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I started playing it and was blown away by how well it works (it feels like a game made by a true professional). The art is incredible and the controls are completely smooth. Technical-wise, it’s amazing. As other comments mentioned, after walking around for a while, eating mushrooms, throwing mushrooms at the whirlpools, etc., I wasn’t quite sure what to do next. 

I’ve seen in the comments that you have to take the grass balls to the ‘wounds’. I tried several times but I can’t manage to do it, they’re too volatile. Although the intention isn’t clear, I can think of a solution without abandoning the original idea. The character could have a sort of inventory that only holds the stick, which is only stored when you pick up a ball in your hands. If, when you pick up the grass balls, the ‘wounds’ started singing or making a different/shrill sound, the player would go over there and try things out. I’m going to follow you because I think the game has a lot of potential. Congratulations!

Appreciate you trying the game and thank you for the follow!

I do have plenty of experience with quickly prototyping things, coming from a background of prototyping lots small mobile games.

As for the game, until I decide if I'll move forward with it, I'll polish it in it's current state and keep it updated. I would love to go all in on a project, but my forte is not programming and I feel I might take too much time until release. I'm looking for ways to find a programmer, but If I don't have any luck soon, I will go all in on a project, limiting it's scope to my skills (scope limiting and quick iterations being what I'm trying to learn by jamming).

As for the gameplay, I love the sound idea, however, since I'll keep the scope as is for Pulse, I was thinking of making the ball pokeable and with a particle system (imagine leaves) flowing towards the wound (a more clearly defined wound, that s also a problem). This way, the players can poke the ball, carry it, and break it on release over the wound. The inventory/hotbar is an idea I'll keep in mind for when expanding the game.

Initially, those balls were meant to also harm you - seeing how difficult it is to carry them (they have a wind simulation script and it fights you), I removed it's ability to harm. I'll also study a few ways to guide the player towards the end, or trigger it some other way, rather than a simple trigger collides, as is now. The general loop and endings got serious hits, I'll make sure this won't happen again!

Thanks again for playing Pulse and I hope your next crash is on a more forgiving planet!