn't have to hit escape (and have to go out of full screen if you are in it) to restart the level. UI is clean and impressive!

(1 edit)

Yeah... I actually got similar feedback on the shield during play testing, but it got put on the back log and didn't make it in time. I'm going to write the code for this today though since it seems to be the #1 issue! 


As far as difficultly, the last commit I pushed before submitting was an attempt to add more variety and I did not test it well enough apparently because the day after I realized it was incredibly hard past wave 5. You can actually play the rebalanced version here: https://turtiesocks.github.io/pumpkin-palooza/


Note to other game jam reviewers, please play the version on itch before playing the above so you can evaluate the submission fairly! 


Thanks for playing!

100% agree on the shield, thanks for playing!

For some reason I had the opposite experience that it worked in FireFox (not latest testing branch) and not in Chrome. Either way though, the concept of the game is great and it felt very polished! Not super spooky but I still enjoyed it :)

Glad you enjoyed it, thank you for playing!

Not usually my kind of game but pretty fun actually! Cute art. I did get launched very quickly on some occasions though which usually resulted in instant death.

Thanks for playing! Since uploading I have found that somehow there were exactly 3 map tiles without collision... no idea what happened there, but I have fixed it.

For being hit in the air, you may have fallen victim to a somewhat rare bug that has also been fixed in my local build. The fish from the main menu screen was triggering a jump signal that only the player fish should have been triggering. So if the main menu fish finished a jump when you were midair and hovering over a log or piece of trash, collision was turned back on and you got hit 😂 

Not sure what the deal is with you not being able to jump while holding A and W though. Was this with the web or .exe build? And if the web, which browser? 

Really neat concept! Though, since I was quite bad at it, the loading bubble animation really started to wear on me over time.

Easily one of the most polished games of Fish Fest that I've played, amazing job! Only sad part was that the main character wasn't a fish :(

It was a little confusing to get started but generally a very cute concept :)

This was genuinely so much fun! Artwork is chef kiss, great work!

I didn't know I needed this but here we are. Great job!

That's fair. I know I added a very short delay from when the animation starts to when the input is actually "registered" as a jump, since some of the frames still have the player in the water. I think overall that perhaps there are too many frames though and that the whole animation is perhaps unnecessarily long. I'll tighten things up in a future release. 

Thanks for trying it out! Do you mean the delay between the input and the jump occurring or the total length of the jump animation?