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bipeo

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A member registered Mar 16, 2021 · View creator page →

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This is 100% on my to-buy list when I get paid next

I actually have been thinking about this game all morning.

The "feel" of the setting came through really well and I'm imagining fighting through the halls with some stealth mechanics and/or a cover system.

Within the time limit I think this was really good. And I think that some small tweaks on top of it could really make it shine.

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No, it's not you.
I made sure the dungeon didn't have monsters spawn near the player... except for skeletons...
For some reason I didn't predict people would die within LOS of the starting position and someone did which meant a bunch of people died instantly making more skeletons. so I think it was a vicious cycle.

One of those things you don't see coming until people play it. It's supposed to get harder the more people lose.. but not like that lol.

I popped in this morning and died, like, instantly so I cleared the skeleton spawns. If I was to fix it, I'd probably add a check when a monster spawns to tell it to immediately despawn if it can see the player right out the gate.
That would give more people time to look around and get their bearings and see the controls.

I was walking down the hallway and taking damage but not sure where from so I picked a direction and walked that way for a long time only to reach the end and find out that the enemies had spawned behind me and were shooting me from the other direction entirely. And since it doesn't look like they can miss / you can't see the bullets, I had to take a lot more shots on the way back.
I'm not sure if you can die or if that just lowers your score though. There were hearts and I assume they were healing me, but I'm not sure.

I would have added a sprint, made it so enemies couldn't attack from offscreen, and added a graphic for bullets. I think this has  potential as a bullet hell or, if you were going for slower action, a sort of top down cover based shooter.

I like the sprite for the doors and I liked the animation on the big opening door at the end of the level.

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I was walking down the hallway and taking damage but not sure where from so I picked a direction and walked that way for a long time only to reach the end and find out that the enemies had spawned behind me and were shooting me from the other direction entirely. And since it doesn't look like they can miss / you can't see the bullets, I had to take a lot more shots on the way back.
I'm not sure if you can die or if that just lowers your score though. There were hearts and I assume they were healing me, but I'm not sure.

I would have added a sprint, made it so enemies couldn't attack from offscreen, and added a graphic for bullets. I think this has  potential as a bullet hell or, if you were going for slower action, a sort of top down cover based shooter.

I like the sprite for the doors and I liked the animation on the big opening door at the end of the level.

hello

Thanks for trying the game!

Communicating to the player is something I struggle with in a lot of my games. This time I put the controls in the bottom right of the screen. 

I think I probably could have made them stand out more though.

Thank you for the feedback!

thanks for trying out the game! In retrospect, I 100% agree with you guys. I think, going into it knowing I wanted to do rpg mechanics it was obvious to *me* that hitting the enemies would go into it, but to someone who didn't know that, there's no way the game would communicate that.

I need to go into the next game I make from the mindset of someone who's seeing it for the first time.


The feedback is super valuable! I really appreciate it!

hello!

Thanks for trying out the game!

I hadn't considered someone bypassing the enemies, but in hindsight it seems pretty obvious that they'd try. You don't want to get hit by the Goombas in Mario, so it would stand to reason that you'd want to avoid the enemies here. 

Thanks for the feedback!

Thank you for playing and for the feedback! I'm glad to hear it!

Thank you for giving our game a try! And thank you for the feedback!

Thank you for giving our game a play!

tutorials and instructions are definitely something I struggle with. By the time that it's time to add them, it's always about 12 hours past the time I ran out of steam lol.

Thanks for giving my game a try!

This game is no longer multiplayer post-jam. The server has been shut down.

Hello!
Thanks for checking out the project!

Yeah, the multiplayer version is asynchronous where anything you do (move items, solve puzzles) is carried over to the next player's game. Including your death. When you lose or quit the game it keeps track of that and will have a chance to spawn more lost kids for the next person as, story-wise, your character joins the lost kids.

Hello,
Thank you for trying out the game!
I think when you put the glue on the mask half it disappears as intentional. The glue bottle "station" holds onto it and waits for you to bring the other half. If you bring the other half, it should spawn the full mask.

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Hello,
Yep, I also submitted one with (single player) appended that runs in browser. It doesn't sync item locations per playthrough and it doesn't spawn lost children based on those who died before you, so it's not the definitive experience, but it gets the point across I think.

You can join the discord for this game at https://discord.gg/sa8HTJ29 to work with others to solve puzzles! The server will even detect and announce to everyone when the game is beaten!

hello, I think that has to do with the resolution. Which should be locked to 960x600. Are you maximizing it? I know that was busting it

I don't think I understand, but the presentation was really nice. When pressing the Z key, sometimes it felt like it was unresponsive because I think there is a delay on whatever is happening. That might have been intentional, but it took me out of it a bit.

Interesting mechanic, but I don't know if the game played on it enough. I felt like most points where I needed a specific color I just ended up waiting for the one I needed. I don't know if waiting is the best way to use the color change mechanic unless there were potentially some timed challenges where you needed to do certain parts of it before you switched.

Or maybe some of the flies could be different colors and after you collect them you could "spend" a fly to change your frog's color.

It is an interesting idea though that I think has potential in it.

I thought it felt pretty full for a game jam game.

Solid and easy to understand. good job!

very interesting use of the limitation and a creative concept. 

I like the art a lot. the upgrade system being a choice is really cool. having a controllable player in a TD is pretty interesting and I think if you were planning to add more stuff to the game, you could have the player character interact with the monsters some way, like maybe distracting them into different, longer paths.

Wow this was awesome! super creative, well done art, fun. all around 5/5 all categories!

Wow this was awesome! super creative, well done art, fun. all around 5/5 all categories!

Very inventive! I like it

I like the writing, but there was a lot going on at once and I felt a little lost.

The same thing happened to my game originally when I tried to upload it.
Doing this solved it for me:

Disabling compression in the Unity project settings (player settings - publishing settings - compression format - disabled)

I love launcher games! this is really cool. I like how the fuel gauges deplete in color as they run out. I like how the sky changes color. This is really good.

I love it! what did you use to do the art?

The art is really good and I like how fluid the camera movement is between screens!
I think one of the rooms I got to didn't generate an exit, but otherwise didn't seem to bug out.

thanks! 

It's my first jam and I know there's a million things I can improve on. But it mostly just feels good to have gotten *something* together instead of just giving up the project.


Thanks for giving my game a go!

this was my first jam too. Definitely the "don't get too ambitious" was one thing I really took to heart.


The fast deadline made it really easy to decide what features to keep and throw out. Basically it was "stick with the first thing that comes to your mind, because you don't have time to start over."

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thanks for giving it a shot!

I think doors would have made the exits to other rooms more stand-out-ish but I ran out of time:(


What did the humans do in your session? There was a bug I had for a while where sometimes they got themselves stuck, but I thought I fixed that one.