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Catralitos

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A member registered Nov 12, 2016 · View creator page →

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I'm glad you enjoyed it. I need to find out how to better enforce 16:9 on how Unity games

Thanks for playing it!

I'm glad you enjoyed it. Yeah we had thought of different abilities for ghosts, but we didn't have time, we just wanted to make this idea as polished as possible.

Thank you so much!

Thanks for playing!

Thanks for the feedback! Glad overall you still had fun.

Thanks, we're glad you enjoyed it!

Thanks for playing!

Thank you so much for the high praise.

Thank's so much for playing! Glad you enjoyed it.

I'd post a pic of it, but it didn't let me post pics.

I have like 20+ projects on itch.io. There were 14 only on my dropdown. Literally, the drop-down didn't show them all, so since our game started with T, the drop-down did not let me choose our project, and my other project admin didn't have the dropdown at all, she could only create a new one.

Can we submit it past the date?

I have like 20+ projects on itch.io. There were 14 only on my dropdown. Literally, the drop-down didn't show them all, so since our game started with T, the drop-down did not let me choose our project, and my other project admin didn't have the dropdown at all, she could only create a new one.

Can we submit it past the date?

I think it's weird that it ends on the 29th instead of the 30th. That can't just be because of time zones (I'm in Portugal).

It uses Unity default materials only. So we're good.

So in our game about self-discovery, we have an MC talk to an alternate version of themselves in their mind. We did this by having the same sprite for both but making one red using Unity's option to tint.

I also made an object that shakes with a Trail Renderer to put over the alt MC's face, so instead of seeing her face, we just see scratches happening in real-time. This is also done fully with code/Unity's capabilities. But we are unsure if it is completely legal...


Thank you for the kind comments. We couldn't finish the game as we wanted, but I'm glad you still found things to enjoy. We had no artist, so as programmers, we had to figure out a lot of things by ourselves.

Thank you for the feedback. Glad you enjoyed it!

So what the title says. The jam ends at 1 pm in our timezone, which isn't great timing. It's 2 am and our programmer had to go sleep. He's the only one who really knows how to use Godot. I learned tiles and the rest of the team is the artists.

So I wanna know if we'll have a shot at actually finishing the game. I feel like it is possible in 24 hours.

I wish I could have enjoyed it more. The art is amazing. And I love the body horror enemies.

But the mechanic of weapon switching doesn't really work because most of the weapons kinda suck and there's not much of a penalty for enrolling. I got a 5, and then I wrecked every enemy. I never wanted to use another weapon.

Also, there was a weird bug where when you entered a room, you couldn't attack until after you rolled.

The graphics are amazing, and the animations too. I love how you bothered with cutscenes. Just wish there were sound effects.

There's a good base for a game here, and I didn't hate it. It was super polished!

The game looks amazing, I'm looking forward to trying it. I just look at it and go "How was this made in 50 hours???"

I only stopped cause I had no time left. If this isn't in Mark's Top 20, this algorithm has failed you.

A lot of enemies didn't have colors that matched my own and it looked like I couldn't damage them. Also, the UI on the top right corner with the sides of the dice was a bit confusing. I tried to use it so I could roll in the right directions to get the right colors, but it always felt like after rolling, it wasn't the side I expected, and also it went totally different. This makes preparing combos near impossible.

Still, a game with stellar presentation and great control, there's fun to be had.

Thank you so much for playing the game. Glad you enjoyed it despite the problems. That was probably our biggest problem during the jam. And the feedback we did have was added like 15 minutes before the deadline... if we expand on the game, we'll fix that for sure.

I think it could have followed the theme more, and the puzzles were a bit too hard. I ended up skipping some before dropping the game.

Also being able to toggle between the numbers using the actual numbers on the keyboard would have been nice.

Still, a great concept and stellar presentation.

Tried playing it but I had a lot of slowdown. I guess my PC just is a bit weak. Or maybe it's not getting along with Unreal.

Love the presentation, and I'm always a sucker for arcade games.

It's a fun game overall. But I have some gripes: firstly, your hat isn't part of your hit box so you always have to jump to reach coins. Also, while I love the feedback you get for rolling on the ground, where you kinda wobble, it takes a bit of control away, which would be fine, but a lot of platforms are too small for it. And yeah, a tutorial screen of sorts would be great.

But I had a lot of fun! Love the graphics and the music even more. Reminds of me of Sonic CD, and that's a compliment.

Yeah, the concept came from one of our team members just coming into the jam wanting to make a game like Vampire Survivors 😂. It worked out though.

Had to stop at level 13, it was too hard for me. Not a sign of a bad game, it's just me sucking at puzzles.

Nice clean presentation, the music is nice and relaxing and the concept is really fun and interesting. A lot of games have this concept, but being able to rotate the entire level as a cube was really nice.

My only gripes with it were that on rare occasions gravity was wonky and that while freezing the cubes is a great idea, you can freeze them in mid-air. I did 2-3 puzzles not the intended way because of this.

Also, you rotate the cube forwards and backwards and left to right on only one axis. I wish I could have rotated it left/right on the y-axis using Q and E. Would help me get a better view and line up cube drops.

On the whole, a great game!

Be careful cause they said in the rules if you linked your game to someplace else, you could get disqualified.

There are just not enough diverse questions to keep this fun for long.

Also, I struggled to figure out what to do, as every key on my keyboard did nothing. Turns out I had to click on "Roll the dice" which wasn't intuitive to me.

I got this from the "No ratings" pile, which is a shame cause this game is amazing, and I hope the algorithm rewards you in the long run.

Even though the mechanic of "each dice side has a different weapon" is gonna be one of the recurring ones from the jam, yours was in a very fun game. Responsive, looks good, has good bouncy coins that are satisfying to catch.

The weapons are more elaborate than most other games in the jam, with homing projectiles and fun patterns. Love the gimmick of the shifting platforms, just an easy way to keep changing the playfield.

The enemies have fun designs and their AI is simple but works perfectly and each one has a clear pattern and purpose.

The game is polished, with an insane menu, that I don't know how you did in 50 hours. I had a blast playing this one.

Let's start with the pros. Banging music! Reminds me a lot of Ape Escape. That's a compliment BTW.

Sadly the game itself isn't as good. Bomberman, but the bombs are dice is a good base for a game, but there is no apparent goal so it feels aimless. You move as slow as a snail, trying to grab powerups, that maybe upgrade your bombs or your speed or something that isn't clear, and there is no apparent end to a stage. 

You should have made a smaller, but more focused level, with a clear goal, and clearer power-ups.

Can't run it. You didn't submit everything Unity generated when building. Next time do a zipped folder with all of it.

Can't run it, you only submitted the .exe Unity generated. You also need the other files. 

I like the idea of rolling around wildly and shooting to get recoil and all. The game is just way too rough as it is.

You only included the .exe

You also need all the files the build generates 

Let's start with the pros:

Love the concept. I love that each side has its damage, and that also when you get powerups, they are added to that side. 

But it doesn't add up to a great game. Movement is jittery in part cause you can't hold down a key, there is no goal at all, not even a high score to beat, to the point I could just go back and forth doing 5 and 6 damage, but only until I got bored because nothing had a point. The game has a poor title screen, but the ing same graphics are fine, though there is no music. Neat concept, but didn't turn out as well as it could.