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Curious Specimen

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I have spent a good couple of hours playing this. I can't believe you managed to put this together for the jam! It's awesome.

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Everything looks so good in this game. The cutscenes and animations are gorgeous. Some of the puzzle bits were hard to figure out but that made them all the more interesting. There seemed to always be something new and unexpected going on. I loved the sound design and the music too. Well done!

The visuals and audio put me off at first but I am glad I kept playing, because I saw all the cool abilities and the variety of enemies, all cooking-themed. I enjoyed it quite a bit! The game is responsive and I like the charging effect when you are about to throw some dough.

If you polish the sprites and animate them properly, and if you introduce the game with  some sort of story, that would be a really cool game!

Another issue is I don't see how it connects to the theme of the jam? Is it because pizza chefs spin the dough over their heads?

I was stuck at the same stage so I hope the dev replies to this!

Yes this is very tricky to deal with during development. I'd say, get a lot of people to playtest it (which you probably have), so you have a good range of people to adjust the difficulty accordingly. Also, I realised that in a lot of situations, I did not mind the difficulty if there is something that shows me I am close to reaching the goal and the game gives me feedback. In your case, you can see cracks forming in the rock, which shows me how damaged it gets. If I did not have that, or if the visuals and audio were not here to keep me engaged, I may not have been so patient.  So again, well done!

It was hard but I won the game. I think the difficulty was well balanced. It was thoroughly enjoyable. It also looks very polished for a jam game. I am loving the pixel art and HUD.

Well done!

The game has got really cool visuals and atmosphere. It reminds me of older titles like Diablo and Dungeon Siege.

As far as the gameplay is concerned, there is not a lot to do since the skeletons are killed easily and they don't drop anything. Spawning dozens of them further down in the dungeon does not make the game more challenging. The boss was a welcome addition, but as soon I got him locked in a stun loop, I also got the upper hand quite easily.

If you keep improving the game, there is potential to make a nice action-rpg with retro vibes. The spinning mechanic could have a cooldown effect to make it a special ability alongside a more common type of attack.

I had fun for a bit and I think there is great potential here. I think a lot of programming pain went into that!

Now, I don't understand the difference between the blue and red skyhooks. Sometimes I clicked a red skyhook and then the game wouldn't let me place any rockets any more, and the red cursor on the planet surface wouldn't show. I had to restart the game. 

Speaking of the red cursor on the planet, the circular hitbox around the planet that allows for placement of rocket is very small. Make it so that the planet itself is part of that hitbox.

The big red targets in space where impossible to aim at for me, it was completely random using the blue skyhooks if one of the hooks would decide to launch a rocket in that direction.

Like other people have said, I think we need to be familiarised with the mechanics more slowly and carefully. A few screens of explanatory text won't do it as a tutorial, I think it needs a proper step-by-step tutorial level.

The game is pretty serious and I had fun playing it! The controls are a bit tricky sometimes and I find it hard to do some precision jumps.

I noticed one thing that I don't like and it's the timer on the top-right of the screen. You are already punished by dying a lot, and when you finally reach that checkpoint all your progress is lost again if you run out of time. I don't think it adds anything to the game.

Also, spinning gives you points but I actually don't use it because a) you don't need so many points to complete a level and b) being fast means you are more likely to run into spikes or fall off platforms.

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I completed all the levels. It was really cool, just what I wanted to play! The clever mechanics and nice visuals were perfect. Edit: the game is short and sweet but I do hope you add more levels in the future!

Pretty good game, well balanced on all aspects. The game feels responsive, with a lot of juice, particle effects and audio feedback. It's pretty engaging. I don't know if the difficulty is incremental and more ennemies are added at every stage or not, but anyway my high score was 6. I especially like all the cool random changes and did not know what to expect next. It made the game feel chaotic and brutal in a good way.

Very nice graphics and use of the theme.  I found it a bit confusing to play as there were many items to choose from so i was not sure at any time if I was winning or losing. I think the goal is to be the first one to lose all the nine lives? So you have to use the "healing" bullet on your opponent?

The game is very cool and well in the theme, I'm just bad at playing it and find it quite hard myself. I did not have the patience to master those advanced techniques but you explained them well in detail and i'm impressed that you implemented all those fine controls and combinations.

In the tutorial level, I could barely see the platforms (black on black) and had to squint at my screen. I understand you are in a dark and grim slaughterhouse but please add a little bit of contrast.

I like the animations of the character and visuals in general, as well as the sound effects. Some gory particle effects when you hit the blades would be so good in my opinion.

Overall, well done!

Ooooh. I did follow the shadows after aligning them, but because i did not think of interacting with an invisible target, I just carried on walking until I clipped out and fell forever. I understand that having a prompt show up for the invisible teleporter would give it away and ruin the puzzle, so maybe just add an invisible wall around the island? And specify that the teleporter is invisible (I was expecting some kind of portal).

I will give it another go now! Thank you!

Good use of a spinning mechanic. Seriously funny.

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I think the "adapt" mechanic has potential, but I did not seem to be able to cause any damage to the Slime boss in the first place. Every time I would launch an attack and collide with it, I would instantly die. So for me it was just a game of trying to dodge his attacks and wait to fill that bar. I like games about evolution and unique abilities so I would love if this game went more into that direction in future updates! (Edit: typos)

Thanks a lot! The eel gets you shocked and stops you momentarily from being able to control the kayak. Also, if you are perfectly still, a very slight motion of the mouse wheel won't be enough to give you any momentum. Those are the two explanations I can think about for why the kayak would not respond. We will look at rebalancing those values for the post-jam release. Thanks for the feedback!

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Thank you for your comment and for playing the game! If you keep fishing the same fish, there is an "overfishing" mechanic that makes it become more inefficient and it is conveyed by the fish icon turning grey. But reading the comments, I understand the visual cue for it needs to be more obvious, or something else could happen to deter you from camping the same fishing spot. Appreciate the feedback!

Thanks for playing! There is only one control, and it's using the mouse wheel. So if you could spin, you figured out all the controls!

Creative exploration of the spinning theme, and the visuals are very nice. However, even after following the clues I was not able to go even past the first level. It says to use F to interact with certain objects, but I did not find anything to interact with, or there was not visual prompt to interact.

I love the random things that the ant says! I wish there was more things to do or maybe different types of attacks or ennemies, but I know it's not always possible in a limited time.

A pretty good mechanic and interesting exploration of this jam's theme, very creative! In the main menu, being able to click the options in the sub-menus but only allowing keyboard navigation for the first menu seems a bit weird. Also, when I went into the level selection menu and clicked "Level 4", it took me to level 1.

Like someone else mentioned, I also got stuck in the level with the blue squares. Maybe I need to walk crab-like in this level. Some sort of incentive to continue here would be good. For example, if we could see where the end of the level is.

Visuals and audio are a bit dry but remind me of old Macintosh games I used to play.

Overall, a pretty solid game.

Pretty simple concept and puzzle mechanics but very good execution, with smooth graphics and transitions. Good sound design and relaxing music too. The physics are well balanced, it really feels like moving one of those wooden puzzles with the metal ball inside.

"This is the first real game jam I participated in". Well, for a first jam game I have to say this is outstanding! A very good exploration of the theme of the jam, and the game looks very polished with a whole set of abilities to use, a large world to explore and its own signature comics-inspired artstyle.

The level design is awesome and even if I stopped before I could get any cheese, I really enjoyed hunting for all those hard-to-reach coins. I don't know how big the world actually is but if it's not so big, maybe make the first piece of cheese obtainable sooner. It felt inconsistent having half of the abilities unlocked and no piece of cheese out of five.

The original voiceover is a feature rarely seen in this type of games, it shows lots of effort put in, and if it wasn't for an audio glitch that made the sound break down and distort for me, I would have played this for much longer!

This game is great and the world is huuuuge. So many secret areas to explore! Some of the abilities were tricky and I could not figure out how to jump higher (chain jump) or how to get the crystals from the trees. I murdered all of the poor ladybirds trying to jump higher...

I am loving the retro vibes and low-poly artstyle from this one. The switch of mood from the surface to the underground is a nice touch.

I did not see my life count going down every time I died (which was many times) so maybe this was for a boss fight or something else that I missed.

I think some of the explanations on the signs on how the abilities work could be made clearer, because I got stuck at some point in the cave and could not reach the next platform.

Overall, a very good entry for this jam in my opinion.

My max score was 55 points. I like the game concept and the mechanic of having to choose between the word and the actual colour. Good job with the programming to get all the colours randomly generated around the wheel too.

Instead of / along with the score system, I would consider having a timer because it would add tension and an incentive to make a decision fast.

An overal good game, well put together, well centred on mechanics. The audio design with the pitch going up is good. If any improvements were to be made, it would mostly be on visuals.

Cool programming project. I appreciate the dedication of learning a new programming language to make this! At first I thought it was only a simulation of the hand crank motion, before realising I could buy some upgrades like in some clicker or idle game. It would help if those upgrades looked a bit more distinct visually.

I dont' know what more I can do except making more money. It would be nice if every now and then I get rewarded with a sound effect, too.

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That spinning wheel was waaaaaay too slow. Also, the game quitting on me when I die, that's pretty rude! I was expecting to be taken back to a home menu.

As far as the theme is concerned, I feel there could be a better exploration of it. It was not apparent to me how the spinning wheel was integrated with the narrative or mechanics of the game. 

I enjoyed fighting some robots before being finally overtaken by them. Sometimes I would swing at them, but it did not register a hit. I wonder if that is stat based.

The maze was merely a succession of identical rooms so the level design could be made more varied. There is a good visual base even though the graphics are a bit stiff.

I would give it another go if there were any improvements made.

Edit: one last thing. Because this is a game made in Unity, you should definitely make a Web build for it so people can play it in the browser.

I was able to mine and pick up some coal. It did not give me any money though. When I died, I respawned in a different area where I could not go anywhere. I did not understand how to kill the enemies or decrease their hostility and what the "drilling rate" bar meant.

The hefty filesize is also a problem that might put people off from giving your game a go. I think there is some optimisation to be done on assets to bring the filesize down.

It's short and sweet with a good variety of puzzle devices. I found it enjoyable to play and it has the potential to be extended with many more levels. I would happily play more levels of this even in its current form.

The visuals and sounds are pretty bare. There is room to make the game feel more engaging by adding audio feedback when hitting a wall or rotating the puzzle, having custom sprites instead of primitives, adding particle effects when you hit a spike, a "magical zoom" sound effect when you teleport, etc.

Good job on the clever level design.

I completed the game and saved the world, yay!

I really enjoyed the narrative and world-building in this one, I can tell it was made with lots of love. So many little things to interact with, talk to and visit. The artstyle and visuals in both the world view and cutscenes were really pleasant to look at and consistent thematically. 

The thing that needs more work and balancing is the combat system. While I love the mechanics of throwing the spinning disk, I rarely missed even at the highest speed. My opponent also did not seem to be able to cause me any damage.

The game is pretty polished for a jam game! Well done!

The levels felt quite challenging and it was worth the reward when I finally made it to the cookie! The ability to spin the world around you is an interesting concept, even though it can be disorienting. I found myself back to the beginning a couple of times X-D. Maybe if the colour gradient was darker/brighter closer to the end of level it would be easier to navigate.

I would personally remap the controls to SPACE for dash instead of SHIFT because dashing with my little finger was not convenient for me, and it's such an essential part of the game.

Being introduced to new mechanics half-way through the game (the orbs) was also a nice touch and gave a sense of progression to the game, instead of just going through different levels. My only regret is that I didn't make it past "The Dropper".

An easy-to-implement quality improvement would be to add a different audio loop and colour theme for each level.

Overall a nice platformer with familiar elements, a new twist and a decent amount of effort on level design!