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chilly_chili

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A member registered Jun 12, 2020 · View creator page →

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I think it's one of the most unique concepts in the jam! Could totally be expanded into a full-blown game :>

Shockingly addictive for how simple it is!

I liked the momentum based platforming a lot! It felt really rewarding to land tricky jumps paired with the dash. My one suggestion would probably be to increase the acceleration speed to pump up the pace a little :>

I like the aesthetic you went for a lot! It might be more interesting if the squirrel was less erratic from a frame-to-frame basis though :>

I liked it, really strange and funky! Weird games like this are what games jams are all about!

Thank you so much! Honestly, I'm just as shocked as you that it runs as smoothly as it does with all the visual effects going on.

Glad you liked it! The way dashes work here was inspired by the Celeste dash mechanic, but in retrospect tying it to the mouse totally would've made explaining it a lot easier and feel more natural. Lessons for next time :>

Ah, that was a time restraint issue unfortunately. I did try adding them in last minute, but they got suuuper irritating very quickly. Glad you still enjoyed it though!

<3

Hi! I'm so sorry, but I wanted to ask for a late submission link, since I messed up during exporting the final product. (P.S. I already sent you a DM on Twitter!) So sorry for all the bother!

Thanks :D ! I'm not too sure what caused your issue with the double jumps on blue platforms, but the system I used was super messy, so there's definitely a possibility that I messed something up. I'll look into it! And yup, the ending is very, very broken, due to a last-minute web export which I didn't have time to go back and fix :')

Thanks :D ! I guess I got pretty lucky with the balancing, since the game would've ended up being too hard. And yeah, shame about the ending, though. 

Thanks! :D

Thanks! :D I did have plans for some sound effects, but I ran out of time before I could figure out how to implement them into Unity, sadly. And yeah! I'll definitely be adding coyote time next time around :>

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Thanks so much! :D   I spent a good chunk of time trying to make the player feel good to control, and I'm glad it paid off :)

Thanks :D

That's great to hear! I'm glad you found the game interesting enough to play until that point. As for the boxes without lines, I'm not sure what's causing it, since I've never had it myself. Maybe a resolution thing? Whatever the case, I'm happy you enjoyed it!

I really enjoyed it! The juice and the screenshake explosions have are great! I think the player's bullets need a little bit more juice to them, as they feel a bit lifeless in such a lively game. A really polished game overall :D

I really liked it! I think the clunkiness of the controls takes away from some of the fun, and the core mechanic doesn't kick fast enough, but I enjoyed my time playing it :D

I loved the whole experience! The only thing I can complain about is the randomness of the falling enemies, which got a bit frustrating at times. But overall, it was amazing!

Thanks so much! I'd love an undo function, alongside something like Right Click to draw arrow / lines to help visualize stuff. I'll definitely be keeping an eye on those quality of life features in the future :D 

That's great to hear! I totally agree. The difficulty fluctuates waaay too much between some of the levels, and I'll keep that in mind in the future

That's great to hear! I don't think it's a particularly amazing score, but I'm happy to hear you enjoyed the experience :D

:D

That's really great to hear! I'm glad you enjoyed the game as much as I did making it. I'd love to flesh it out the concept more outside the jam as well :D