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Bad Piggy

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

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Unity

Oof. Amazing score and thank you for playing :)

Thanks for making the vid :)

Thanks for playing and making the vid :)

So far I've only gotten the second summon and got severely lost after that but will definitely come back to this game at some point

Really remarkable how much effort y'all put into this given the time frame

I think the only thing this really needs now is a map, but otherwise, phenomenal work as always

Thank you for playing and amazing score :)

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Solid little FPS. It's definitely more of an adventure game, but still cool for what it is

It goes without saying that the visual and audio presentation here is absolutely amazing. But like others have said, it seems like visual clarity was sacrificed for the visual style

I always love it when games focus on environmental storytelling and this was pretty cool. Seeing the first enemy covered in that slime ( or fungus, idk lol ) was honestly kinda creepy

That said, I think one aspect that could have been improved in that regard was the locations where the keycards were kept. Primarily because they felt kinda haphazardly placed. Now if this was a boomer shooter which didn't really focus too much on environmental storytelling, it would be fine since it's more of a question of level design in that case, but in this case, there didn't really seem like there was a decent enough reason for why the locations of the keycards were where they were ( maybe if you had a dead body or something next to them to imply that someone else dropped them or something, that would be cool )

I realise that was probably a bit nitpicky lol. Take it with a grain of salt

As for the actual gameplay, I liked how it did force me to be play pretty tactically in general. Although I do wish the enemies had some more behaviours or actions. The platforming was cool though. Very Half life-esque

Overall I think this was a pretty solid entry all around

Unfortunately trying to mantle over a big wall with an arrow on it wasn't working so I couldn't continue

Still, what I did play was pretty good. I think the sledgehammer needs a block or something to make melee a little more viable

But otherwise, this is great. Really love the atmosphere

Holy frik lol.

Amazing score and thanks for playing

Yo, thanks for playing lol

ayo, thanks for playing lol

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Neat little game lol. This was my highest score after a few tries




Absolutely love the presentation here. Let it be visually or audio-wise, this had a really cool and creepy look and feel to it.

The player felt good to control and move around, although I wish there was a little more feedback when you attacked an enemy

I think it's cool that you had to fill up a bar from collecting the corpses to heal yourself, instead of just healing on killing an enemy or something. Definitely forces you to try and be agile and not get hit

However, I think my biggest issue was that enemy corpses were basically the same colour as normal enemies, so it was hard to tell the difference between normal enemies and corspes sometimes. Maybe it would help if the corpses were a comparitively darker shade than the colour of the normal enemies ?

Outside of that, I don't really have too many complaints. This is a cool little game for what it is, and good base if you want to add to it later

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This level was the furthest I managed to get lol




Tbh, you should take my feedback on this game with a grain of salt since it ran terribly for me even on the lowest of settings even with shadows off lol ( average fps was like 13 ).

I have the most potato of potato laptops out there, although thanks to this game, it's a grilled potato now kek.

First off, awesome presentation. I won't speak like I understand how you achieved this sort of geometric abberation lol , but it's an amazing effect. And even apart from that, the general colour tones and lighting were honestly superb. Minimalism done right. 

It was pretty cool to see the cube become a sphere overtime until it finally became one. Although I thought it was cool how it would go back to being a square to stop itself so to speak lol.

Sound in general was also great and definitely helped setting the ethereal vibe you were probably going for, let it be the music or sfx.

Unfortunately though, the platforming was a little too annoying to pull off sometimes ( Or more specifically, when it required precise inputs ). Now again, this might be because the game ran poorly on my system, so take it with a grain of salt, but it was definitely my biggest problem with the game. And turning shadows off wasn't really an option because the entire level would go dark and I couldn't see anything

That said, the actual level design and story being told was cool. I like how you implied that you have a double jump with the level where you tell a player to " fly away " lol. Although I kinda wish something similar was done in the level in the above screenshot since I didn't know that you could triple jump until I kept spamming jump lol.

I realise it probably took a really long time to get all of this together, so while I do kinda wish that there were more mechanics in place that made use of the geometric abberation effect, I honestly can't deny the quality of what you've made none the less. ( Although if there is more to the game after where I reached that does do this, then I take this back lol )

Either way, great job on this overall

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Thank you for clarifying and for the ideas. I think I definitely have an idea for atleast one new mechanic now lol

Also, not being able to cancel dashes was intentional ( let it be by jumping or attacking ) mostly because cancelling dashes looked a little weird and honestly made things too easy lol

Currently you can cancel jumps and attacks into dashes though, and cancel attacks into jumps. But if there's an issue in either of these then there's definitely a bug with input delay or something else maybe

Anyway, thank you so much for the feedback :)

I've always wondered what making a movie in Unity would be like. Amazing work on this

Holy heck, amazing score lol

Apologies for any issues you faced, but were you playing on the web build ? That has some performance issues in general

Also I just wanted to ask, but did you throw enemies in this run lol ?

I did want to add atleast one more move in the player's arsenal, but I felt like it might make the inputs a little too complicated for anyone who isn't familiar with beat-em-ups in general. Maybe if I make a post-jam build I'll add something

Either way, thank you for playing and for the feedback :)

( Contains spoilers for the game )





Amazing little game

Presentation was phenomenal all around. Let it be the arcade game aesthetic, or when you enter a room. Took me a solid few minutes to find that plug point though lol ( Not a fault of the game. Just a skill issue on my part )

Honestly wasn't expecting a horror game, but you definitely delivered on that lol. Subversion done right. I kinda wish there were a few more sound effects in general though, maybe some sort of chiptune music for when you're in the arcade section just to add to that arcade feel. ( This is more of a nitpick than anything else tbh )

I felt like the enemies were a little too random in some of their movements though ( atleast until they start chasing you ), but then again, that is how some of these arcade games were like lol. The player character did feel a little too sluggish imo though. Maybe just increasing his speed by a small amount would help there.

But honestly, all of the nitpicks I've said don't really matter since this isn't entirely an arcade game at heart. It's a cool little experience which oozes both style and atmosphere. Great job on this

Thank you for playing and cool score :)

You're right in that I kept most of the variety for the enemy designs rather than the player lol. Personally, those are my favourite kinds of action games.

i.e  Games where a player has a somewhat limited moveset, but there's a good amount of enemy or level variety to keep things interesting ( eg : DMC 3,  RE 4  etc. )

Apologies for the bugs you faced and also for jump not being on Space lol. If I make a post jam version, I'll fix these issues.

But either way, thank you for playing and for the feedback :)

Contrary to popular belief, I wasn't inspired by SuperHot lol

This entire game was inspired by Metal Gear Solid V's reflex mode

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I'm personally not a fan of visual novels, or adventure games with only little interactivity

But this was great ngl

It's got some cool lore and stellar presentation, so much so that I re-played it just to see if there were more endings ( got 3 endings )

I'm guessing this wasn't supposed to be funny and was probably supposed to be a jumpscare, but the father telling me I was unworthy made me burst out laughing lol.

Same for one of the er ...... pie endings with the butler if you and try and resist in your room. Not too many games really pull off dark humour well tbh. You definitely did it here

In fact, the atmosphere as a whole was really damn great, specifically because of how good the sound effects were at setting the mood. 

There's not too much I can say since I don't really play VN's much, but I'd say the fact that I was compelled enough to play through and see the other endings definitely means that you did something right. I guess if I had to nitpick, I'd say that the jumpscares ( like the statue ) were a little too predictable.

But again, that's just a nitpick. Great stuff here



Pretty cool game lol

The presentation as a whole was cool. Enemy types were easy to differentiate between and looked distinct

The monster was well animated, let it be the tentacles, or the eyes. And yes, you definitely should check out Carrion since that game was the first thing that came to my mind when I saw this lol

But even then, I'd say this is still unique by itself. Let it be the upgrade system or with how combat works

However, I'm not entirely sure how I feel about the upgrade system. Sometimes it can kinda screw you over and give you mostly defensive upgrades when you really need offensive upgrades and vice versa.

Speaking of which, the eye lasers seemed a little too underpowered. They really only became useful when I had multiple of them. My winning run had me using only tentacles and a few dashes, so I think some balancing is definitely needed here.

All things considered though, I think this game was pretty damn good for what it is. Great work on this
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Apologies for any bugs, but you can press R at any time to restart.

Great timing and thanks for playing :)


Played twice and got till 100% and I died then and there both times. Is this supposed to happen ?

Either way, cute little game lol. Loved the overall presentation and the designs of the creatures.

However, I kinda wish that the enemies behaved a little differently. They all looked different of course, but because they all acted the same, it felt like I was just fighting the same enemy 100 times.

I was also able to just stay in place most of the time since your melee attack covers all around you. It was only when things got really hectic around the 70-75% mark that I really had to move a bit since enemies also seemed to have a little more health as well.

But still, this was a pretty cool game overall. Nice job on this


Great stuff here lol

Presentation as a whole is incredible. The visuals are spectacular and the amount of environmental storytelling here was amazing as well

I appreciate that the colliders on the sawblades and even the walls were somewhat forgiving

platforming in the beginning ( Or I guess " falling with style " ) was a lot more intuitive than I thought it'd be. But going back up the second time was definitely harder, primarily because it seemed like I was continuously accelerating a little too much

I even ended up clipping through the platforms sometimes as a result lol. ( Speedrun strat for anyone who hasn't noticed it yet )

The checkpoints as a whole are well spaced and never felt unfair frankly. Overall I'd say this was a pretty damn good entry


Pretty cool game lol

The colour pallete was nice. The levels in general were also pretty pleasant to look at, even if they mostly looked the same. Unfortunately,  as a result I got lost a LOT. The game desperately needed a map which gets revealed the more you explore.

Also, were the levels procedurally generated ?  I felt like the levels were a little too similar because of the above reason, but I also felt like some sections were a little different lol.

The machine gun was fun to shoot, as was your starting weapon. However, the shotgun really needed a little more oomph to it. It felt kinda limp in comparison.

The enemies really needed a shadow or something, because it got annoying when they just came out of a random corner and blindsided you

I also wish that the points you get through the crystals were used for more than just gatekeeping the guns.  Since it seemed kinda useless to collect them in general

But despite all of these issues, I couldn't stop playing until I reached the end lol. Idk what it is, but the game still has a good amount of charm to it. You have the base for something cool here. If you can tie all of these mechanics together somehow ( collecting crystals, finding the anomalies and bombs ) you could make something really good. But as it stands, it's a cool little jam game

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I don't know what I played, but it was cool


Hey thanks for playing and for the feedback :)

Although I should probably clarify that if you took a hit and you were still alive, you're life bar probably wasn't empty.

Anything around 5 hp or lesser looks like the bar is at 0. I'm not too sure how to fix that yet tbh.

But either way, thank you for playing :). Apologies for some of the bugs

Thank you for playing and for the feedback :) 

but I just want to make it clear that I didn't make the music lol.

That's from Pixabay ( mentioned the links in the game's page )

Phenomenal atmosphere. Seeing the person on the left show me that note was a real " oh-crap " moment for me, outside of the jump scares by the boss lol

Also love the ducc on the left of the table

The way the environment changed over time and people started disappearing was pretty subtle and cool as well. 

Honestly  I don't have any complaints. This is a cool little horror game




Highest I could go lol

Presentation was solid all around. Sound effects were great, though I wish there was music. Not really an issue though.

I think the level was pretty well designed. Had some good choke points for enemies and a few ways for me to navigate around it. And seeing armies of enemies in a game like definitely hits different when it's in first person lol.

I'm somewhat torn about the player's gun though. I think it having the ui for the player's stats is pretty clean, and the animations are cool. However, I think the screenshake is a little too much to the point that it got somewhat disorientating after a while.

I realise that you probably wanted the gun to have as much kick as possible when firing, but it felt like a little too much to the point that it hampered the readability of the game. Mostly because I couldn't really differentiate between the screenshake of firing the gun, and the screenshake caused when the player gets damaged. Maybe having some other visual indicator as well for when you get hit would help.

I also feel like the enemy bullets could've been a little more readable as well, because most of the time I couldn't really see them. This might just be a skill issue on my part and focussing more on trying to shoot as many enemies as possible lol.

Also I'm still not sure how to actually use the 2nd and 3rd buildings. Do you have to plant them and then stay in place with them ? I was confused lol. But maybe take this with a grain of salt since I'm pig-headed.

Otherwise, this was a pretty fun game all things considered. Great job on this

Nope lol

Dang, time to replay ig



I've always felt that we need more edge in jam games. This was definitely filled to the brim with that, but not in a bad or try-hard way. It was mostly to the point that it was just schlocky fun lol.

None the less, even without that, I think this game's mechanics make for a very solid arcade game.

You can't just strike randomly, you have to be a little deliberate with how you attack to ensure that you don't hit too many people at once, else you can't get them the second time around before they leave the screen

And punishing a player by spawning police officers that bounce around the arena if a person escapes is a good way to incentivise playing strategically.

The presentation is sick ( in a good way ) and honestly felt pretty stylish in general.

Although I felt like the game could've spawned witnesses a little earlier. And that the game could've used a timer to incentivise you to go after another person instead of mostly waiting around. Though I guess the number of days in the score incentivise you to do that.

Honestly, I don't really have any complaints. This is a solid little game

This was the furthest I was able to go lol. My pig-brain burnt out after multiple attempts at getting till here





Firstly, great mechanic. Loved how it really makes you look at the level differently from basically every angle and direction. Unfortunately I'm pig-headed though. But this was cool as sort of a 3D FEZ 

Also loved the snippets of lore around the level lol. The overall visual style and atmosphere was on point for how this was. The ambient noises of birds chirping were a cool mix of feeling unsettling and feeling pretty calming.

Making checkpoints usable only if you're upright is evil lol, but I respect it since it really forces you to take every step carefully and explore every possible orientation.

However, my biggest issue is that the actual platform detection at times feels kinda wonky
i.e my orientation should've turned while  moving over  a slant but sometimes it doesn't and I fall off and have to restart. This is mostly prevalent with the slants that are very small like at the base of the top of some of the antenna towers. Maybe just a skill issue lol, but I think it's worth noting.

Overall though, I think game is hella interesting

Holy heck this was atmospheric. Presentation as a whole was on point. The overall atmosphere had me on the edge of my seat from the very beginning till ( what I'm assuming was ) the end

Loved the dirty look of the ship, the dialogue was cool as well. That moment after you read the captain's logs gave me chills and kinda made me run from then on lol.

The sounds ( or maybe lack of them at times lol ) also set the tone pretty damn well. Reminded me of the first SMT game in a way lol.

Unfortunately, I think the movement was kinda disorientating at times. Having the player snapping right to the next position didn't really feel too good. But I think one of the major reasons for this was that the game really needed a map which gets revealed as you explore more of the ship or something along those lines.

This was because I got pretty lost sometimes. The dark corridors definitely helped in setting the atmosphere, unfortunately they hamper your visibility a little too much. I think maybe just adding a little more lighting in general when the lights in the ship are off would help a lot. I also think that adding more to the levels like some of the decals and bloodstains would help alleviate the problem of getting lost, mostly because some of the rooms looked a little too similiar sometimes.

It was also a little annoying to find out that you need to be right next to an enemy for  your gun to work. Still, seeing them come from the darkness and attack was pretty scary sometimes lol.

That head crab at the end also scared me good ngl lol. Nice little touch on having the game close as well.

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Hey, thanks for playing :).

So far the web version has had some issues ( all of which are performance related ) for people so not really sure what to do there. 

Still, nice score and thank you for playing

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Hey thanks for playing :)

Jump already cancels an attack, though I guess the delay might be a little too much, I'll look into balancing it after the jam

But either way, thanks for playing and for the feedback 

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Hey, thanks for playing and for the feedback :)

You should be able to dodge cancel tbh, though if there's too much of a delay then it's probably a bug. I'll see about it after the jam ends since there's basically no time now lol

Just saw the video lol

Thanks for playing :)