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ChubbsBunns

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A member registered Nov 11, 2020 · View creator page →

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Thanks for the feedback! Yeah the gravity probably needs changing a bit, realised that most platformers im used to are more "floaty". Will take note of the dash input too! Have always wondered whether my current configuration works or not so really really appreciate the feedback!

I know this is super random man, but I just want to say thanks for the few comments and simply stating that youll play this game all the way back last year. It really motivated me to join more game jams in the future and i feel that Ive gotten a lot better at all this, and in a way you had a part in that. So yeah just wanted to give a big thanks to you for the initial burst of motivation when I first started creating games. Means a lot man

Thank you so much for the lengthy feedback! Really appreciate the effort put into this :) (Btw congrats on the game jam!)
I totally forgot about the floating code, yes pressing up makes you fall slower, wanted to try to give the player more control over the character at the very beginning of creating this game, hence I implemented a "fall faster if you press down" and a "fall slower if you press up" function for the character. But as I rushed to complete the game I completely forgot I put that in. Youre the first to notice this haha!
Apologies for not creating controller support, never tried implementing that before so I didnt think of trying that out (im still really new to game dev), in the long run I do hope to learn how to do this though!
I'll try to see if theres any facing issue for the character, but during my (very limited) playtests, I didnt see any problem. Still will be wary of this though, thanks for highlighting this to me.
My mistake on making the gumballs not destroyable, just thought that making the second boss harder would have been the right move. Now Ive learnt that just because something is hard doesnt make it enjoyable, so will definitely take note of this for future game jams.
I didnt have enough time to make scene transitions but I do agree that the instantaneous switching of scenes does make it looks a little jarring.  Will do the same for music transitions in the future (if I have time for the jam haha)
Will read up on how to make the game more "open" in the future for"bigger" games definitely, dont want a full fledged game to feel linear, especially for a metroidvania.
I cant speak for the audio, but you can definitely hit Sulkin Raven up on that :) he did a great job haha
Will definitely make SFX a priority in future jams.
Once again thanks again for the lengthy and well thought out comment!

Thank you so much for your feedback!
Really regret not catching that tutorial text bug at the health stations, and really sorry about the soft locks. Will take note to playtest my game a bit more in the future, I think i didnt plan my time for doing stuff in this jam really well so I ended up not play testing as much.
Quite a few people have commented on the fall speed and after replaying the game and feeling the character controller again I agree with how fast it is falling, will change the script to have the character be more "floaty" when it stops jumping and have a terminal falling velocity put in place.
Will also make SFX one of the priorities in the next jam I get myself into, havent dabbled in that before so was a bit hesitant doing that here.
Once again thank you for the feedback!

It was rare to get so many jumps to being with, but I really liked it. Took awhile to realise it (which got me stuck for awhile) but I only realised that your jump would go higher depending on your speed.
Sadly I couldnt play much of the game as I couldnt seem to shoot with my right mouse click, really not sure why.
Seriously though, seeing the other screenshots and how much was made for this game showed the amount of things crammed into this game which is amazing (even more amazing considering how little time you took to do this), so definitely kudos to that!
Realised that the beginning area was also a bit more of a puzzle platformer than I realised, so the game design was great as well as it was able to merge both a puzzle platformer and combat!
(P.S. thank you for hosting these jams!)

Really simple but fun game!
Really loved how the character was "controlled" as the jumps felt snappy, maybe it was just intuitive for me.
The music was absolutely amazing too, really loved how each area had its own track and that the quality of each track was really good.
The art was a bit contradicting as the blocky nature of the blocks would usually hint at some kind of pixel art, which contrasted with how the bread character looked. Love how cute the bread was though!
Overall a really sweet and concise game!

Thank you so much for the feedback and the kind words!
Had to slap together a last minute "sound system" after realizing that my "sound system" couldnt be imported from my old project that easily (Sorry Sulkin Raven :p), will need to check that out definitely.
Those charging probably shouldnt be passing through walls XD Probably an optimization issue on my end that I need to work out.
Will definitely try experimenting with SFX in my next Jam, didnt really prioritise that this time round as I wanted to experiment with creating enemies/ bosses as the goal for this game jam, but playing around with SFX is definitely on my to do list.
Thank you once again for your time!

Really great game! Feel like it had a lot of thought put into the lore/story. 
Another thing that roped me in was the art, even though the tiles were repeated which caused a couple of backtracking problems, I really liked the little touches (e.g. The little movement in the hair of the characters when they cast stuff, the way stuff get lit up by fire/ get filled with water, love little things like that). 
Really liked the upgrades too, especially the solar dash, but I stopped using it after awhile because I realized that I usually get hit right after I finish the invulnerability frames., would have been nice to have just half a second more of invulnerability to move out of the way.
Have to admit that the character controls were a bit clunky though, as the "slipperiness" was a bit hard to control, have to agree with SavestateCorrupted with switching with a set speed too. 
Crazy amount of assets/ work done in one month though, so spectacular job by the team! Thanks for making this and will hope to get to play the ending some day!

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Thank you so much for the feedback! This is one of the first few games Ive made, so my player controller definitely needs some tweaking. Will definitely make the next platformer game have a change in the falling stuff. As for the gumballs, I accidentally forgot to make the gumballs for the 2nd boss destroyable, so that might have caused an issue. Probably need to make the hitbox for the gumballs a bit more apparent. Thank your once again for the feedback!

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This game felt more chill and I could relax a little more. After awhile I was also able to appreciate the approach where there wasnt any combat and I could focus on the intriguing platforming challenges. The idea of the pan was a unique upgrade to platformers so that was pretty nice.
Really loved the scene transitions and the music too, I felt that they complemented the relaxing atmosphere the game game off (other than the monkeys :p)
One thing I just felt could be tweaked slightly would be the the "instant" stopping of the character when he stops/lands from a jump, it did make him feel slightly rigid, but nothing game breaking that ruined the experience.
Another thing could be a brief explanation on how to use the upgrades. I thought the pan could only be thrown when  you touch it at first, not knowing that you could retrieve it back.
Overall a great game that allowed me to appreciate a bit more on the platforming side of metroidvanias!

This was really fun to play!
The polish of the game was pretty astounding, but what I really loved was the "physics" of how everything feels, the recoil of the gun allowing me to get to higher places, the momentum boost from the swing of the sword, that was what really made the game feel good to me (other than the really cool sound effects haha, loved those too)
The music also did give the right "vibe" to the whole space thing too, so that set the atmosphere well right from the start.
Have to agree with Rusty Bailey though, the sword was way too fun with its speed boosts, so the gun really became irrelevant after getting the sword (even though it was a really nice starter weapon).
Overall a really great game! Kind of learnt a couple of things in game development while playing this too!

Sorry for the late reply. Was really stressed out for the jam and tried to make my own assets. Thank you for offering your help though! I wish you well

Thank you for letting me know man! Im completely new to this so Im really grateful for someone to help me point out something like this. Honestly speaking dont bother playing my game though its really dumb and probably not paced well, just wanted to try and push myself to create a "complete" game to push my own development skills. On that note, I tried out Cosmonauty and it both looks, and plays amazingly well! Its a really incredible submission. Thanks again for letting me know!

A 2d tileset for a space station and a little astronaut player character. I think I can settle the rest of the art. Thank you for replying though

Hi i know this is really last minute but is it possible for some help? I have a list of stuff that I need, once I have those Im ready to finish my game.