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adrienntindall

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A member registered May 10, 2020 · View creator page →

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Hey! There's a tutorial infographic included in both the main menu (the ? button) and the screenshots of the jam page that explains things =)

Apologies about there being no quit button, it completely escaped my mind at the end there!

Neat concept that fits well with the theme, but the overall content is a bit barebones. I think it would be nice to mark which doors are locked visually since it's annoying to keep having to check every single one of them (before the police started spawning at the locked doors, at least) just to progress. There also isn't really much to do besides that, other than interacting with the nurses who give you hints (which was a nice touch, by the way!). Adding some puzzles, obstacles, or whatever else you want would be cool if you wanted to exapnd on this idea further, and given the style you could probably try to borrow ideas from games like the original Legend of Zelda or, if you wanted a more modern example, Undermine. 

Great job on the art assets though, they're a bit awkward at the moment but you're well on your way to refining your craft in that field for future projects =)

Great game! I thought the puzzles were a bit on the easier side, but that's fine considering it was a jam and that's preferable to the opposite.  

My main critique is really with how the game presents a lot of the information, like how the text is annoying to read before you get used to it and the left/right symbols especially being nonintuitive. I think a change of font and a switch to a clockwise/counterclockwise rotation symbol (the left/right text can stay the same) would make it a lot easier to process from a player's perspective, and easier to enjoy the wonderful work and effort you put into the aesthetics and level design =)

I like the game a lot, though it was a bit hard to aim the bow.  All the artwork and the concept itself were super cute, and I like the idea of saving tortoises from perpetual bloon drifting.

The main issue I have is that the pacing feels a bit awkward, both in terms of how slowly the tortoises move in the air, the speed at which the bow travels (granted I didn't upgrade it since getting coins was a pain) and the speed of the timer going on in the corner. I can't tell you exactly how it could be adjusted since maybe slow-like-a-tortoise was what you were going for, but I would've preferred if things moved a bit faster in general.

I had a good time overall, and good luck on y'alls future endeavors! 

I love the mechanics so much, though they weren't the most intuitive thing in the world. I think if you make what you're supposed to be doing a bit more clear with a tutorial you have a really good concept on your hands!

Rotating the stage was probably my favorite part, super fun mechanic that you can expand on in future projects if you wanted. 

This is really cute, albeit a bit simple, good work! 

I like the use of the theme that you did and your use of the assets you had, though I will say it was a bit easy to just camp out at the top of the screen and get the bags before they hit any fish. The sharks were a great touch to help fix that issue but didn't do much when they weren't near the top themselves.

I think for your next project you should start looking into easing functions for some of the movement/animations, just to add a bit of a kick to the player and/or other objects on screen. You can find a good reference for the math right here: https://easings.net/#

Super agree with you on the visual feedback, that's definitely something I'll need to figure out how to do going forwards!

The hitbox actually was there, you just had to press shift to reveal it (like in Touhou) though I probably could've added something in-game to say that since it was only on the page before. 

So glad you enjoyed it!

I didn't know what cinemachine was before, but I'll be sure to include it in my future projects! Thanks so much for the suggestion!

And yeah custom cursors aren't too difficult to make and I see how they could be nice ahaha. I'll keep that in mind for next time!

I made the final wave super difficult (I think?) but compensated by making the game give you the win screen once the song finished playing, so that's why you got the "you won" screen there. And I'm totally there with you on the juicyness, that was definitely one of the things I had  to rush due to time!

Yup, that's exactly what I had in mind with the shooting!

Yeah, I didn't have too much time to make the juice exactly what I wanted, but I'm happy with what I got, even if it ould be a lot more over the top =)

Glad the difficulty felt good!

Yeah, I based it off of Touhou which I can beat in Lunatic depending on the game, so I'm not surprised if the balancing was a bit much ^^

Glad you liked the audio and visuals!

To reiterate, 

"The main condition is to create a game that uses any two colors."

You're allowed to use any colours you want, as long as you're still only using 2. Black and white will probably be what most people do (especially considering the theme), but you won't get counted off for doing purple and black if you so choose. 

According to the rules in the overview:

"The main condition is to create a game that uses any two colors."

"5 - if there are only two colors in the game(black and white or their analogues), 4-if there are three colors in the game, 3 - four colors, 2-five colors, 1-more than five colors. (The same color with different alpha channels is not considered separate colors.)"

So you should be good to use those shades, or even hot pink and slime green if you wanted, just as long as you stick to 2 colours!

Dang, I didn't think much was gonna come out of this mechanic, but your level design was so awesome and creative that I was very pleasantly surprised!

You did a great job, I don't have anything to critique about the game other than minor tweaks to level design to make things easier on the player, but that may just be me being bad at video games. The juice was done super well, especially when everything explodes when you beat a level.

Great job overall, I'm glad this was the last game I rated =)

I love the artwork so much! Y'all did a great job on it!

I had a lot of issues with the browser version, but downloading and running the .exe made it a lot better, and I managed to escape! The jump felt a bit slow but otherwise the movement was pretty good! It did look like I could jump over the cockroaches, but sadly that wasn't the case.

Great job overall! I had a great time playing it =)

I'm going to be contrarian here and say that I actually liked the controls, they reminded me of the RC Car from SMO, and I happen to be the one asshole who really like/is really good at the RC Car from SMO. I do think the turn speed could be tweaked a bit to make it easier to control, either that or the maps could be designed to handle turns the car can do rather than these really weird sharp turns you have going on, but the basis for solid mechanics is certainly there!

The game also looks good which is a plus! It has a cute style and I enjoy it a lot.

The SFX got a bit annoying though (more specifically the sound the car makes when accelerating), but I also have auditory sensitivities so it might just be related to that more than anything. 

Overall great basis, but it does need some polish.

The artwork was super good and I loved the buff boss dudes you added! They would sometimes juggle me but that was alright cause I was invincible. Maybe some punishment for damage would be good to add, but it definitely wasn't required and let me just have fun without worrying about dodging. If you do add punishment tho maybe consider reducing the time the laser beams go for and increase the players hit range, but those could also just be general reccomendations.

Loved the game, I had a fun time, keep up the amazing work =)

Wow, even though this was short I really loved it! The animations, juice, movement, and combat all feel really good together, and it was pretty much bug free aside from an enemy teleporting a lil bit when I hit it. 

The wall jump especially felt really good, that's been something that most other devs have had issues on when looking at the rest of the jam. I'd love to see what you could do if you expanded this game a bit more, whether it's in this project or taking what you made into a future one.

Really good job and keep up the great work!

Yo this is a really great concept! And I love the artwork you made too, it all looks really nice and fits together! 

Based on your page it looks like you're still new to development and using unity, and keeping it simple like this was a great idea that I think paid off pretty well! The mechanics work well, and obviously sound still needs to be added, but that's something you can implement in your next project now that you've learned how to do all this =)

Keep up the good work man!

I like the movement mechanics, but it can be really unforgiving with how much time you have to find an enemy before you lose, especially since it felt like that was mostly based on RNG.

I'm also not really sure what the black diamond (not the cursoe) in the background was? I kept moving towards it but it never got closer for whatever reason.

I love the visuals for this game a lot! And it was super fun too!

I was a bit confused on how to make stew, and that's what ended up getting me turned into stew by the end I think. But other than that everything was pretty intuitive and well done, nice job!

I liked the game a lot! I think the player's hitbox was a bit big and for whatever reason the shooter's bullets weren't originating from the shooter, but aside from those more minor issues I had an overall good experience!

The player's bullet speed prolly does need to be a bit faster, but I do enjoy how shooting requires me to move since it really helps to keep the pace of the game going!

I love the concept so much! And aside from not having enough time to finish the paintings (especially with the last minute changes!) I absolutely had a blast!

The visuals and sfx were all really well made, I enjoyed playing this a lot =)

When I heard the music I was like "wait is this Touhou Eurobeat" AND I WAS RIGHT!

3D models and animation look great, but hit effects for misses/hits for the rhythm game part would be suuuuper nice to have going forwards.

I like the mechanics you made a lot, especially with the gun firing faster when low on ammo! Movement and attacks all felt solid, and I enjoyed it quite a lot!

I do think the overall design could be a bit nicer, though, since I was never really incentivised/able to go above the first floor because of all the muk dudes down there. They got overwhelming kinda quickly, and not in a super interesting way either, so I definitely think the enemies could be worked on.

Great job overall though, I had a lot of fun =)

It was really short, and the UI didn't scale well so I didn't see the visual indicators for what buttons to press at the bottom of the screen. Once I figured it out, it was also kinda finicky, and I wasn't sure I was doing it right, but I did win!

Visuals were good though, and I love the funky vibes!

I think things need to be a bit more fast paced in general, especially when swinging the sword. But once you refine movement a bit more, I think you've got a great game here! 

Also props to whoever did the visuals, they look great!

I like the game conceptually, but the controls were way too finicky to be able to use. I don't think the bounce worked at all until I reset? I think it was cause I had to be precise when impacting something, but I don't think the overall execution was too great. 

The visuals and audio were well done though, kudos to you on that!

Holy heck this was amazing! That paradigm shift was so well done, the camera, movement, and attacks all felt really great, and the level-up system was fun to use! 

Great job over all, I genuienly had a blast playing this, it was so much fun =)

Neat idea! The movement system is cool but a bit punishing since a wrong key press is an instant fail. Would've been funnier if the dude just got harder to control instead, but that's just my take.

Good job on the 3D models and rigging, I like the aesthetic! 

I love how simple and well-timed everything is! I also like the zelda-like music you made, very good job!

The player's hitbox definitely could've been a lot smaller, especially given the amount of bullets on screen, but I thought the movement speed worked out rather nicely!

Good job overall dude =)

I LOVE the idea, but it is a bit difficult to manage dodging and typing at the same time! Maybe if a sword lasted longer than a swing, it would've gone a bit better?

I actually thought the letters you typed in would always give you a status effect based on some algorithm just because I happened to type "Adreinn uwu" which ended up giving me wind! Could be a neat idea, but I'm not sure if that's what ya want.

I would love to see it expanded upon once it gets polished a bit more, you did a great job!

Cool game but it's way too easy to get hit and lose!

Love the visuals and mechanics/enemies otherwise, even if I didn't end up making it super far haha

Love the game! Wish there was some feedback on when the enemy got hit, and I liked how the crab dude had different attack patterns on different runs!

That's a huge part of game design for ya! Sometimes players can be dumb though, including me and that one reviewer who rated cuphead, so unfortunately we got to design these things so even we can understand what's going on =)

I would love to play, but all my friends are in lockdown rn and I do not have controllers to hook up. I'm sure it's a great game though

I like it a lot, though it does take a bit to get going since the first 3 speeds were super easy.

I think you can work on making it a bit more obvious when you need to hit the keys, since I thought "good" was the only thing you could get till I hit something early and got a "perfect." Other than that I thought it was decently well done, nice job!

I absolutely love the animations and aesthetic, you did a great job on it. 

The attacking didn't feel great, partially because shift and enter are really weird buttons to use and also because I didn't feel like I was really doing anything other than watching the camera bounce around a lot. It could definitely use a lot of polish, is what I'm trying to say.

But once you get that squared away, I think you have an amazing game going for ya!

The procedural generation is a bit rough, especially with how few sticks are around and how you can't really cross the water. The game was a lil dark lighting wise but I think that added to the horror whenever I first saw random particles of enemy in the forest. The aesthetic was adorable, and I love the guitar dude at the fire!