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Cammin

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

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Hi, you can join the discord server to quickly find a solution with me instead.

But let’s try this: You’ve assigned the internal icons, now try right clicking the tileset file, then “reimport”. Carefully check what it logs if there’s more errors and follow the instructions, but otherwise, should hopefully work 🙂

This is pretty darn fun, the punch juice adds so much to the experience. I didn’t realize I had to sell the mushrooms for a while because I snatched the things from the monument for fuel.

I think there could be some potential to add more set pieces to explore, I was excited by the prospect of looking for stuff outside the house :)

Stellar presentation and fun gameplay. Animations and art are fun. The level design felt fair at all points. Nice!

Thanks for mentioning the use of the LDtk importer <3

My feedback/suggestions are only UX-related:

  • If the player skipped the tutorial text, help them understand the controls with some in-world input prompts above the ball/mouse.
  • For the win/lose/restart animations, I feel that they could be skippable if pressing/holding a button like Space or a mouse button.
  • Have a key bind to switch shot modes and also for restarting instead of clicking buttons on the screen.

Thanks! Glad that it’s working well for you :) If you have any questions or need anything, I’m always available on the Discord

Hi, I'm the creator of the LDtk importer, thanks for using it! This game was super fun! I'm very impressed at the amount of work that can be done in just a weekend :)

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It's another installation method for a unity package. Instead of dropping a folder into the packages folder locally, it can be downloaded straight from the unity package manager, even checking for and downloading updates with an easy update button. You can request the OpenUPM devs to have your repo be recognized and be added to the OpenUPM ecosystem. Google about it to find out more, but it's very cool!

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Neat game! I like the technical aspects, like the notification icons at the edge of the screen, and the movement of the minions circling around and acting as a horde following the player.
I really liked the feeling of amassing a large squad, reminds me of Pikmin.
The movement is smooth, the audio is nice, and the graphics look great. the post processing helps quite a bit. 

No bugs were found, but I think for improvements (And this is pretty much polish/balance territory):
- The timer to win could be shorter with a quicker ramp-up. Or have more things to occupy the player. There are subtle things that can be done to make the player feel like they're experiencing something different as the difficulty ramps up and makes them forget that they are trying to wait out a timer.
- My winning strategy was to gather a large horde, then walk around in a circle to continuously ward away the enemies, and click on the occasional capturer, resulting in low minion expenditures.  Maybe the new recruits could spawn at the further edges of the map to give more risk/reward?
- I didn't understand what the icons above an enemy meant. By observations, I think it was their health, but perhaps it's a difficulty ranking. Maybe something more clear could announce what it means. but it's also just a polish thing, haha.

Nice game overall!

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Neat theme inclusion :)

I think that if the game could be improved, there could be a larger distance to the next set of trees; sometimes I don't have enough time to adjust the trees before the character changes its elevation, especially when the character changes its elevation. Maybe the distance between each set could start wide and get shorter with each point scored.

Pretty entertaining gameplay for a flappy game!

Thanks for playing! It's perfectly jank, haha

Excellent game, the music reminds me of earthbound in the campfire section. Nice spooks, and a decent boss fight for what it's worth :)

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Yeah, it does do that, it's weird. Thanks for playing though!
It's shocking how this game is surprisingly engaging. Humans love to see numbers go up! Haha

I didn't even realize there was a cheat with holding ctrl. I must have left it in on accident

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!