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HuglyDuck

52
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5
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4
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A member registered Sep 20, 2024 · View creator page →

Creator of

Recent community posts

Thanks a lot! Great idea — I’ll do that as soon as possible. I’m also planning to make the different insect parts more noticeable in the game by adding a slight color tint with a shader

Interesting first release! Usually, people start with a Space Invaders-like game.

I’m looking forward to seeing your next creations if you keep joining game jams

The game is nice! And yes, “web” in English also means “network,” so you’re definitely on theme. But there’s also the theme “Small things, big impact!”.
I found the game a bit hard to understand without an in-game tutorial. For example, I don’t really understand the purpose of the mountains — why are they there? Are there supposed to be enemies? I didn’t see any during my playthrough.

You don’t need to tweak the movement, that was my first impression. During my second playtest, I had no issues at all, it was just a matter of getting used to it

We also had the idea of making a game based on the Mario 64 mini-game, and you executed it really well. The 5th puzzle really gave me a lot to think about!

I really like the concept, the idea of thinking about where to place our webs so that they are as useful as possible for as long as possible is really cool

The game is interesting in its controls, but when you get too big, it becomes really difficult to drop the flies into the webs.

The idea is nice, and the art has a really beautiful style , I like it a lot! The game could use a bit more juiciness, for example by showing what’s selected with a highlight or something similar. It’s not always necessary to make a level-based game; yours could work really well with an endless wave mode that gets progressively harder

I had a lot of fun playing it ! the physics work really well! I just got stuck several times on stage 4, which made me have to restart the game. The snapping, when aiming at a gravity-affected block, makes the swinging feel really nice.

The game is really cool, it’s super juicy! I really like the post-processing effect used for the temperature increase. However, on lower difficulties, there’s a long time where you can’t see much because of the flash. Maybe triggering it only when you die instead of increasing it gradually would work better

The movement is a bit annoying, if I’m not mistaken, the only way to move is by clicking with the mouse. It works fine when you’re zoomed out on the map, but when you’re zoomed in, you have to spam-click just to move a little because of the limited visibility

I love the art style of the game, the idea is awesome, and it works really well with the physics! Adding a leaderboard might seem like a small thing, but it actually adds a lot, especially since it’s online!

Cool simulation, it's super juicy! Are you planning to make it into a full game later on?

Sorry, I didn’t take the time to point out the bugs earlier. I’m not sure if they’re actual bugs, but they gave me that impression. First, there are some insects that move from right to left that I can’t reach. Then, when you run out of webs to move on, you get teleported to the left side — it’s a bit confusing. Finally, moving between the different webs felt a bit hard to control at first, but after playing again, I actually got used to it

Really good game, it's super juicy!! I really like the feel of the shooting. The monster pieces bouncing around when they die look awesome

Aaah, no, it’s a bit my fault too, I should’ve thought of that

The game is super juicy!!! Really satisfying to find the right emoji, and the art works really well

The gameplay idea could be really great if developed further, for example, by letting us add our own nodes. I wasn’t a fan of the controls, and the menu music was a bit hard to listen to

The art and SFX are nice, and the gameplay is a good idea. There aren’t many spells, I counted five, and I don’t understand the *read me*. Is that a bug, or are the explanations written somewhere else?

The game is really buggy, I couldn’t really play it, but the concept looked good.

The idea is really cool! I can’t imagine all the physics calculations behind it. Unfortunately, it’s a bit unstable and there are quite a few bugs, but it’s already amazing to pull this off in a 2-day game jam. The component connection sound is awful to hear — but honestly, it’s exactly the kind of noise a computer would make!

The idea is nice, but the levels seem to be procedurally generated, and you can quickly feel the limits. The difficulty doesn’t really increase, and I don’t quite get the point of making several webs instead of just doing them one by one

Good game idea! The art is nice. The first playthrough is pretty confusing, but on the second one, it works really well once you get it. It gets a bit repetitive toward the end though

I really like the art, and the animations of some creatures are really fun. Giving a score objective really made me want to finish the game, especially since the controls feel nice. Making the first run easier and then keeping a higher difficulty for the next runs helps you progress faster and avoids the boredom of having to start over, it’s really cool!

The game fits well with the 'Webs' theme, a bit less with 'Small things, big impact,' although I understand the connection with the story

The concept looked really great, it’s a shame we can’t play it because of the screen resolution

The game is truly fantastic, the concept is incredibly fun, and the art and sound design are excellent. Quick question: what logic is used for the connections between the nodes? From what I’ve seen, it’s not always the closest one.

Excuse me, I was talking about street lamps, bad translation

I did some research to find a solution and came across this thread. Basically, it suggests adding the following lines in your shader:

#if !UNITY_REVERSED_Z
depth = 1.0f - depth;
#endif.

That should fix the problem.
 https://discussions.unity.com/t/depth-texture-not-working-correctly-on-webgl/149... 

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A boss??? There was one? x) I’ll try the game again as soon as the patch is out, I’m really curious to see it!

Really disturbing as a game, but walking simulators are always fun. On the other hand… what do you take before going to bed to have nightmares like this x)

Ah, I just noticed you used a depth fade for the ground effect on the screenshot. Unfortunately, we can’t access the depth texture in WebGL, which is really a shame.

The idea is really cool! It could use a bit more SFX when using the traps, but I really liked the death VFX. I also had a bit of trouble understanding that the enemies had to be taken into the fire. Just one question: if we kill them earlier, doesn’t the score count?

Thank you for playing, we’re glad you had fun with our game!

Thank you very much for playing! Throughout development, we wondered how to show that the vampires’ deaths make the planet shrink and how to explain that the game ends. We considered adding a life bar, but since the game works well with minimal UI, we preferred not to include it

Thanks for playing! We aimed for a small scope to be able to add as much feedback as possible, even though the physics simulation turned out to be more complicated than expected

Thank you for playing! It’s true that the only difficulty increase comes from the growing number of vampires and the shrinking planet size. The meteorites and the planet’s rotation speed don’t increase over time.

Thanks for playing! The goal is to save as many vampires as possible by moving them to the night side. Each time one dies, the planet shrinks.

I really liked the game, the different enemies and the two bonuses help avoid redundancy. I also really enjoyed the art. However, some enemies make the game extremely hard

I really like the idea and had fun with it. The art is nice. However, some boats on the right that I lit didn’t move do you have to stay on them for a certain time? Does the mouse pointer need to be centered on the boat?