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Cammin

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A member registered Jul 29, 2018 · View creator page →

Creator of

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Nice game! I enjoyed it thoroughly, and the main menu was great too. :)
The main criticism I can give is that sometimes I felt like I unfairly died due to the left/right controls sometimes not moving my character immediately. But otherwise, there was no real bugs I could see, and the presentation is well done :)

Hi, I'm the creator of LDtkToUnity. It's really awesome to see the package being used in this project! I discovered this through Github.

Once I was able to figure out how to play the game, it was pretty fun to try filling the rage meter. It was quite funny to imagine if there was a real player raging on the other end.

Though the game is a bit tilted against the "player" once the controls are understood. 
When I would spawn enough enemies in, they were eating away at the player very quickly, as I was able to defeat him while he only covered ~33% of the map. Certainly satisfying, but definitely quick work.

Maybe there could have been some quick music added in the game? Even if it doesn't fit, It could potentially be better than silence.

I very much enjoy the idea and can imagine the amount of work needed to get this done within the jam's duration. Very nice, I enjoyed it :)

Hi, I'm the creator of LDtkToUnity. It's really awesome to see the package being used in this project! I discovered this through Github.

Once I was able to figure out how to play the game, it was pretty fun to try filling the rage meter. It was quite funny to imagine if there was a real player raging on the other end.

Though the game is a bit tilted against the "player" once the controls are understood. 
When I would spawn enough enemies in, they were eating away at the player very quickly, as I was able to defeat him while he only covered ~33% of the map. Certainly satisfying, but definitely quick work.

Maybe there could have been some quick music added in the game? Even if it doesn't fit, It could potentially be better than silence.

I very much enjoy the idea and can imagine the amount of work needed to get this done within the jam's duration. Very nice, I enjoyed it :)

Thanks for playing! Glad you enjoyed it :)

Thanks! This was made when I was still in the early phases of learning Unity, but I do think that this is pretty neat for what it has become :)

Nice game! I'm not the fastest typer, so I was only able to clear two stages, haha. Very satisfying to play though :)

Awesome game! I loved the twist at the end. Even just watching the TV was giving me the horror vibes. 

I think there was a bug though for one of the passwords, whenever I'd start up the game and I get the password containing "knight" in it, I'd be sure I entered it exactly, but it never worked. The other passwords did work though :)

Great game! I like how the turrets take a break after shooting enough. The bombing took a little playing to get used to, but I do like the challenge of lining it up just right. 
The game's balance is very good and challenging, the only problem I had was with the mini planes which easily tailed behind me and chewed through my health. I felt like they could be more squishy, so could reduce their health perhaps to compensate for their high mobility.

Also thanks for using my importer tool, my reality is that I won't really know who uses it unless they give credit or contact me, so whenever it's brought up that it's used in a game, it's really cool to see. :)

I wrote down a bunch of bullet points as I was playing. This is from my own perspective as a game developer, so take it as you wish :)

-Very polished experience!

-Music is great and memorable.

-Character animation is nice and smooth

-I think the game is perhaps too forgiving with its coyote jumps, haha. (you can pull off extremely long-distance jumps currently)

-The parallax background is glorious! Also that it's animated.

-Game's first level teaches everything very nicely, however, the first set of spikes can blend a little too much into the background. Maybe they can be more emphasized, or the backdrop could be more contrasted with the spikes?

-I really like the secret maple leaves, it's such an amazing feeling going for them.

-When I'm running, and then stop, the particle effect behind me completely disappears. Maybe the particle system can simply stop emitting while standing still instead, for extra polish.

-The camera is a little bit jittery when the player is on a horizontal-moving platform. There might be something here to experiment with to make it perfect :) (I had vsync off in the settings)

-I couldn't notice the set of spikes at the start of the 2nd level and got injured by them, more than once, haha.

-For the falling platforms after standing on them long enough, consider giving some feedback to player that the platform is going to fall, like the propeller halting its animation.

-Very rarely, when I jump on enemies, it doesn't register. wonder if it's some physics shenanigans.

-I've noticed that some trees are bouncy while others are not. This might end up being a difficult design decision as it doesn't promote game consistency. But it's something that's more subjective so it's up to you :)

-It would be very cool if there's a possibility of playing as the rescued apple.

-This is just my own opinion, but the health bar feels a little high and forgiving. Perhaps there can be less max health but more consistent health pickups. This would result in increased tension but makes health pickups more satisfying to grab.

-I was able to cheese the boss by running ahead of it after hitting its head. Maybe can somehow force the player to lose control while the boss is moving to the other side of the level?

I found only 2 maple leaves per level. So they are definitely hidden well :)

I can see a lot of love was put into it, so really well done for all of the effort. Totally awesome! I'd be interested in keeping up with the game. :)

Nice game! I enjoyed the pressure of trying to escape.
If I were to provide criticism, I'd say that the hazard could spread slower in the beginning, but faster near the end? I was able to outrun the hazard quite a bit once I got the hang of it. Fun little experience, enjoyed it :)

Very cute graphics and music! The presentation was fun as well.

I really like parallax backgrounds, they worked well here.

However, my input detection for jumping wasn't firing for what felt like half of the time, so I wasn't able to get past the first major platforming challenge. Maybe it's because the input detection is being polled in the physics update instead of the regular update? At least that's my guess.

But I liked this overall, good job :)

Sweet :)

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Graphics and music are amazing! The tutorial at the start gives me some Binding of Isaac vibes. The gameplay is very enjoyable to go through. The health pickups are well-placed. There is a decent variety of enemies. The level design was different enough, and was good at ramping up the challenge. Also really nice attention to detail where the day turns to night over the course of the progress in the game. There were a few times where I fell to my death thinking it was safe to land on, but I learnt eventually where to look to find the path. Great game! :D

What an amazing experience. The art is absolutely stellar. The audio design is so immersive. The cutscenes are great and super charming.

The main gameplay mechanic is so simple, yet effective. It acts as a means to damage, but also makes you go really fast. This also promotes speed running of the game which is always a plus.

It was really neat seeing the fish change their expression as they go, even when Bubblyn inflates. I love the initial dopey happy faces they make at the start. So cute!

The camera also adjusts at just the right times for the fast-moving areas and the slow corridors.

There was one moment where there are two spinning eels, and I was wondering what might be their secret? I even returned back there after reaching the end to bring Booba back with me, but still, nothing happens. I feel like I’m missing out on some sort of secret… :3

Definitely a candidate for the best game of the jam in my opinion. This is incredibly special. I’m so glad I found and played this! blush

I really enjoyed the Sparta kick. Amazing :)
I like how the Sparta kick teaches the player how to kick with right-click. Learning by doing is really powerful.

I like how the game is relatively forgiving with the powerups and lives. It's not too unfair, but definitely challenging at the same time.

If I were to try improvements, I think that the jetpack UI could be close to the player so that I don't need to read the corners of the screen. Also, I felt inclined to kick the 2nd enemy, but it didn't feel effective enough, so I resorted to the gun.

The shotgun was fun to use. I used the recoil to dodge bullets :)

The music bops. I like it :)

Fun and satisfying to play! Really nice artwork. The screen shake is nice, and the slingshot is fun. The animating UI at the top-right adds some extra charm.

The tutorial billboard says to press "q" to shoot the slingshot instead of "f", just a little thing I noticed :)

I found a winning strategy where I can avoid all enemies by walking past them, and going back and forth with the slingshot. But it was really fun! The slingshot is really fun to use!

This gives me some mega-miner vibes, haha.  

I never understood what the iron does, but I think it's what contributed to the extended falls. When those happen,  I feel like I'm going on such a huge power trip, just chewing through everything!

The game has simple controls, yet has you making decisions all the time which is great. 

In terms of balance, Everything felt right except for the rubies over-abundance. I felt like I could explode whenever I wanted to. But then again, I didn't abuse the explosives, so perhaps the balance is okay for that. Maybe splitting the ruby into 2 different blocks so that one can explode the field, and one that gives you the explosive ability might be something. 

Awesome game overall. The graphics are really attractive, and it's what pulled me in to click :)

Always fun to see what kinds of gameplay comes from clickteam games :)
The game was too hard for me though, so I wasn't able to reach the end. However, I enjoy that I could get the jump upgrade, and there was a decent variety of enemies.

The controls were told to be WASD in-game, but they were actually arrow keys. Just something I noticed.

Enjoyable game overall. :)

Yes, this is a bug based on how the spawn timer works, where the interval timer ends up so short that the timer can never fire to spawn the next object. but it's a prototype anyway, so I had let it slip by for so long 😅
Thanks for playing!

This game is really fun!
-Nice, simple controls.
-The presentation before and after the game is very nicely put together :)
-The aliens were unexpected, but a fun challenge to keep me on my toes. It's cool that the projectiles move around as I turn.
-I enjoyed the fact that there was a pseudo-story progressing with the aliens, from appearing, to leaving, to coming back, and then finally defeated. 
-Music was a fun time!

The only problem I had was that I didn't initially understand that I was heating up when I wasn't driving, so I had one early death. But the remainder of the ride is pretty smooth on the second try.

Very cool easter game

Cool game idea! I was able to score 64 :)

Really great game to start with! I don't have a Mac, but I enjoyed my time playing it at the event and it was also really great as a talking piece. I wish you the best for future game making!

There are, but they are simply ragdolls. They are all in a huge pile near the entrance of the house. A grenade makes them fly around everywhere! hehe.

Those are some nice ideas, definitely something I could think about for the future. Thanks for playing!

Awesome! I'm glad that you enjoyed my game!

Yeah, it's actually quite fun to travel long distances. Thanks for playing!

Ah, that was definitely something that I should have made more intuitive to the player. To exit the roof, you press down. Thanks for playing my game, glad you liked it!

This game is so good. Tons of quality and good design.

All of the music was either provided from RPG maker itself, or royalty-free music from Kevin Macleod. The sound effects were from RPG maker, and some from COD WAW zombies (I was super addicted to that game while I was making this, haha). I'm super happy that you enjoyed it!

It is quite beatable, it may just take enough tries to get through it. While it is true that is is seemingly unbeatable, one of the people I had tried the game beat it on their first go. It's all about choosing when to farm up properly. Being greedy can be rewarding :) Thanks so much for playing and commenting! I really appreciate it.

Great character designs, I like the player choice, and how intense the game can get. Amazing work for the time constraint.

The light effect is really neat! Enjoyed what was going on.

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This game is really cool, the music is great too! I find these kinds of games really interesting programming-wise. However, the game is very prone to lagging and freezing. Perhaps it's the grass? I notice they accumulate lots of grass overtime, but that's my guess. (It may also because of quirks with the HTML5 build)

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Yeah, I noticed that as well while making it. 😃 If I were to further expand this game, then I'd definitely implement something to prevent that from happening. Thanks for commenting!

Cool game! You must have learned a lot to make this. It's cool seeing the commits on git as well :) I only scored 1, haha