This was thoroughly enjoyable, I'm so jealous I never thought of a katamari-like haha, you all really cooked on this project! I'll be keeping a close eye on future ones.
ChibiMedia
Creator of
Recent community posts
Sadly yes if is quite intensive. Had I time managed a little better I would have looked at optimizing it more, sadly the Nanite system that Unreal forces on projects in UE5 is horrible when looking to build a small time game like this.
Thank you for taking the time to play it, the satisfaction of seeing the tumbler filling up is one of the best feelings I found haha, during play tests I was finding myself memorized by how much was tumbling.
Thanks for playing. I would have liked to have added a tutorial but sadly didn't have the time to implement one :(
This is my 4th, ... or 5th ... cant remember haha, game jam now and I'm learning new stuff everytime. The ore tumbling is on a 15 to 25 second timer (it sets randomly on each ore when it spawns in after clicking start round) I'll investigate further.
Thanks again
Thank you so much for taking the time to play Retro Remake :D
Glad you pointed out the feeling of "Vampire Survivors" as I was toying with the idea of adding a few extras that it has like a level up system and random upgrades, but I decided to keep it more simplistic and old-school like "Bosconian" its inspiration. Poured all the "Vampire Survivor" feeling into my other game "Little Guy Forest instead" haha
Glad you enjoyed playing :D
all your suggestions have been noted. A few things will be updated in the next version like feedback on hit, collision boxes for attacks, and some variables for better gameplay.
Just wish I hadn't messed the save system before submitting haha. Atleast it'll also work on the next update.
There is a lot to this and it is fantastic. You're level design is great, but some of the environmental pieces have collision, most notably the small strands of grass in the wild west, I'd often get stuck on them or they stop me moving as I bump into them. turning off mesh collision in the panel will do the trick for this.
The main hub level tanks my PC quite a bit, I reckon this is an Unreal problem, myself and my students have had countless problems with 5-5.5 in terms of optimization. Where the later versions of 4 (most notably 4.27) had a lot less. Other than this Downsized is a fantastic base to build on, excellent work. :D
Thank you very much for playing and leaving feedback. Glad you enjoyed.
A dash and visual for enemy health are perfect ideas, I will add them to the list of things to implement in a future update. Genuinely baffled as to how I never considered a dash, one of the fundamental movement mechanics. Think I was too focused on player attack and abilities to think of it. Will add the dash in the next update.
Thanks again :D
Oh don't worry I know all about unreal optimization issues. My previous project for the past few years as well as the students at the college have problems all the time with it. doesn't seem to matter what version of unreal either :/ we did notice that 5-5.5 has been exceptionally bad for it all. Not sure how 5.6 is, haven't tried it myself yet but the college students will be using it after summer going forward. I'd better get cracking on materials for them.
Besides the timer and music bugs, this is a very solid foundation for building on. I had a lot of fun and I love the idea of getting smaller and smaller to tackle the platforming. Might be good to include multiple different ways to complete a level like branching paths during gameplay, maybe a harder path that rewards tenacity and perseverance so to speak.
Fantastic work on this :)
This was sooooo much fun, did quite a few runs. A good blend of stress and fun.
My only concern is that my pc heats up a lot and sounds like it wants to take off into space while the game runs. Which it rarely ever does, so I feel like a little optimization somewhere would go a long way for this.
Overall a fantastic little game with a good balance of fun, gameplay and stress. Excellent stuff.
Your dedication message in the about section legit made me tear up, I thought of my fiance who similarly encourages me and stands by me through good and bad. By god we've had our fair share of bad times together.
Fantastic little game, it was tough getting the timing right on level 4 when playing solo. There is a lot of room here for expansion in terms of level you've got a solid base to work from.
I love the minimalist style you've gone for I feel it fits with the gameplay and notion of the goal.
Overall a nice warm and fuzzy little game that's got a solid foundation, excellent work.
Thanks for playing, I've tried a few survivor-likes and honestly HoloCure is the big one for me haha, I lose myself in it for a good 6-7 hours per sesh haha.
A lot of feedback is planned for future releases, its a shame I didnt have the time to get any combat related ones added before the deadline.
Honesty never thought to increase the amount of money gained, I will add that as an upgrade but also maybe implement a chest drop system like HoloCure for this too.
Thanks again for playing.
The perfect little guy packing sim. Fantastic game, took me a while to get the hang of it but thats just because I'm terrible at non-vr rythem games haha. I loved the humour, the visuals and the gameplay. My only recommendation for the current build would be to remove the C*** word. It may be a general greeting for the Aussies and the Scots but more people dislike it than don't.
Excellent stuff, great work.
All the little guys are adorable, the art is exceptional.
I can see where some people are coming from in terms of lacking overall gameplay, but this game really feels like a Tamagotchi so a little variety on the game to play for earning money may be a plus. With more difficult games yielding more money rewards. Thats not to say the pachinko isn't fun. As a gambling addict myself I enjoy the RNG element of it. However I can see where some people would say that don't feel like they've earned the money.
Only other suggestion would be alternative things to spend money on, as you can spam the pachinko machine. How about some room decor or accessories for the dearies. Adding a money gain cap on the pachinko might be a good way to stretch the gameplay out, as you could have the cap reset each hour perhaps.
Overall you have a fantastic base here to build on with all the pet sim needs. Adding mobile support is a fantastic addition. Time to throw it onto the play store and add in game ads hahaha. Great work :D
A simple but oh so effective little game. I'm a sucker for a grapple hook mechanic. You've nailed this one.
My only suggestion is maybe something the player can collect that gives them a little recharge while swinging or floating. This could open the door for more difficult areas to traverse. Might be a little much but maybe an online race mode to race against friends, or an online leader board.
This was delightful, the art, the music the lil guys, dialog, everything about this is fantastic. You've all nailed the vibes, aesthetic and gameplay of something really solid here. I'll be keeping an eye on this one, well worth developing into a full game.
Only one issue found, opening options & credits menu gets you stuck, causing a force close.
I love the inclusion of the don't start button. Overall the game was great fun although quite rage inducing. Was getting big happy wheels vibes. The music inclusions were great, especially the one track that's happy and bouncy while all your little guys plunge head first to the ground and explode haha. Great work
Thanks for playing and taking the time to review :)
I have a few feedbacks in mind but due to timing I was unable to get them implemented. These will defo come in a future update.
Funny you should mention the difficulty and progression increasing faster. Especially difficulty, as I meant to implement a speed increase variable that is applied to all enemies, and after a certain time or amount of kills this would increase. slowly making things faster. Also wanted to tie this to the enemy health making them harder to kill. Something to aim for with the first update.
Fully agree about making the enemies appear slightly earlier than what they do. I also plan to implement variants of each one, like a slightly darker bee that has double the health for example. Adding in some enemy variety and add to the difficulty.
Thank you for taking the time to play and review. GameMaker can be finicky about its collisions so i was unable to trouble shout the enemies stacking in time. Something I definitely will remedy later in a future update though. Had a few feedbacks in mind but due to timing I was unable to implement them. I wanted to slow time down for half a second and have a vignette when the player gets hit. While the enemies getting hit wold have a small screen-shake.
There isn't as many sound effects as I wanted but again, time haha.
Thanks again for playing :)
Thank you for taking the time to play a few times :D
I highly agree about sound design being arguably more important. Not sure if I'll look into asset packs, I understand they are helpful, but I'd rather push myself to get better with asset creation. I feel I may start relying on packs if I start using them.
Now that the jam is over I'm putting development on hold to focus on work, masters, and overall learning more and polishing off current skills. Also see about expanding ChibiMedia from more than one person haha
Again, thank you for taking the time to play Backroom Blaster, I really appreciate it :D
I am so sorry I didn't get to play this before the jam ended. This was a ton of fun, very nice ideas and great gameplay. My only comment about this is on the aiming, it may be due to my cursor speed being high but sometimes I'd move to aim and the camera would freak out. I am very much looking forward to seeing where this project goes.
thank ypu for playing and rating it :D
Yeah there is a keyboard to find before you can go through the door. Currently going through it ends the level and tells the player more levels are coming. I'll be adding more and polishing off visuals overtime. Although I'm aiming for a commercial release, I'll be taking my time so dpesnt matter if it takes a few months or a year, it'll get done haha.
Thanks again :D
Thank you for the feedback and the rating :D
I'm sorry you had so much trouble with getting it to run, I think that's due to it being built for windows. I hadn't thought to look into a build for other OSs honestly.
I would have used ue5 but my pc struggles to run it hence why ue4.27 is the best I can do for now. I am looking to upgrade some parts (or get a whole new build), once I do I'll get this rebuilt in ue5.
The reload speed upgrade was a complete oversight on my part, while I have it set to hide the upgrade button once you buy what is meant to be the last one. I didn't set it to check if the final upgrade was bought when the widget loads. I will fix this for the first update.
Hover effects for the buttons are a must have, thank you for pointing that out, I will also add some sounds for hover and press of them.
My fiance also commented about the font hahaha, I would have spent the last day working on changing this, but I fell ill and didn't have the energy to give to this sort of polish. Something else that will be fixed with the first update.
Enemy spawning was a pain to get working, I have a spawner system in place with numerous spawners and each spawner, spawns an enemy when an enemy is killed. I tried to set up a collision box on the player to de-active spawners in range but for some reason it wouldn't work. I have an idea on how to fix this, I just never got to doing it for the submission.
Thank you for the feedback, it is appreciated so much. I think one of the biggest issues I faced with this jam was not enough testers haha. I should have had friends testing it throughout development, not just the day before submitting haha. I'll know in future. Like you said, a long way to go, but I believe it will get there. Its a journey, not a race.
thank you for the rating and the feedback :D
The inclusion of the shop on the game over screen is a great idea, I will implement this moving forward.
I do plan to continue development and iron out some of the issues and add more features and level.
I think the biggest problem I had was not enough people tested it and it was submitted early due to being ill.
Thanks again for playing and leaving a rating and feedback, much appreciated :D
Simple but oh so effective. Very adorable and good fun. Collision box on the carrot and/or the oncoming platforms is a bit off, maybe one or two pixels more than the sprite is. Which caused me to drop the carrot multiple times.
Great job, would love to see where you take it in the future if you decide to continue.
Very fun game, thoroughly enjoyed playing this for a while to get better times. Naming convention of the levels threw me off a bit, and there were two EXEs in the download. Besides this, highly fun game, you did great with this.
If you continued development, I'd love to see a level builder and/or a chaotic online or local multiplayer game mode
Nice game, only concern is about getting stuck in the wall.
The music didn't feel quite right, it feels like it's close to fitting but there's something about it that's a little off for this game. The sound effects were a little jarring in my opinion. The what I assume is stepping sound, is a little too long.
Other than this it's a nice little puzzler.
And nice JoJo reference in the thumbnail xD








