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Chippper

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A member registered May 19, 2024 · View creator page →

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Super fun, probably my favorite from the jam. We took a slightly similar approach with expanding range of a forest, but I love the direction you took yours. Everything was super clear and satisfying. I especially love how easy it was to check on range, and what the different mushrooms did. The only thing I couldn’t keep track of was all the different perks essentially you unlocked, but because there were so many maybe that would just be visual noise. 

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I enjoyed this one, though initially got confused how to move. The highlight on the tiles that you can click on wasn’t super obvious to me. Once I saw it though I was able to navigate well.  I appreciated how you showed a mechanic in a simple level before it required you to use it with some more intentionality. The last level I ran through a couple times before figuring out but also felt like I was just missing one thing and it encouraged me to keep trying. Thank you for making this! Similar to others, I did find it confusing I had to keep going back to the main menu to get to the next level

Interesting take on the theme. Overall I knew what to do, though was a bit confused how to trigger the upgrades. I finally figured out it was when hovering over the mushrooms that grew out, but it would be nice if that was explained a little more. Curious where you were going with the mushrooms shooting at the birds. Nice work getting a full loop going in such a short amount of time!

Mac build was broken for me, but after seeing the music from discord I dusted off my windows to try this out. Background music was beautiful! I enjoyed the art style too, the world felt really cohesive. I did miss more SFX. Something to indicate you are rolling on and off a button, clicking a button, clicking on the tiles, or overlapping. And would be fun to have more sounds for the forest critters, but the background music really was lovely. I was a bit confused on the strategy, I wasn’t sure if I was playing well or not, but the leaderboard at the end helped me see what was possible. I feel like this is a game that gets better the more you play it and understand the strategy more. Lovely entry! Also minor, but when you start the world I would recommend the starting mushroom is centered. Mine was slightly off screen so I immediately had to move to the center to see where I could place things.

As others have said, the art is gorgeous! And there are so many features you got in which is super impressive! One thing I felt I missed was feedback on where to click. Either with SFX or a little shake to tell my brain I am over something that I can interact with. I also wished there were tooltips or some kind of help with what the icons meant or what the features were. It felt like you relied on an understanding of slay the spire to teach how to play. I am excited to see what you come up with next! Minor, but I couldn’t load this game in the duck duck go browser on mac. I switched to chrome and I could. In duck duck go it was stuck on the loading screen.

I am so sorry to hear the game froze on you. I will look into it. I develop on a mac, but don’t use chrome much but hope I can replicate it and see what is happening. Thank you for playing our game and the wonderful feedback. I am so happy you enjoyed the experience regardless of the freezing.

Yeah, the parts that I had placeholder/stubbed in worked well to swap out. When I kept it more loose I struggled to keep up once the art started coming in.

Thank you for the kind words and playing our game! I relied on a random chance to spawn a nest and think it probably should be more controlled. It is possible to fully finish the game in a couple minutes, or it could take a really long time if a nest just doesn’t spawn. 

Interesting. Did you feel like it didn’t go where you clicked? I’ll keep an eye out for that bug. Thank you for playing!

Appreciate the feedback and playing our game! There is more we had art for that I didn’t get around to implementing I want to get to at least round things out. I always feel bad if art was made I can’t implement in time, but that is where we really need a well scoped idea. This was probably too much.

Thank you for playing and definitely hear you on the tips. They were a late add that needs more thought. I wanted to make it so you didn’t get another till you did the action of the first, but it also could be possible you do the action without realizing and then miss the context.

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Appreciate the feedback and thank you for playing. I think the beginning tutorial and tips need another pass in general. Even what we had would disappear before people were ready for it. Glad it didn’t stop you from being able to play!

Thank you for playing and the kind words!

We targeted about 5 minutes of playtime depending on the rng :) Thank you for playing!

Thank you so much for the detailed comment and awesome job finding so many bugs. The scope of this project was probably too large for us to complete and it showed with the last two days just trying to fix the worst bugs and get things packaged up into a playable state. There was more art and mechanics I couldn’t include, so planning to do an update to at least finish out what we had assets for and will include many bug fixes in that as well.

Again thank you for taking the time to write all this up, we really appreciate it!

oo, yes, I really like that idea! You are helping the trolls

I love the wholesome take on the theme. I expected to find a bunch of mess inside the house after clearing the garden and was kind of sad to see it end after that. I enjoyed getting to choose where I placed the plants, though I noticed the UI was always on top so since I placed plants in the back I couldn’t admire them very much. I found the objectives super clear and really appreciated them being clearly called out, though I was confused with the weeds if all of those were weeds, or some were flowers I needed to keep. I assumed they were all weeds since no one complained when they were cut though :) 

The balance felt a little off, but really solid gameplay loop. I had fun and enjoyed the different upgrades. Great job on your first entry!

I think I might need more hand holding. I found trees that said they were weak, but couldn’t cut them down. I wandered around, but couldn’t really figure out what I was supposed to do. I liked the sfx touches, though would appreciate some audio controls because I wanted to turn down the background music, but was fine with the sfx volume. 

Visually this is a treat. I love the particles and your actions feel like they have real impact. I did wish for a little more to do or to feel a sense of progression, but what you have is really nicely polished.

The umbrella was awesome. I found controller the character movement a bit frustrating and hard to control, but it was really fun to see all the uses for the umbrella. Also love the inclusion of a skip button. I am terrible at platformers, but because of that I could try way more of the levels than I otherwise would have seen.

Fun puzzles, and the audio was awesome. The whole thing felt well polished, nice work! I wasn’t able to complete the game, but sounds like that was the case in general.

Really fun take on a platformer and super challenging. I also couldn’t get past the second level, but I might have been distracted by the art. It is so beautiful. I especially love the backgrounds.

Great scope for a game jam! It was simple and clear what to do (though maybe not for someone who was color blind.)  Reminded me of some of the combat mini games of undertale. As others said a score at the end would be a nice touch to  see if you are improving.

Thank you for the kind words!

Totally agree. I need to put more time into the SFX to make them more impactful

Dentists have a hard job and boy do teeth decay quickly. I think it could have been nice to have a way to prop the mouth open and keep it open for longer :) Nice entry

This was gross and entertaining all at once. I did really wish I could move the trolls so the gameplay was a bit more active, but maybe not what you were going for. 

Interesting take on a city-builder deck-builder. I was missing a tutorial pointing out where resource cost was on the cards, but I was able to discover what was happening eventually. I would recommend with cards, ensuring you can fully read the card when you are hovering over it as sometimes the text was cut off, but I still had fun and knew what I was doing after a while! The whole thing was cohesive which always impresses me in a jam game. Nice work

I read the comments and saw it would probably be important to read the page first, and was still confused. I would recommend introducing mechanics over time rather than saying all at once. I enjoyed the art, and thought the highlight was a nice touch on the herbs to collect, but I couldn’t figure out how to cast spells. I am guessing I didn’t have the correct combination of herbs? Maybe you could have a spell that works with just a single herb to help teach things?

I need a more thorough how to. I was confused how to operate. The animations look awesome, and I was really excited to try it out, I just couldn’t get anything to work after the zombie got on the operating table. 

I enjoyed the story. Some of the scenes were beautiful! I also enjoyed the background music, though found myself wanting to hear more SfX to make the world feel complete. Especially in the town scenes. I thought where to go was always clear which is great! I didn’t feel like I had much impact though. More of a visual novel you can walk around in. Over all really nice entry!

Interesting take on the theme. I agree with some other comments that needing to hold down for a period of time to take out the germs felt awkward. I like the idea of clicking once, or just moving the mouse over to the area. I would have liked a sound effect when they pop away too. The art on the burger was really fun! 

I really liked your take on discoverability for tutorials. Whenever I had a thought I don’t know what to do, a sign was right there well placed to tell me. I would appreciate more feedback and indication of how much the mushrooms had left. I also wasn’t sure what the goal was, was it just play as long as you want? I didn’t noticed more mushrooms taking over which could be cool

I love the idea, but I wasn’t able to figure out the controls. I picked up debris in orbit, but couldn't figure out how to land, or affect anything of my state. Am I missing something besides pressing space or `q` or `a`?

Interesting take on the endless runner. You did a great job crafting a world and getting a solid unique vibe down. I was a little confused when it ended. I got to 40 seconds, but still had some energy left (at least it visually looked like it) and it made it seem like I won.

Graphics look nice, though sad to have a sword and not be able to use it. I would appreciate remapping controls in the future. Up arrow is a bit awkward for me to jump with. It was unclear if you should walk over the red or avoid it. I spent half the game avoiding, then noticed it filled up a meter to give me an upgrade, though most seemed like a curse. Maybe in the future you could make it so it wasn’t avoidable to collect that resource, otherwise it is totally possible to just skip that part of the game and get to the end. Nice work on your first entry!

Really nice graphics and everything was packaged cohesively. I do think it didn’t really feel like I was using skill to play, which I think was a miss. Maybe if you had choices that impacted the roll chance or speed it would feel like I had more of an impact?

That is a great callout about it not being clear that you will get another behemoth when they decay initially. Thank you for the feedback. And yeah, there was a lot more planned, and I feel bad because we have art for some of it too but there were too many bugs the last day for me to feel comfortable adding new features before everything else felt more stable. 

Beautiful game! Everything felt so cohesive, and I appreciated how clear the resources were with the color palette. I did find the text size a little challenging to read, and wonder if you develop this further if you could have some font options, or zooming in.