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Bad Piggy

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A member registered Aug 01, 2019 · View creator page →

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Always love seeing 2D and 3D mixed. The presentation as a whole here was great. The visuals in general were pleasing to look at, and the audio was cool with hilarious voice acting. That said, I thought some voice lines repeated a little too often.

The swing mechanic combined with dashing all felt good to use and toy around with in the levels.

Honestly speaking, I don't really have any issues with what's currently here. I would've liked to see more, but I think you did the right decision in polishing what was already there. Good stuff all things considered.


I love how some random enemy is named " Rattlesnake Jake " but the actual snake boss which is basically Jake from Rango is named something else.

PEAK

As someone who's not that into card games, I have to say that this was an extremely interesting take on a deckbuilder. Atleast as far as I know, I've never seen anything like this. I love how the game really requires quick thinking and improvisation. I know most deckbuilders also require that sort of thing, but the added element of needing to shoot cards as fast as you can definitely adds another layer of strategy here.

I also love how the order in which you shoot the cards matters.
i.e If you're shooting a blue card, you really need to shoot it either first or maybe in between, whereas there wouldn't really any point to shooting it last.
One major issue I had was that I didn't really need to change my strategy much when it came to the various encounters. I usually always shot the blue armour cards first and then went for damage, only occasionally going for health if required. I'm also not entirely sure if this was intended, but there were a number of times where some cards effectively spawned on top of other cards, almost to the point that I couldn't really shoot them

The horse section definitely seemed and felt unfinished, but I'll let that be since it seems more like a product of overscoping than anything else. Though I wasn't exactly sure what the tumbleweeds were doing since they didn't seem to take from my health.

All that said, I'd say y'all definitely made something cool here. Great work and kudos to the whole team.

(3 edits)

There's no team. It's only me ( though I didn't make the music )

Apologies for the issues you faced. Didn't really have time to add a mouse sensitivity slider. Thanks for playing the game and for the feedback

It was really fun to watch your playthrough :)


As much as I would like to give feedback for this, the fact is that y'all were aiming to make something that was dumb fun, and I say you nailed it.

Great presentation overall with lots of little touches like the cracked glass on the phone and package cam. About the only issue I have is that it felt like it was a bit random at times what actually caused the package to take damage. 

I think my favourite moment in the game was when I was actually driving pretty carefully to the next point with a completely green healthbar for the package, and then my car flipped and did a 720 and the package got completely destroyed. After which I just said " screw it " and stepped on the gas breaking every other package.

PEAK

Kudos to the whole team on this one

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First of all, is it possible to get a downloadable windows build after the jam ? I kinda want to play this offline

Anyway it took me a few tries to really get how to play this, but I have to say that I really enjoyed the hell out of this when I finally got it. This is an extremely stylish and charming game with a solid amount of depth to it's mechanics as well. The overall presentation was great. Audio was cool and the art was honestly sublime.  I love how immediately readable everything was with how fast the game could get.

The feel of the game was also great. Killing the fish always felt good because of the feedback. That said, I do kinda wish that killing the different types of fish led to different actions happening. Something like the pufferfish exploding. I don't think I ever got any seagulls, so I take it back if I maybe missed something. ( Unless something does happen, but if so then it wasn't all that noticable ). I also love the little screenshake while swimming to get your board. It made it feel even more frantic lol.

I wasn't really a fan of the board's targetting so to speak for when it tried chaining fish. There were numerous times where it effectively missed and left me stranded for something which wasn't really my fault. This by itself isn't that big of an issue, but it can kinda compound when you have fish blocking you and the waves catching up. Maybe this is  just a skill issue, but I thought it was worth pointing out.

Another thing which I'm not really sure is an issue or not is the fact that you can kinda just go on forever without actually hitting a fish. Maybe to compensate the number of fish increases as you go on or something which blocks your path maybe ?  Maybe more humans spawn or maybe you could have a timer which gets replenished when you hit fish in general ? But then again you already have the waves. I'm not really sure how to fix this all things considered. Especially since the waves also become less of a threat the further you go.

All that aside though, this is a great little arcade game. Really fun stuff

Very interesting platformer here with some charming presentation to match.  Those cutscenes were definitely hilarious.

I love the player mechanics and how you made use of them in the various levels. I think the way you taught things to the player and the pace at which you did it was honestly pretty damn good. I do think some of the puzzles got a little repetitive though with how a lot of them came down to throwing your sword and turning around so that the door opened. It felt like the game could've used atleast one more type of puzzle obstacle.

On that note, I still think you could do a lot with this game's mechanics. Pardon my dev fan-fiction, but I can already see the game having special walls that you need to throw the sword into, after which it reflects and becomes stronger and breaks down a door or something ( maybe it even hurts you as well if it touches you in this state and so you need to jump to dodge it ). Honestly, just thinking about this makes me want to make something like it more and more lol. That said, I think the colliders on the spikes could've been made a little smaller.

Player mechanics aside, I love how minimalistic the visuals were in general. The game looked and felt clean. That said, I thought the game demanded a little too much precision at times for what the player could do. I'm referring primarily to the short ranged sword throw and the mace and how I was never really sure where exactly they were going to land. Maybe just a skill issue on my side, but I felt it was something worth noting.

The boss also felt slightly underdeveloped which left somewhat a sour taste, but it's the only real issue I had with the game to be frank and doesn't take away the fact that I felt that the rest of the game was pretty damn great. I did love how you allowed the player to use both the sword and the mace though. It allowed me to sort of combo hit the boss a bit.

All in all, I think you made a pretty damn good game here. Very solid work

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I could add a particle effect for when you shoot. That would definitely help ensure the direction is in one's mind

Apologies for the camera sensitivity. I don't know what it is about the web build, but the sensitivity is always off there no matter how I tune it. Along with that I didn't really have time to add a slider, so that issue is still present in the desktop version as well

Still, thanks for playing and for the feedback :)

I want to say something besides the fact that this game feels slick, but the truth is that " slick " really is the best description of the style of this game. Incredibly satisfying movement when you chain kills together, and the slow-mo definitely aided with how fast you could get.

The presentation was also pretty cool. Loved the steampunk look and the overall atmosphere of the game. The environments felt like they had the right amount of detail so to speak. I also love the layouts of the levels. It's great that each one felt unique, both in terms of the actual layout and the flow of the level
( i.e the first non-tutorial level is pretty vertical, the third level is a giant slide etc. )

I love how well the enemies contrast with the environments. It enabled them to be visible and readable even from far away which definitely helps with the type of game this is. Unfortunately, this is also where one of my main issues with the game arises, namely the fact that many times I tried shooting enemies ( point blank sometimes ) resulted in nothing happening. Not sure if this was a skill issue, or maybe due to the game lagging somewhat on my potato, but I still think it's worth noting.

This issue also kinda bled into causing another issue, which was that enemies don't get instantly killed during slow-mo. I'm guessing the aim was to go for more of a max payne-styled slow-mo kill ? It's still pretty satisfying to kill enemies this way, but due to the above issue, there were many times where I thought I missed an enemy only for them to die a bit later.

On another note, I love the sway of the player's hands and the sound of the player's steps while moving. It really sold the weight of the player well. Part of me does think that the actions of the player could've had more weight to them, like the slide and the downwards dash ( especially since I couldn't really tell the difference between falling normally and using the downward dash ), but I'd say it works well enough all things considered.

All in all, I think you guys made a pretty damn good game here. Kudos to the whole team

Absolute Ratcinema

Memes aside, I love the dirty and dilapidated presentation of the game. Everything felt grungey in a good way. Also love the character designs in general

Been a while since I played a skateboarding game, but I think this is very solid for a week's worth of work, though it definitely needs some tuning. Pulling off tricks like ollies were doable and fun, but the bars to indicate rail grinding and doing a mono didn't really show how close you were to falling off well imo. I also thought the UI looked too similar to the one which shows how many tricks you'll be able to do in the air, so sometimes I thought I was doing a trick when I was grinding instead and vice versa. 

I realise in the post you mentioned at the bottom of the game's page that you guys added grinding pretty late  into development, but I think this is still worth noting none the less for the sake of readability.

I also think some sort of indicator for the timer when it's close to 0 would be helpful.
i.e maybe some sort of sound or music  to indicate that you have 10 seconds left or something. Just to ensure that the transition to getting washed away doesn't feel like it just comes out of nowhere ( unless that was your intention )

I also think the child support payments should really increase in cost with each day or session because it got kinda monotonous with the current system. Basically it was pretty easy to afford child support, and fuel slick's gambling addiction. I think you could really do a lot with a gambling skateboarding game, so there's definitely some cool groundwork here.

All in all, this was definitely a pretty interesting game all things considered. Kudos to the whole team on getting this out

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First of all, I just wanted to say that " Don't let them in " and " Guns 'n' Stallions " were actually some of the first games I ever played on itch back when I was just starting out with gamedev. They were also part of the inspirations behind the art style I use in my games. I've always loved the crunchy 2.5D style that you use, and I think this game is also another wonderful example of that.

Everything about this game is pretty simple all things considered, but you've done it wonderfully. The presentation in general is wonderful. Everything about the game looks and sounds wonderful with a boatload of charm to boot. I love the presentation of the bears in general. They were admittedly kinda scary, but I have to say that the whole game did kinda have me laughing more than anything else in general. I also love how the bears moved and acted like quarterbacks in american football. I could never really tell for sure when they'd charge at me and it definitely kept me on my toes.

Speaking of presentation, I love the visual variety in the levels. Each biome definitely looked and felt the part. That said, I think the actual layouts of each level could've used a little more variety. The layouts that were present became a little too noticable after a while with how much they repeated, so much so that my brain kinda went into auto-pilot whenever I recognised one. Admittedly the bears still made things tense none the less, but I still think it's something worth noting.

Another thing worth noting is that I think the shed mechanics are somewhat underdeveloped. I get that the idea was to have players scrounge the shed looking for upgrades, but the problem is that I think the stamina upgrades really should've just been something you gain no matter what anyway. A lot of my deaths were because I got further into the game, but I still had very little stamina since the stamina upgrades didn't really spawn and so the large numbers of bears got me pretty easily. This might just be a skill issue, because you can definitely avoid bears even without stamina, but I think it's worth noting for the sake of balance.

The door upgrades also seemed kinda pointless imo. Mostly since the door is gonna come down quickly anyway because of the amount of bears that start chasing you as you get further into the game. 

But all that aside, this is still a relentlessly fun and hilarious game. It always felt good to get near misses on the bears and mantle over logs. Great work on this overall.

This game has some very interesting ideas. So much so that I kinda want to use some of them lol

First of all, I love how the tank effectively acts like a brawler character in a beat-em-up so to speak. The fact that you can bash zombies by swinging the gun of the tank is honestly kinda genius, and I do wish that the game leaned into it more. The gun felt inconsistent in it's use though. Sometimes it fired, but sometimes it didn't. I do like how the gun pushes the tank when it fires though. Firing the gun and then effectively YEET-ing myself into the zombies was fun as all hell.

That said, I think the way the game is structured is kind of a detriment to itself. The fact that there isn't any real time limit or anything else that's an immediate or impending threat basically means that you can freely rack up kills on the zombies without any resistance. If the aim was to make more of a speedrunning game, then I guess that's fine, but it's definitely something I feel could've used some tightening in terms of design.

The only things in the game which really felt threatening were the holes you could fall into, especially since there was ice next to them. I think the game could've used more sections/scenarios like that. 

Never the less, I think this is still a pretty damn cool game overall. Kudos to the whole team since the game looks, sounds and feels really damn great.

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Unfortunately the game lagged quite hard for me, and then I got the same error that Quentin did

Sad since the combat that I saw in that video on your game page looked sick

It was smooth as butter in terms of performance. Just that trying to click the mouse was unresponsive ( due to that issue you mentioned )

They may have been default textures, but you used them damn well

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Not going to rate this since it's not really working properly on my potato of a laptop

( But from what I've seen and been told, this is most likely just a problem with my laptop specifically )

I will say that from what I did play, the platforming and mantling felt fluid as heck when it did work. The atmosphere is also incredible. Probably one of the best examples of minimalism used in general

Wish I could play more, but either way, great work on this

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Prototype was actually one of my main inspirations behind this game lol. Glad that inspiration shone through.

Hell, the name " Protomous " is basically a riff off of prototype. And yeah, the aim of this game was to basically make sort of a supervillain game if that makes sense 

( hence why the player is a computer virus )

Thanks for playing and apologies for the camera issues lol. Didn't have time to add camera sensitivity options unfortunately



Extremely addictive game. Any chance for a windows build after the jam ?

I really love how it's only one track though. Randomisation would've gotten frustrating. This on the other hand is focused on mastery of the controls and it works wonderfully.

I also love the little touches like the way the rain stops when you enter a tunnel. Great execution of a drifting game




Got softlocked here unfortunately.  That aside though, great little game. Has a pretty simple mechanic, but you've made use of it beautifully.

I think the best thing about this game is how well it's paced. New obstacles are added into the fray at a pretty steady pace  ( like the flies and the bubble guns ). It's a shame that the game softlocked since the water also seemed like a very cool idea. Effectively acting as sort of a timer.

The presentation is great as well overall. Both the visuals and the audio were just pleasing to interact with in general and the frog just looks adorable. Level design as a whole was also pretty solid in how each level felt like a puzzle when it came to getting from point  A to point B so to speak. 

Unfortunately, this is also where I think the game's biggest fault lies. There were a number of times where the tongue didn't pull me to a spot that I thought I could get to, but then I tried it again and it worked. There were some spots where I just couldn't get to because I guess they were just too far from the frog, but because this wasn't really consistent, I was a little confused in some places. I also think the game demands platforming which is a little too precise for what the controls allow. The prime example would be the bubble puzzle right before you get the phase ability. It feels like it's tuned more for when you have the ability as opposed to before when you don't for how precise it requires you to be

The above issues that I pointed out might just be skill issues from me, but I felt it's something worth noting. All that aside, this is definitely a cool entry. Great job on this

Noted. Thank you for playing and for the feedback :)

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Yeah, I'd say that's a good score lol. Thanks for playing :)

Just wanted to ask, but did you play the web build or the windows build ? The web one seems to be having mouse sensitivity issues

Very cool and " slick " game. The feeling of speed that you get is great, and of course the poses are still as goofy and cool as ever. 

That said, I think the game gets a little disorientating when you try to boost. I'm not sure if it's moreso because of the web build lagging slightly, but it happened every time I tried to boost. I also felt that there maybe could've been more than 1 enemy trying to attack you at a time, because it got somewhat monotonous jumping and shooting them without much resistance.

Still, very cool game here none the less. Great stuff Quentin

My highest is around 14k. Good game all things considered

The presentation is pretty cool. Always love to see 3D and 2D assets mixed together, and this does look amazing. Especially love how a lot of the spritework actually looks 3D because of it's shading etc. Audio was also adorable and pleasant to listen to.

That said, while I think the game looks great, I don't think the visuals really work all that well in terms of functionality. More often than not, I had to squint to see anything upcoming. It also didn't help that the colours of most things like the pickups and hearts effectively had them blend entirely into the background. I think they could've contrasted better with the environment, like how the bullets shot by the cops atleast contrast pretty decently. That combined with the low resolution meant that I really couldn't see a lot of objects up until they were right next to me.

Might just be a skill issue, but it was definitely my primary problem with the game. That and also there were numerous times where obstacles were spawned right at the point where you take a turning, which meant that I couldn't really react or see any of them until the turn happens and I get hit.

All that aside, when the game does work, it feels extremely satisfying. Rail grinding and doing tricks with those powerups was fun as heck and the environment always looks amazing regardless of my issues. Great work here and kudos to all involved

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I saved the world and had to cook 10 million pizzas.

Peak

Fantastic game, ngl. It goes without saying that the presentation is incredible so I won't dwell on it. Especially love how clear and readable most if not all of the game's visuals were, and that's pretty important for a game like this where you're zipping through most of the level. Kudos to your artists and sound designers.

I always love it when games have grapple or grab mechanics ( which is why I tried it in my jam game lol ), and you guys didn't dissappoint. Grappling is not something I would've expected in a skateboarding game though lol.  None the less, I love how it allowed for contextual-based puzzles so to speak. I really had to think on my feet at times about where, when and how I should use my grapple abilities like the grapple jump and trying to speed up with the spin. Outside of that, rail grinding also felt smooth and while wall bouncing took me a little while to get used to, it also felt extremely smooth to pull off.

I think one of my favourite aspects of this game is how you guys communicated so much wordlessly, but also built upon the mechanics that you had set up. I lost count of the number of times I instinctively understood how things worked in this game, like the part where you grab a box where you're in front of a wall that closes if you're holding an item. By then a player's instinct is to grab whatever they can whenever they can and so they'll probably stumble upon that realisation the same way I did. I think my favourite example of this was grabbing the ufo and floating. Felt like a cool subversion of everything that had been established till then.

That said, this is also why some of the issues in the level design stuck out as much as they did for me. I understand wanting to have different paths for secondary objectives for the sake of secrets, pizza pickups etc. but it also resulted in some levels that were pretty confusing to navigate at some points. This is most likely just a skill issue on my part, but it felt like levels were sometimes switching between being sonic speedways and focussing on exploration which kinda meddled with the pace of the game imo.

Another issue I had which really stumped me was that I didn't think that you could actually grab certain things like those blue spiked enemies or the fan etc. Again, maybe just a skill issue, but at the time I felt there wasn't really any indication that I could actually pick those objects up.

All that said though, y'all definitely made something pretty damn slick all things considered. Great stuff here and kudos to the whole team

Thank you for playing and for the feedback :)

Thanks for playing and for making the video :)

Love the trade off that the weapon pushes away, but maybe you shouldn't be able to move while firing

I found it kinda easy to sort of just stay in place by moving in the same direction that I'm firing

Apart from that though, the presentation is exquisite. I'm honestly in awe that you were able to make this in 12 hours lol. Great stuff

:)

Yo, thanks for playing lol

Glad you enjoyed it man :)

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Frickin love this. So much that I want to make something like it lol

Loved the overall presentation and the variety in enemy types. The changes in the environment were also great to add some variety

Really solid game that I'll probably replay a lot more. Also, could you pass a link to where you got the music from ? I'd love to hear it more lol

Thanks for making this video :)



This might actually be one of my favourite games on this site in general now lol

Absolutely love how well paced and tightly designed this game was. Everything from enemy variety to general level design was amazing. Also love how some levels were basically just joke levels so to speak like the train level. The art was also beautiful and very expressive for how minimalistic it was

That said I think the spikes need some tweaking. I think the collision box could be a little thinner. Also I think the colour of it's sprite could be a little different. They tended to blend into the environment to the point that I couldn't see them in general some times. This was prevalent moreso in the first few levels where the animation effects for the rain falling on the ground basically looked the same as the spikes. I also think the level where you need to shoot at that alarm could've had a different coloured and maybe slightly larger arrow to indicate it or something, because I didn't notice it until after a few deaths.

Also, this might be more of an issue of personal preference, but I think there should be a delay before you're allowed to press the menu buttons at the end of a level, mostly because I accidentally restarted almost every level after I completed it. I also feel that maybe the drones should have only 1 hp, but maybe that's just a skill issue.

Overall though, amazing game here with tons of personality for how small it is. Really great stuff

Thanks for playing and making this video :)

Thank you for playing and for making this video :)

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Thanks 

It was made in Unity

Yeah, I probably should've eased the difficulty curve a little lol. This is what happens when you're the only person who tests your game for a whole month XD

Apologies for the camera as well. That said, I did add the camera reset function for enemies that come behind it, but I understand if it's a little janky lol. I need to go back and fix the camera system

Thanks for playing and for the feedback :)

Lol

I thought I'd try an actual timer for once instead of just doing that again

Here's my entry

https://badpiggy.itch.io/traitors-claw


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Part of me wants to say that this game might be a little too random for it's own good

But I think the main reason I kept playing was because of how addictive it was to thread the needle in this game. That, and most of my deaths did feel like I could've avoided them tbh, so it never really felt all that unfair. The sound effects also felt suitably atmospheric

Great work on this. Been a fan ever since I played " family mansion ". Btw, any chance we could get a downloadable version of that if you don't mind me asking lol ? 

Very interesting ideas here. Feels very fun with how it all comes together

I do think that the dashing needs a better indicator or something though. It was a little hard to tell if I was even dashing at times

Apart from that though, very solid little demo