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CookieFrog

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A member registered Nov 06, 2020 · View creator page →

Creator of

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Thank you!

Aww thats some dedication! Thank you!

Thank you!

Thank you!

Thank you!

Very cute game!! Kinda reminded me of Icy Tower

There is a beautiful reveal of the drag queens final look! Unfortunately I forgot to write the small bit of code that would connect the good ending lmao

But you can get to the final screen by loosing! :D

Yes, didnt manage to hammer out that bug in time unfortunately :( 

But thank you!

Thank you! Loved your game too! I mean, when we heard the theme we knew it had to be over the top campy, and this is the only answer to that

Our artists did a great job!

Very cute

I would like to have as little outside interaction as possible and the google form wouldnt help with the in game analytics. Can the browser game send me the information to an email?

Unity.

Preferably I would like to go without using a server for it, if its possible

Ah I meant a file that is generated during play

I wanted to use itch. io for my thesis experiments and having the game in a browser would be ideal. However I need to run some in game analytics and I need the player to send me this information. Is there any way to do this with a browser game?

Thank you!!! For once we really might want to try to extend it beyond the gamejam game a little bit haha 

Ah, I will admit the evaluation turned out to be a bit random. And we didn't have time to add dramatic effects reacting to how well/bad you are proceeding. So as it is, I'd say it's just about having fun with it and trying to get all of the lil demons!

There may or may not be more monsters in the future.... THank you!!

You have to keep them burning. The progress circle on clicking that is rather invisible though :( Thank you!

I love this!! Though I feel like I did get pretty lucky with the alien always being at the edge of the crowd haha

Hahaa, haggling definitely isn't my strong suit. But I like the idea and how you implemented it! Though it did feel a bit awkward that there was no way to stop the timer (at least that I know of), so I couldn't really read the book.

Where are the journal entries :(

Please upload the whole build.

Please upload the whole build and upload it into the correct project (Project T).

Might be good to take another look at this. The paddle keeps getting smaller, so you are probably missing a reset to first position somewhere. The tail should probably disappear when the game ends (This is implemented in the distributed version).

That's really curious. Maybe you can message me on discord and show me the code and unity component setup. It's hard to guess what's wrong without it. (I'm Rony on the gamedev server.)

There is a small mistake with the bullets. If I shoot to the left, they spawn to the right of me and therefore hit my character and disappear. Maybe taking another look at this could be helpful.

You aren't flipping the bullets based on the direction (if I shoot to the right, the bullets are facing left).

The column just disappears! It should instead break up into parts.

It would be nice to have more than just one key to see what you tried.

Good job :) Though overall, the level is very short and needs to be extended to fit the 2-3 minutes criteria.

For the ODD itself. Avoid handwritten text. It is very hard to read. In general, don't use too many different font sizes. Avoid unnecessary arrows and descriptions. We already know how the player and enemies look from the legend, no need to write it again in the map. Moving pad - what is the line there about? The text can be next to the pad. Instead there should be a clear indication of the path the platform takes. Portal - there is plenty of other ways you can indicate that they are connected besides a giant arrow - colors, numbers, etc. (even nothing, as you only have one portal).

I do like the legend and the descriptions on the side. They could be a bit more organized and take up less space - letting you make the level map bigger and easier to read.

(Also, can the player not just jump over the locked door?)

As I have said already, this is very unreadable and I recommend redoing it digitally. I can't even make out some of the text.

Also, the level is way too short. as it is it would take under a minute (or even under a few seconds with the shortcut).

As I said during our labs - make the grid much less visible. As it is now, the text is extremely unreadable.

It took me a while to find the start. Careful with the arrows, why is the end and start the only place where the arrow points to the text and not to the object? Since you mostly have these texts right next to the object I wouldn't use arrows at all since it's obvious what the text is connected to. The only exception would maybe be the enemies.

There is a lot of dead ends. Maybe consider adding some sort of reward into them. Since it's called Ellen's Trip, maybe she can find something there, collect stuff, or even just give the player some comments/insights.

Other than this, good job :)

Good job :) I like the addition of wall jump. Though this should be highlighted as you are working with this as a new technique that will have to be implemented. 

There is way too many arrows. Especially if the arrow is overlapping another illustration or even worse text, somethings wrong. There is plenty of other ways to note that this pad is connected to this door than just arrows (color-coding, numbers, etc etc). The info pop ups can mostly be written directly into the map, though I would put them into a box or something and then add into the legend that this means there should be a tutorial pop up. This way you can just add a box that says "crouch" into the map and it will be obvious there should be a tutorial pop up about crouching.

In general - use less text. For example "The door is open only when all enemies are killed" can easily be replaced by "open when all enemies killed". 

While I like how you type out the introduced mechanics for each level, I wouldn't be afraid to clearly separate what text is connected to which mini level. 

This however does feel like a bit of a stretched tutorial. Maybe adding a final mini level where you introduce shooting as well would be nice. 

And finally - how much health does the player have? Can they use weapons? (They can't here, but instead of writing it in one of the level instructions, it should have its own spot) What about the enemies? Health? Damage? Range?

I like the extra mechanics you added, good job :)

For the ODD itself. Don't use arrows that go across the map. The crumbling platforms could've been described in a similar manner as the orb dispenser, no giant arrow needed.

What does gravity: 75 mean?

I like the effort to write as little text as possible, but it is good to recognize when text is the better option. Simply writing "can't attack" next to the player is more clear and takes up less space in the end.

In general, good illustration should also be commented. Like why are the enemies in the spawner circled? What does that mean? The crumbling platforms could also use a few more words simply describing when they start crumbling. Also color coding is great, you have used it pretty well with the doors. I would say you don't need to add the slashed lines as well, since you use them with different meaning elsewhere and the color coding already makes it quite clear what object opens which door (not to mention in the legend you use a full line, while in the map you use a slashed line). Also don't repeat colors, the bridge especially is rather confusing, is it also connected to the interactable object?

Regarding the fancy corners, they just add to the clutter of the page, so I'd rather omit them and have more space between illustrations on the page.

Though the tower idea is cute, this feels more like a very high level overview of how the level could look than the design of the actual level.

Instead of writing "the tower has a reasonable amount of floors", decide on an exact number and design all the floors. Why are there two floors that are just completely empty? 

Don't overuse arrows. The "Boss enemy" label can be on top of the boss icon, no need for a giant arrow. Same goes for other instances.

There is a lot of text. Try to avoid it as much as possible and instead use pictures and one-two word descriptors. 

I like the description of how the tower should look and feel. However it is rather randomly placed in the document, with no title signifying what the text is about. Also you don't need to write "the tower" three times in a row.

In general, avoid words like "should, could" and "there, that". For example simple "decoration and victory text" written on top of the tower is enough.

Good job :) The visual side of the ODD is very cute.

However, as I already mentioned, the level is rather short. Just a little bit more should be enough.

For the visual side - again, readability is the main focus here, so while I appreciate the care for visuals, don't do it at the cost of readability. Fonts should be simple, clear. Same goes for the building blocks of the game, especially at the bottom they almost blend into the background.

I like how you have color coded everything, however its rather hard to see. Don't be afraid to color it completely. It took me a while to notice that the pit of spikes is instant death. Same for the other outlines, they are very faint and with everything else going on very easy to miss.

I like the bullet jumping idea, good job!

For the one page design document itself, it feels rather overcrowded and hard to read. Try to use less text and more pictures for the legends. Levers and gates that are connected can be color coded for example to make it clear they are connected. Then you only need to place a legend with the symbol of the lever and the word "lever" etc. Dotted lines, what do they mean? This should be mentioned. Same goes for the optional bullet spots (what does this dot mean). The path of the enemies, why do you mark it differently each time? And again, what do those dotted lines mean. 

Also how much health does the player and enemies have? Can the player kill the enemies with the special bullets? Can they use melee attacks? "Simple walking enemies" - does this mean they only walk and not attack? What attack do they use?