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UltimateWalrus

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A member registered Aug 14, 2015 · View creator page →

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my friends and i had a great time playing this! really felt like a lot of passion was put into it.

one small thing i thought could be improved was that the light can be seen shining out of the pumpkin in carve mode, but not in world. my friend put a secret message on her pumpkin but was disappointed when it didn’t show up in world.

i’d assume this is because it’d be too many lights/shadow maps. but maybe, you could just fade in a shadowed light inside the closest three or four pumpkins to the camera’s view vector? could be something like:

1) get all nearby pumpkins

2) for each pumpkin, get the vector projection with the camera view vector. if it’s negative (behind camera) throw it out

3) get the screen space position of the pumpkin, if it’s out of bounds throw it out

4) with remaining pumpkins, sort them by distance to camera and fade in a shadowed light in the top three or four. you could keep the effect faint too, so it isn’t too jarring when it fades in and out


sounds amazing as always. i loved messing with the left joystick (something really satisfying about it) and how the percussive actions get quantized.

very cool idea! short but sweet. just one of those games where you're better off going in blind.

thanks for the kind words! easy roll by accident is an excellent point. i think it will automatically roll if the player's centerpoint is beyond the edge of the dice when their rectangular collider lands on it, so it should probably only roll if they are actively pressing in that direction.

definitely my favorite of the jam so far! it's a unique type of challenge since it taxes your ability to do two things at once, but once it clicks it feels silky smooth. the art, sound, and music were polished, and the gameplay execution was on point. i don't have any constructive criticism, it's great as is.

i like the ability to use controller as, though with the default configuration, i wasn't able to jump and move pieces at the same time, making it inferior to mouse and keyboard. but once i realized i could remap jump to a trigger, the controls felt perfect.

this is one of my favorites that i've played so far! the art and music were super polished, and the gameplay was compelling, which added up to giving the game a really goofy fun factor that i loved. it could use some balancing to make it more challenging, but either way i had a great time.

i really think that the player's construction should be part of their collision bound (kind of like Tumiki Fighters) so upgrading has a downside. and that potentially even parts could get broken off and carried away by the enemies (and maybe even used by them)!

thanks for the kind words! if you scroll to the bottom of the online scoreboards, there is an integrated Discord thread where i posted some tips on dice positioning. probably, it wouldn't hurt to integrate these tips into the game at some point.

nice! this game had cool vibes. i really like the idea that the protagonist got pulled out of retirement just because some bottles really needed to be sniped

i like it! it plays well, and gets challenging near the top. my biggest issue was that the camera doesn't pan upward if i'm outpacing it, so if i'm doing well, i get punished by having to wait for the camera to slowly catch up with me. i saw there was a timer, so i'm guessing the original intent was to have it be a score that you could aim to beat, but i couldn't find any way to make the camera go faster. but you did a great job, this entry is stylish and fun!

🥹

thanks for the kind words! could you post a screenshot of the dice not igniting? so far i had one player ask about it, but it turned out they were misunderstanding the game's mechanics

cute! it was fun. i like tank controls and it's cool to see a creative use of them

this is cute! i'm probably not in the demographic for cookie clicker-type grind games with no fail state, but i had a good time nonetheless. i liked the multitasking and placing platforms on the pumpkin, and it's cute how gently the animals get shooed away, and the stream of tears as they run away!

to me the biggest issue was that the game's difficulty doesn't scale with the upgrades, so to me it felt like the game quickly got less engaging as maintaining the pumpkin became a breeze. again i'm not in the target audience so it might not actually be a problem!

i thought the player animations and especially the pumpkin (was it vector art? 3D? just a huge sprite?) looked great, especially with the rasterization to keep the pixel sizes consistent.

this was my solution to the last puzzle, but i like how everyone else is building gargantuan pizzas there!!

i liked this a lot! reminds me of a laid back version of Spacechem. there were a few bugs but thankfully they weren't that much of an issue due to the level select. i thought it was a really great use of the theme as well, and the final puzzle forced me to be clever and use all the mechanics. would love to see some tougher puzzles! 

i really like puzzle games like this where there isn't one fixed solution per puzzle. the UI and the art felt satisfying. may have just been a personal problem but the low contrast of the treadmill icon caused me to think that option wasn't available on the first puzzle, and i tried to solve it using only claws (which isn't possible).

thanks so much man, i really appreciate your enthusiasm! i'll definitely try to beat you when i have some time, though i'm not even sure if i can haha. you might have me beat at my own game

nice job! i like the way it looks. for me the biggest improvement would be feedback on enemy hits. when i throw stuff at them it's not clear why it kills them sometimes and not others. maybe they have internal health, or maybe my hits just aren't registering. some sparks, flashing, or some other feedback would do wonders there. overall great job though, i liked the lighting as well

the UI was super stylish, and the boss looked cool, though i think it was partially non functional. i would've liked to make more interesting decisions. for each given situation there's an obvious and usually easy solution, so it didn't feel particularly engaging, but i think there's potential with some creative level design and maybe a bit more that makes the powers more general purpose instead of just an always-accessible key to the door of certain scenarios. but you guys did a great job, and i'm especially impressed because it's Unreal, an engine i find quite challenging for indie projects despite having used it extensively professionally!

this is great! played it to the end. the mechanics allow for some clever order of operations puzzles and "gotchas." i do think the trampolines had some trouble working sometimes (got stuck in the floor a couple times) but in general the moving platforms seemed to work pretty well. would've loved some harder puzzles, maybe based around being able to move stuff only once and getting trapped

since there are four dots on them, you need to have four touching in order to ignite them. hope that helps!

thanks for the kind words! i'll have to double check the audio volume on the dice rolling audio.

thanks for playing and for the kind words! sorry for the massive negative score on the scoreboard -- this was my attempt at a HYPER DEMON-style scoring system which marries performance and speed while still allowing people to compete without actually having to beat the game (which is meant to be pretty challenging). if you start by making a group of 6 6's and have a few more 6's nearby to add to them, it should bump up your score pretty quickly.

you need 5 of those to get them to set off. it's only the yellow 2s that you can ignite with only two of them. it depends on the number, so for example for a four you'd need four of them all touching in a chain. let me know if you have any more issues! thanks for playing!

oh also the game has adaptive difficulty so it won't get chaotic unless you ignite a lot of dice. the best thing to do is make a group of 6 6's and then keep adding to them before they explode

thanks for playing! I used GDScript for pretty much everything as I actually love it even better than C#. but the game is built on top of my replays system boilerplate which I used C# for (and didn't even have time to integrate).

it should definitely be exploding when you connect 2 2's or 3 3's, and they should explode in a shorter time too. could you send me a screenshot?

brilliant execution!

bless you for making this... this is better than the DS version

Nice!

Very cute! I love how it feels like a little playable diorama.

Nice work! I really like the movement mechanic, it's a simple concept but it makes the gameplay feel really unique. Played all the way through.

Very cute, unique concept! Reminds me just a little bit of Spin Doctor / Clockwerx. I thought the puzzley aspect of turning the bolt the right amount of times was the most compelling part.

couldn't help but notice that the graphics are good

Nice! I love how the isometric terrain mushes up and down. Fun game, makes me wanna go back to it and see if I can get farther

Nice! I beat it! I really digged the pseudo-3D terrain

Hell yeah! Looks like you beat my score. Nice job!

If you're up for the challenge, you can try Classic Mode, Retro Mode, or Savage Mode... as far as I know nobody but me has beaten Retro or Savage.  >:)

This is such a fun little concept, and it's really polished! The whole interface is really tactile and satisfyingly "juicy," the keyboard clacks were a really nice touch.

I especially would have loved this as a kid, when I was learning how to code. Would be great for anyone who's willing to learn a bit of basic coding, but with some online low-score charts (smallest program size and least instructions) it could be really fun for expert coders too :)

This is almost like a teeny, tiny, very cute little minimalist Sea of Thieves. I liked it a lot

You'd be surprised how many developers would rather not worry about "making money" and wish they could just create without having to worry about financial logistics. I've played a bunch of Sokpop's games, and I'd guess they fall into this category.

Sokpop generally does very shortform games that can be rough around the edges. Sometimes it's hit-or-miss... but because of how prolific they are, they can do a lot of exploration into unique gameplay and art styles. Sometimes, like with The Hour of The Rat, they hit gold. I personally love games like that, and I don't necessarily expect them to always have features like pausing and saving, which could have taken more time to implement. However if you do want to try a more polished Sokpop game I'd recommend Popo's Tower or Helionaut.

As for exiting, it's usually not difficult to add, but it's easy for developers to forget some people don't just hit Alt+F4 when they want to close an app.

This is a very cute little game! I really love the graphics, especially the whole "contour map" water effect looks super cool. The mechanics are actually pretty well designed, too. It seems like it'd be tough to master, though "mastering" it isn't really necessary to beat the CPUs. I was craving online multiplayer, but I totally get how that's outside the scope of a $3 game.

really cute game! it's like a two player point and click, almost.

we encountered what I think may be a bug. the metal sheets only seemed to want to attach to one point at a time, so we couldn't complete the shed. they would only attach to one log or another, not both, despite them all having ropes. also it seemed like, with all our struggling, two logs got "melded" together and not even the shears could break them apart (near right corner in the image with the ropes missing)