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A member registered Aug 20, 2021 · View creator page →

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Thank you so much for the last minute rate!
Very glad to hear you think it has potential, if only we had more time for polish, 3 days is not all the much :D

Fantastic comment !

oh?, Now that's a bug we havent encountered yet, I guess we will have to do some more testing, and if we like it we can consider it a mechanic :)

For the confusion about the height and distance we seem to be getting a lot of notices about that. This is probably mainly due to the lack of shadows, for any future updates im already coming up with clever ways to make it more apperent (im not sure inwant shadows, quite like the bright pastel theme)

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It may be easier... but it also may be considered quite immoral to leave your fellow pals stranded on the islands... slowly withering away in isolation and falling deeper and deeper into monkey depression....


Also you get points!

Thank you for the quick and concise comment!

I whipped up a quick cell shader for this, would like to add some contact shadows and other details for better clarity but its pretty decent as is. Water was honestly pretty simple too, yet quite effective. - the main difficulty was in choosing the color palette :D

For the transitions, the plan was to have all the pals jump and run around from excitement, but that wasn't completed in time properly so we are left with a long wait time with nothing interesting happening. So you are absolutely right, we should have made less of a wait time.

Comment

We love your Vibe !!

Thank you! We are quite fond of the menu/level transitions as well:)- sometimes even thinking its "better then the game its self" - quizzy :D

Thank you for the comment!

That is a positive take on the followers being "useless". What i mean is we wanted to make them more integral to the gameplay with bridging and stepping mechanics, and any extra monkeys you save add to your points. So you must use the monkey bridges sparingly as you are sacrificing your loyal followers!

Of course we ran out of time for that, so now they are just for points and the thrill of the challenge. I appreciate that you see the positive in this time management mistake :D

Thank you, we appreciate the kind review:D

CHIMPS WILL DROWN

Thank you for the constructive feedback! 

I definitely agree, some better indication to determin the heightwof the islands amd monkeys would be useful. And there are no shadows due to the quick toon shader I had setup, adding shadows would be a tricky problem to solve but most definitely worth it!

Thank you :D

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Thanks for the honest review. 

For sure we agree about the monkeys not having a real use,  we wanted to have a bridge mechanic that allows you to cross 2 block wide gaps and nerf the jumping or entirely remove it, relying on the followers to cross gaps. The followers would sacrifice themselves to make a body bridge.

And another mechanic where the monkey can give you a boost up a cliff to go up one tile, kinda like just a step.

Unfortunately we ran out of time and had to just use them as a points system rather then an integral game mechanic. But if you dare complete each level saving all the monkey you will certainly find it challenging! (Due to some bugs not all levels are possoble to save them all)

Edit. About the animations it was quite a fuss hah, as our programmer waisted almost half a day on the animations alone trying g to get root motion to work, then scraping that as it wouldn't work and switched to a blend tree... which caused even more problems... and in the end used the simplest of approaches with no transitions by force calling it. So in short the final animation setup had to be rushed as we waisted enough time as it was. But hey, at least we managed to make it playable:D

The vibe is very appreciated :)

Absolutely no room for error on that last level, one single missed jump and you're done. The jumping sounds get a bit repetitive over time so i recommend adding some pitch randomness to fix that.
I love a good challenge and oh boy did this deliver, i had to commit most of the levels to muscle memory to get past them. At this point i just want more levels for me to struggle on :D
Amazing job!

Love the reminiscent classic btd monkey sprite (not sure if that was your inspiration but it reminded me of it and i love it). Generally the gameplay could use a little more content and maybe some explanation on what some of the upgrades do via text. But regardless i had plenty of fun getting as far as i could :D

Amazing art and physics! This looks and feels extremely polished. I imagine this could probably work well as a mobile game!

Ah, thats my fault - I have the habit of changing settings after loading into gameplay so that I know what I need to change

Yeah, I think it was the 2nd or 3rd level where instead of going to the platform on the upper right to jump over the the finish on the left, you can throw the pal up, then to the left. Its a tough manouver, but possible.

The sensitivity was very low, a mouse sensitivity slider would help a lot. Also visuals are a huge part of any game - its the first thing that anyone will notice. Im only the programmer of my team, so when I do a solo project, I'll usually use free assets from the unity asset store (Theres a lot of free ones you can use and they're pretty good).
A menu button and exit game button would be nice to have in the death screen as well since I otherwise have to Alt+F4.
Capturing the pals also didn't seem to work.
Lastly, The Pals would attack very quickly, not giving much time for me to react.

Don't worry about it too much, just keep making games and you'll naturally get better as you study and program more!

The sounds and shooting are really  satisfying, as a one man job, given the time frame its a really good job!

I was NOT expecting that grinder. I thought it would be a cute game about Palchinkos... alas i was mistaken. I absolutely love the contrast between cure and brutal, and best of all you can just keep this game running in the background while interacting with it occasionally. I think this game has tons of potential with more expansions, better mines upgrades etc. allowing you to achieve even greater heights!
Great job, love it!

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I spent way too much time on this. Trying to get a max score is just so complicated (Damdee).
At first i was trying to get as far as possible but alas that is not the strategy, as the score seems to reset at the beginning of each round, you want to die as close to the end as possible of the furthest round you can get to.
I got almost 800 points in one run, but had only 1 hp for the next round, and it gave me only ~300 or so.

At first this point system frustrated me as i had a good run but scored so low, but then it opened up a whole new strategy for me where i deliberately didn't buy some upgrades just to take more damage so i die at the right time. Unfortunately there was too much RNG and after spending hours getting the perfect run.. my very first one was the best hah - (i might still give it a few more hours to hit the god run :D )

Out of all the games i played this the longest, al because of the leaderboard

It was all fleshed out really well, didnt encounter any bugs at all (or at least didnt notice any), and the art is just phenomenal! - love the kimono like dress on the female monkey. And just how well thought out each character and their designs matching their attack patterns - the calm and meditated one waiting for the right time to strike and the speedster an absolute spam. Awesome job!

It was really hard to figure out what I was supposed to do, but I can see you spent a lot of time on the art to give it a polished look! Great work!

It was really hard to figure out what I was supposed to do, but I can see you spent a lot of time on the art to give it a polished look! Great work!

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Man what a skill check, at one point i had -300 points :D. But once you get into the rhythm of the music you go into a flow and really get some streaks!

Interesting, I found him to be OP because of his large AOE

Highly creative  idea, it stands out from the others for sure!

I love the minimalist art style, my only suggestion is to make it a bit more clear where is the end goal, as at times i was quite confused where to go. Also the red growing mushrooms are INSANE. Great job!

The art and music really sets up the atmosphere - the only complaint I have is some slashing SFX when attacking enemies. Very original concept and very immersive!

This game genuinely playes great, its so satisfying and well polished. The game loop is simple yet sucks you in to play more :D
I did eventually encounter a bug where on day 15 the day wouldnt end and i got soft locked, but i wont let that lower your worthy high score:D
Amazing job!

Holy the art in this, props.
I would appreciate it if i could hold space to attack as my thumb is a little numb after spamming it so much, but still... the art... i love it so much and the choice in color palette is so harmonic!

I felt like a shark chasing fish, despite there being nothing to do i like the boids like system (or what feels like it).
Could be fleshed out into an addictive game :D

Fast shooting weapons are king, Every time i chose the anime canon or the explosive bananas i would die that same round as the stun just isnt there. The bananasplosion could do with a larger radius as its impossible to hit. That said I tried getting as far as i could and had a great time doing so :D

Love the tower defense, always dreamed of making one myself but never got to it. Im not sure what dave does... but i think he's a bit crazy.
Had plenty of fun getting as far as i can but you just get so overwhelmed so fast and i cant move them all in time, i think it would be cool if there was a pal that united the pals, making the ones within range move in unison (just throwing ideas out there)
all in all great job!

Such a simple concept, but very clean and powerful! I love the art, the gameplay of juggling shooting and geting combos with slashes is great! I seriously can't get higher than 15x combo without losing a life! Amazing execution with this game!!!

I agree, we definitely could have done with a clearer grid, but I'm glad you liked the puzzles :D

It was pretty fun and quite nostalgic to play this. It was a nice twist on the classic Space Invaders. I did quickly find that the purple split shots was a meta until the boss fight where I found the rapid fire shots to be a bit better imo. It was quite challenging to keep the pink ship alive!

It was pretty fun to try and get creative with the face stretching! I can't say its what I'd normally play, but we had some good laughs with this :D