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Uncommon Grackle

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3
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A member registered Aug 10, 2024 · View creator page →

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Appreciate the kind words, thanks for playing!

Appreciate the feedback, I can understand wanting to speed up the exploration process after a few times through it. Thanks for playing my game!

I'm glad you enjoyed the style, thanks for playing!

I really enjoyed this game! The atmosphere and the visuals are fantastic. Loved the little detail where the small character had the key on his back, if you had one. The music and sound design was perfect, the music was gentle but mysterious and the sound effects were subtle, it created the feeling of exploring somewhere abandoned but full of secrets. The puzzle design was good, not too difficult but still engaging, I played the game all the way through to the end.

The only place I really got stuck was very early on, in the room in the screenshot below. I feel that the door itself is a bit misleading, I saw the lock on it, but it also looks like there's a hole in it where the small version could fit through (the little black spot in the bottom left). It made me think the lock was a distraction and getting the little guy onto the platform was the goal of the room, but I couldn't figure out how to do that. Eventually I did figure it out when I finally saw the "key not found" text at the top.

As others have said, the camera could be a bit difficult. Personally, the mouse click to rotate felt odd to me, and it took a while to get used to. I feel that maybe Q/E for camera and mouse for interact may have been more intuitive, but that may just be me. It also felt way too zoomed in when I was in the smaller form. Also, the ice physics on the movable blocks was a bit difficult to work with.

Overall though, really great game for a four day game jam, I had a lot of fun playing it!

You can make a really, really big monkey. This is a good idea for a game that has a lot of potential to be expanded upon. Small things like a health bar for the castles and a pause button would help the game feel more polished, but it was a fun experience nonetheless. Loved the music!

What a great game, and a fantastic take on the theme! The staccoons are adorable, the newspapers were funny, and the feeling of getting that insanely high stack of staccoons is great. Airdropping all of your gathered staccoons on the way to the final island is hilarious, and I'm glad there was a bin to bring them all back over to join me. The level design was excellent, the world was open but there was a logical progression that the game offered without too much hand-holding. The music was also very fitting!

The only critique I have for this game is that I really felt like I was fighting the camera sometimes. It clips through objects in a way that prevented me from getting a good angle on what I was doing sometimes. I was also unable to get a direct overhead view, which would have been helpful for some of the puzzles where you have to airdrop your staccoons onto buttons or land on a narrow area. But overall a fantastic game, one of my favorites so far!

A simple game idea executed quite well, I liked the creativity in the challenges you'd face as you got higher up. Some of the ladder pieces were really tricky to get if they happened to spawn in the wrong place with the wrong wind direction, it felt like I had no chance of getting it to the ladder but I may just have a slow reaction time perhaps. Overall a solid game!

I'm glad you found the game immersive despite being mostly text based, I tried to give the events enough interest to make up for the lack of visuals. Definitely agree on the sound effects, I cut them for the sake of time but they would have added a lot to the feel of the game I think. Thanks for playing!

Really entertaining game, the perfect amount of silly to keep me entranced. Was not expecting the big bugs at the end but it was a great finish to the game, I ended up playing it multiple times just to see what other bugs there were.

Appreciate the feedback! The balance is something I didn't get to spend as much time as I'd like on, I agree that it might be a bit too easy to get to the second planet. Thanks for playing!

Glad you found something to enjoy even if it wasn't your preferred genre, thanks for playing!

Thank you for the feedback! The balance of the game was definitely my biggest concern, I was low on time and leaned towards the easier side just in case, but I may have made it a bit too much so. Thanks for playing!

Thank you for playing!

That's an interesting bug, I'll need to give that combo a try. Is it possible you didn't have the money to build the rover that you wanted to send? Both weight and money need to be good before can you go to a planet (although I could have communicated this better!). Totally agree that the "lose" state can be quite sudden and could be better communicated as well. I appreciate the kind words, thanks for playing!

Unfortunately my laptop really struggled with this one despite the simple graphics, so I was only able to get through a few levels. From what I did see, the idea is good but I think it could perhaps have been made more interesting by making more difficult shots with fewer successful ones required, needing to do 10 in the same level felt like quite a lot. But a good start, and a nice reminder to smile and have a bit of fun in life!

Much appreciated, thank you for playing my game!

Understanding the concept and upgrades is a bit confusing at first, but once I figured out that the portals were intended to have both upsides and downsides I was able to get the idea. I quickly discovered that the red portal upgrades were very abusable, especially the size down one that ends up killing enemies instantly if you upgrade it enough. I ended up focusing more on guiding the enemies into red portals and mostly ignoring my gun and the green portals, because it just felt like the most optimal strategy.

Balancing issues aside (I know it's really tricky in a game jam, I had the same problem) the gameplay loop did make me want to keep playing. I got pulled into wanting to see what the next upgrade could be, and it was super satisfying to watch tons of them get wiped out at once by portals.

Overall a creative idea with a good gameplay loop that just needs to be tuned a bit :)

Apologies for the long comment, this game really got me thinking!

Very neat, well polished game that feels great to play. It has so many small but important quality of life features that make this feel really good to play. First of all, I love how the menu is built into the game, it's clever. Adding the little trophies make for great motivation as well. I also loved the bit of grace period to get everything lined up if you weren't quite there when the block hit you, because sometimes it can be hard to judge length/height perfectly. I can imagine the gameplay may have felt frustrating at times if not for that grace period. I do agree that there was quite a jump in difficulty around level 4, 1-3 felt a bit too easy but I really enjoyed the difficulty level of 4-5. It took me quite a few tries to beat level 5!

I know it's out of scope for what you would do as part of a game jam, but I could see this being a really great rhythm game if you ever decide to go further with it. The one thing I feel this is missing  in this game is the feeling of "flow" in the level, because the levels appear to be randomly generated rather than manually placed. If the levels were designed to feel connected and have the required moves flow into one another, this would really become a fantastic game in my opinion. Overall very well done and polished game!

A soothing take on a clicker game. I enjoyed matching up my garden to the goal for the level, and it felt satisfying to complete a garden. I actually do enjoy the isometric pixel style, it works really well for me, and the music fit the relaxing vibe as well. Others have mentioned having a feature like drag to harvest, which I agree would have been nice to have for the sake of my fingers. If this became a full scale game, perhaps some sort of autoclick mechanic could be purchased? Other than that, my only real critique is that this does feel like a bit of a stretch on the "Build to Scale" theme, but overall this was a fun, cozy game that I enjoyed playing.

This is a really creative idea for a game, and very well executed! One of my favorite interpretations on the theme so far. I love the switch between the more realistic 3D and sketchy 2D worlds, it works together really well. Overall the style is fantastic! This idea has so much potential to become a full-length game, with room to expand upon the current mechanics of the game. It's also great when a game can explain itself without the need for a real tutorial, there was only one point when I felt confused and couldn't figure out why I couldn't move into the "dream" world (I think my character was overlapping with another block). Overall fantastic game, great job!

Love the music in this game, especially how it changes when you switch resolutions! I enjoyed the visual style as well. It's a really neat idea for a game, but I found it a bit overwhelming to try and remember what obstacles could be dodged in what resolutions. There are pictures in the top right corner, but you don't really get the time to look there and it doesn't feel intuitive to understand what obstacles match what resolutions. Despite that, it was a great take on the theme!

An interesting idea that fits the the theme well, and well executed for a game made in one day! Having to manage the two different fail states added some interest to a fairly straightforward game. I enjoyed the artwork and music as well!

I think this game had a great progression in difficulty, and slowly introduced the player to new mechanics of the game. Some of the later puzzles get really challenging! The only thing I didn't understand right away (maybe I just missed a tutorial?) is that clearing blocks refills your energy. I spent some time puzzling through one level in my head and couldn't figure it out, until I found that energy refill by accident. Was much easier to solve after that!

I agree with the sentiment that the time limit felt restrictive on a complex game like this, I feel like I needed more time to get everything connected in an efficient way. I think part of the reason for that is the failure can occur on a different floor than the one you're on, so it seems to come out of nowhere if you're not paying close enough attention. Perhaps it could help if we had timers for the destinations on other floors, if they were not actively connected to a node that was supplying what it needed?

A bit difficult to understand how to interact with the game at first, but after a few tries it did click with me. It is satisfying when you do get all the factory lines running in the right way!

A difficult game for sure, but it did feel rewarding when I finally was able to take over that first ship. I found the second fight to be way easier than the first, I completed it on my first try. Obviously a short timeline doesn't help with balancing the difficulty of games but just wanted to leave my feedback regardless. Facing up against that second ship definitely did have the menacing, all-encompassing feel you were likely going for though, with the shape of the ship surrounding the player. It made for some good variety in comparison to trying to get at the back of the first ship.

My only other comment would be that an end screen/message would have added closure to the game. I spent some time wandering around wondering if I was meant to search out another ship or if the game was over. But overall a solid game!

Wow, that is a way higher profit than I thought was possible in a single run. Appreciate the kind words! And yeah, this was my first jam so I didn't really know what the norm was for file downloads, I realized my mistake when I saw that every other game I downloaded was a zip file. Lesson learned for next jam, I appreciate you playing my game despite that!

I appreciate your thoughts! I agree there's plenty of opportunity to expand on the interactivity of the game, should I work on this again in the future. I was hoping the research on new parts might provide something to work towards on the path to 20,000, but paying to unlock the planets is also a great idea. Thanks for playing!

I'm glad you enjoyed it, thank you for playing!

Loved the graphical style of this game! The particles that would fly out whenever something died was strangely satisfying to me, I think because it defies the pixel style of the rest of the game and that gives it some extra emphasis. Overall a solid game!

I really enjoyed playing this game! I found that you really have to be mindful and watch everything closely in comparison to some other games, because the rooms take so long to be "ready" it's hard to quickly pivot your strategy to adjust if you notice you're getting low on something. I don't think that's necessarily a bad thing though. The game gets hectic very quickly, in a good way, and you really need to stay on top of managing your people. I found the game easy to understand through the design, without needing a full tutorial. 

The one issue that I did run into would be that the people you're managing are really tiny, and it's hard to quickly aim to grab them and move them where they need to go. I also missed the ability to zoom in, but I don't think it would have helped anyways since you need to stay zoomed out to see the whole map. I think having the workers be a bit bigger would smooth out that one wrinkle in an overall great game.

This is a great game, the difficulty really ramps up and forces you to not only keep track of everything but to be super quick about it too. I tried a bunch of times and I've made it to day 12 so far, I have a feeling I'm going to be coming back to this one to try again.

Loved the visual style and animations, this game has a lot of charm. Very short, but it was a lot of fun!

If only the coolest option in a game was always the most practical! Thanks for playing!

The randomized planets is a smart idea, maybe something to think about if I work on this game in the future. Thank you for playing!

Funny you should say that, I was originally planning to have the rover sprite change according to what was equipped, but unfortunately I had to cut that feature for the sake of time. I'm glad you enjoyed it, thank you for playing my game!

Fantastic art style, and really well polished. The animations and sound effects really helped the "feel" of placing things and added to the enjoyment of decorating the world. Those who enjoy the aesthetic aspect of creation and decoration in a cozy game would really enjoy this!

Neat little driving game with a really creative idea behind it! Level three bested me, but it was still entertaining to be slowly consumed by the planet every time I failed. I felt that the objective and the little power-ups were quite intuitive to understand with very minimal explanation, which is great game design. Had a lot of fun with this one!

Very cool and unique concept for a puzzle game. Puzzles were definitely tricky, but they had the perfect "aha" moment when I would finally understand the solution. My favorite was the one in the twin towers right near the start, I felt like I understood the end goal right away but getting to that goal required a good amount of thinking and experimentation. I couldn't figure out the one that started in the basement though, I got near the end but I think I softlocked myself out of the solution accidentally. Movement was fun as well, it felt smooth and there was a bit of platforming and precision required. My only recommendation would be to maybe adjust the mouse sensitivity, I set it to max and it still ended up feeling a bit slow to me. Great game!

The transformation mechanic worked great, the selection wheel was effective and easy to use. Unlocking the animals over time was good, because you look forward to seeing what you will find. Pushing everything around as the hippo is pretty fun, although unfortunately I didn't find the lizard in my playthrough. The FOV is pretty crazy but it somehow works with the cosmic style. The main critique that I would offer is that some of the text in the game can be hard to read, especially the objectives text which is tiny and the credits screen which has a lot going on. Overall a solid experience though, I did not encounter any major bugs!

Very cute mouse game, I enjoyed the art style and music, and they worked together well. It took me a while to realize you could change sizes, I guess I missed the prompt at the beginning, but once I figured that out I was able to complete the game successfully (though monocle mouse was tricky!). I only wish mouse #2 had more of a role he could play because he was my favorite mouse :)