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ChibiMedia

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A member registered Dec 06, 2017 · View creator page →

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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.

Upon further inspection, the save system i have in place is set to be disabled... major face palm moment on my part, it will work with 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 :)

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A lot of fun, and a lot of room for expansion with a very solid foundation. He truly is just a little guy.

I have lost a good amount of time to this, and enjoyed every second. This is fantastic, a perfect little fishing game. Great stuff.

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

This was a great little retro game, I had no idea about the engine either, will be playing with that at a later date for sure. Takes me back to my childhood days of staring at a tiny bit screen with no back light for hours on end each day ... ah good times. Fantastic work.

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

Might make a $1000 Alan DLC for this that just adds his face to the game somewhere.

Those jumping puzzles were kinda peak though. I miss Guild Wars 2, gonna reinstall it.

I'm glad you think so :) 

I aim to get even better with sprite work or even work with a sprite artist to make it even cuter.

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.

This was absolute chaos, I loved it. Switching between cars to progress is really unique, fantastic work.

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.

Very cute platformer you have here.

Reminded me a lot of the old Wario Land games on GameBoy... god I'm old haha.

Cute and very fun, you did a great job :D

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

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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

Very fun little movement game, sliding into boxes to destroy them was a nice addition. Good work on this

Fun at first but it does get quite repetitive. There isn't really any consequence to the wild animal coming into the field other than be a nuisance. Even then I found I was able to push it with the dog to let it guide the sheep in for me.

Otherwise nice little game, with a little more it would be a great little cozy puzzler.

This was a pleasure to play, simple, effective and all round adorable. fantastic work on this.

Very fun but the collision boxes I felt need a little more polish. the collision for the pit was a little too big in places. Other than that it would be nice to see a proper main menu screen.

Great work.

Simple but effective little party game you have here. My fiance and I had a lot of fun playing this.

Having no pause menu meant I had to alt+f4 to close the game and re open it to get back to the menu though. Nice simple background for the menu, but a suggestion I could give for this would be to maybe include the tutorial in the menu. Even just having the two player cars have movement and punching. With window looping (pac man style) and collision on the buttons and settings menu. Gives a unique interactive element to your Menu and prevents the player from missing the tutorial as it was easy over looked being at the bottom of the level list.

Suggestion 2 would be not to include two of the same builds of your game in the download folder. box "box 'n' race.exe" & "HOoo boy!!.exe" are the same game. mabe remove the hooo boy one in future.

My only other suggestion for now is to update the game page here on itch. I'll be honest I immediately got a bad impression from a blank page. However was of course very pleasantly surprised when I loaded the game up.

Overall really good fun, I look forward to more if you continue development

This seems like a good game with a lot of love put into it. The sad thing is I cannot play much due to a visual bug being too much of a problem. 

I have a dual monitor set up with two 27 inch monitors, no matter what settings I seem to use, I cannot get around the issue I am having. The issue in question is that during gameplay my monitors seem to do a full refresh every two to three seconds. Best way I can describe it is if you unplug your HDMI cables and plug them back in continuously, only during gameplay. When on the title screen, it is absolutely fine. 

I also had to alt+F4 to close the game as not quit buttons worked.

i will definitely be keeping an eye on this one however as I would really love to see what this game has in store with a visual bug fixes. I will try not to let this sway my rating too much as mechanically it is fantastic from what I experienced and have seen.

Thank you for taking the time to play my new game. And that you for the feedback and video review :)

I created this for a gamejam and had a blast creating it. I plan to update it more with more content and polish. 

Thanks AgIn :)

Thanks a ton for playing and commenting. It was my first attempt at trying out a morality system and sadly i admit I didn't plan enough, there could be numerous reasons but i think the most glaring one was that I overestimated how much time there was and so didn't give a proper amount of time to plan. 

Thanks again for all the feedback, I'll be making sure to take it all into consideration when thinking about my future games and other jams. 

p.s. glad you liked the horse