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Brontosaurus G

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A member registered Mar 30, 2020 · View creator page →

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Audio and visuals provide an exceptional atmosphere. I just wish you could somehow read enemy intentions or get hints at what they'll do... unless that's what the numbers above the cards meant. 

Dialogue is also good to read.  The tradeoff between battle power and doing good deeds is really cool. I do wish there were some grey area scenarios as well. 

Incredible art combined with an ingenious roguelite dice mechanic. One of the best jam games I've played so far.

Story was good! Seeing the effects of your actions, especially at the end, felt incredibly satisfying. 
Art looked great and helped contribute to a sense of loneliness and then to a feeling of restoring beauty. 
I do feel the first platforming trial got a little too unforgiving since you had to traverse a long series of falling platforms using a jump without air control. Eventually, I got used to it and was able to overcome it. 

For the second trial, it helped that you automatically collected the first crystal right at the gate so you knew what you needed to do. I do think the gate could have been drawn in a way that it was more obvious there were empty slots. In other games with big doors, the slots would be all in or around the middle. I also think a little more challenge with double jumping would have been appreciated there. 

Overall, good stuff! 

Funny game!  The negative outcomes made me chuckle.  I just wish there were more visual indicators and feedback showing what you needed to click.

With some more bugfixes and polish, it'll only get better. 
Some bugs:

- Clicking & dragging the car seemed unresponsive and looked like it reset its position, causing me to lose the minigame.

- After restarting the game, when dragging and dropping food to the plates, I didn't notice any timer or other feedback going off.

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Hi all! Thanks for your amazing feedback. We'd love to learn more about what you like.

https://forms.gle/jjcJWjyqB3bceD7N7

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Share your thoughts so we can make it even better!

https://forms.gle/jjcJWjyqB3bceD7N7

  • Outstanding puzzle concept that plays with space in an awesome way.
  • 2D levels are great at easing you into the core mechanic.
  • I am mixed overall on adding 3D after so many levels of 2D. It feels like a whole new game was added which feels a bit jarring, but maybe it's me. I recommend you utilize slightly simpler 3D earlier on as foreshadowing to rotation. Maybe add levels where preset rotation only occurs when you hit a switch?
  • 3D intro levels could start off a bit more simple, with more easy levels added afterwards.
  • For the UX, the interface mostly works, but there's a bit too much particle fx in the glitches and compression. They were very distracting and made it tough to concentrate on the puzzle at times.
  • Overall, fantastic stuff that will only get better with iterations. 
  1. Rock solid gameplay foundation.
  2. It's hard to actually see where the ships are coming in from off-screen. Arrows pointing at them from the edge would help + a small camera showing what ship type they are. 
  3. Another way to fix the above is to let the player zoom out more or lower the camera angles. This would also make it feel more grand and cinematic in scope.
  4. Art and audio is good. Though I would turn down the sound mixing a bit.
  5. Instant loss upon a single ship feels not only unforgiving, but the losing stinger and UI is loud and obnoxious. I recommend you soften the blow for losing - less negative, slightly more neutral audio-visual feedback. In addition, please add checkpoints and let the user skip dialogue, it's pretty punishing to make the player go through all the dialogue.
  6. Structure is cool. Instead of small, separate maps, you move between areas of the level to build up. Gives it a grand scale.
  1. Good worldbuilding in the white room. Sets up a cool concept of "what if a human was raised in total isolation". Not sure about her suddenly knowing how to swing a sword and jump and all that. I do wish there was a bit of interactivity in the white room sequences, even if it was as simple as just moving around.
  2. Combat is pretty basic. Just move around and slash, maybe jump on enemies. The lack of a jumping attack is also a bit jarring - unless that's a conscious design decision.
  3. Art style looks good. There's a lot of instances of enemies and hazards blending into the background due to the colors. Needs more contrast. The female goblin sprite is the only thing artistically that looks off - is this a placeholder perhaps?
  4. I enjoyed the platforming involving hitting the buttons to rotate the platforms. My favorite part of the demo so far.
  5. As mentioned by everyone else, UI needs work on being readable and needs more QoL features.
  6. Hit effects, especially on large spiders look great. 

I was considering using an FPS template and removing some egregious stuff that don't fit our project. Then I saw one of the rules:

" A majority of the code and/or assets must be made in the jam's time frame."

I was thinking of just using stuff like player movement and shooting logic. Would that be too much?

Thanks!

Bug: When dying after obtaining water jet, the water jet does not appear after returning to checkpoint.

Great stuff! 

It's a great look at the need of juggling your own needs - physical and psychological - with the needs of everyone else.

The only issue I have is that the lack of any visual aid for the living quarters makes it extremely difficult to progress the game.
If you can fix that, it would be fantastic.

Other than that, a great narrative game that I'd love to see expanded into a commercial project.

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I really enjoyed the art, audio and writing of the game. You do a good job of getting me invested in these little dungeon keepers.
I'd love to see updates that fix bugs so we can see more of the game you intended.

I got stuck fighting the skeleton boss and couldn't tell when he was going to die. I was also hoping to just talk with him and the rat leader.

Great art and audio. The puzzles were a good head-scratcher. I do feel like some of the hints could stand out more.

A little late, but I'm a Designer looking for programmers and producers experienced in Unity or Unreal. I'm also open to joining a team to help as UI or level designer.

Bonus Points if you live in the West Coast on PST time.

DM me if you're interested!




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That was a fun, polished take on classic board games.


Good decision to ensure the player chose buildings even when passing over them. The choices between clean and polluting structures added nuance with long-term effects. The end message was a great reminder of the importance of advocating for societal change!

That was a fun, polished take on classic board games.

Good decision to ensure the player chose buildings even when passing over them. The choices between clean and polluting structures added nuance with long-term effects.

The end message was a great reminder of the importance of advocating for societal change!

Thanks for notifying me! The download link should be available now.

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Hi, I'm a desginer who specializes in systems and is proficient in level and UI design.
I can also do gameplay scripting in Unity.

Hit me up in at kroobez#8747 if you're interested.

Here's a very old video of my earlier build, also known as Project Abyss

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  • Test levels and revise based on feedback
    • Improve navigation, pacing, light mechanic clarity, puzzle flow
    • Finalize all level designs
  • Physics should act consistently
      • Players should be able to drastically reduce gravity when falling downward into a magenta or yellow light combination
    • Stretch Goal: Add new mechanic of throwing objects
      • Add puzzles into existing levels
    • New Textures, geometry and props for all levels
      • Level 1 - Caverns
      • Level 2 - Castle dungeon
      • Level 3 - Castle Tower

    It's really fun to play with these powers like a toolbox instead of buying stuff. Adds a lot more flexibility without getting too complicated or relying on a few key builds.
    You definitely succeeded at what you set out to do.

    I'm Greg Morton, a recent graduate in game design.

    I'm looking to make a team to build on a first-person puzzle game built in Unity. Think Portal or Quantum Conundrum. It's currently playable, but I need help to create polished content and art assets.
    I'm looking for all roles, but especially 3D artists - shaders & particles a plus - sound & music composers and level designers.

    Need a designer on your team? I've got tons of experience in Unity and have made games using C#. I've worked in several game jams over the years.

    If you want to join(or recruit), DM me on Discord as kroobez#8747 . I'll send you everything you need to know.

    Here's my webpage:
    https://www.greg-morton.com/

    We were about to submit but we were a few seconds too late.