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Chloe Grables

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A member registered Jun 30, 2023 · View creator page →

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Wait, did Comely and Resolute fuse?

Why did clicking on the orange guy lead to the mouth game lol?

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Beat the thing :). Wasn't particularly big on the inverted controls, but I digged the level design. Reminded me of superbad.com

web

Wait wtf this is your first game? How is it this good?

Pretty good game, I like. Progression was nicely handled, and I like its nonlinearity.

It is, I got it

Wouldn't load :(

Basically, the camcorder object has a 3D array, and a trigger collider in it. 24 times a second, it gets the Collider2Ds of everything it’s currently colliding with, converts them into meshes, and get its vertices. After that, it works out which vertices are within the bounds of the camcorders’ collider and uses that data to work out the vertices of a new mesh that completely overlaps with the camcorder. It then stores the data in the vector3 array as [Time the things were in there][Collider][Colliders vertices].

Then, in a separate script, it has an int corresponding with the time to create, and it creates an arbitrary mesh corresponding with the different objects, and their vertices. It then creates a collider for each of the objects by setting the points of a polygon collider 2D to match the vertices of the object. 

I really hope this was coherent, lol.

I love metroid, so this went hard. The backwards gimmick did feel a little tagged on tho

I dig. The main mechanic of throwing the crown felt well fleshed out and I enjoy the freedom of movement it gives you. The character controller was pretty floaty, which makes sense for the game but just not really my cup of tea, maybe if you upped the variable jump height to make it feel more responsive? Overall a solid experience

Very VVVVVV, but still very very good. I like how tight the gravity flip feels, the SFX are amazing, and the level design is impeccable. Rooting for this one to win outright

Use your air dashes

Has a lot of potential, I'd say the biggest thing holding it back is that the timer is too punishing and the fact the camera is zoomed out to the point the player is hard to see

Thank you! As for the bugs, tell me about it lol. In general, resetting the room you're in with R can fix em

At a certain point I started using the gun as a spacing tool rather than a weapon and had a significantly better time than when I was actively trying to kill them. If you choose to continue with the game, I'd recommend the primary function going down that path

Would be good for general feedback as well

This game goes hard as hell, and is probably my favourite of the jam. Some notes though, the gun's knockback makes it hard to kill enemies consistently because they get pushed too far away; and the enemies also have a tendency to pin you against a wall, or each other, and the player lacks the movement to be able to escape. I love the visual style, and the audio though, and the game was very good at being exhilarating as hell.

I dig! Very Vampire Survivors but I like the disco spin you put on it. One note, footloose should probably have a cap, I ended up with a ring that was big to the point I literally stopped seeing enemies.

For a first game, this is excellent good job. 

I'm assuming that the way the moon moves is it continually sets the transform to the mouse position? If so, then you could patch the collision bugs by using a Rigidbody2D, and setting its velocity to be the moons position subtracted by the player's position. The main issue with modifying the Transform on it's own is that it doesn't check for collisions, and just sort of teleports you, which has a tendency to cause clipping problems. 

Either way, welcome to the world of game dev.

I... don't fully know how to feel

Was very good at building tension, and the sound design was impeccable, but I found the camera controls extremely confusing and difficult to use preventing me from being able to enjoy it properly.

Neat idea, the explosion cooldown was way too high for its own good though

Solid idea, the jump feels good to use and the art is cool. The main problem with it though is the lack of diversity within the level, it looping through identical terrain gets very noticable. It'd also be nice if there was some way to recover from mistakes.

Hellya!!

Thank you for the feedback, and I'm glad you enjoyed :D

Bot pos

It was neat, and I enjoyed. Gave me something to think about. Felt like poetry in game form

Gameplay felt kinda clunky and I didn't particularly care for how the character moved but was a very interesting idea which I liked a lot

The moon shall always stay in our hearts

Cheers. I agree about the movement, something about the way I used velocity in Unity made it so horizontal movement doubles move speed which made the controls feel faster than intended. 

Good game, wasn't a fan of the jumpscare and I wasn't sure how to progress once the witch appeared but the art and atmosphere were very well made. One of the more polished jam games

I have added a save function as well as the ability to continue between sessions. Thank you for the feedback, the game honestly really needed that

I was mainly thinking of that part where you need to jump over a gap to light a candle but if you go too far you land on a spike you can't see with your light radius and die

This is like my game but a platformer lmao. I enjoyed it but I feel like some of the spike placements were a little unfair. 

I fixed the game so now you can actually progress past level one. Sorry for any annoyance

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Finally fixed that fuckin bug if you wanna give it another go

The movement felt a little weird, I found the shoot jump very inconsistent to use and the enemies didn't seem to take any damage because the gun didn't visibly harm them in any way. It would be hypocritical to complain about enemies blending into the background given that's what my game is about but it did make the shooting aspect a little difficult given I had no clue where to aim half the time. Don't be disheartened tho, you clearly have bucketloads more programming skill than I do and I wish you all the best.