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danceswithpixels

76
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A member registered May 21, 2019 · View creator page →

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Thanks for the feedback! I had mentioned in another post that the first levels were intended to be easy as a means of teaching players the mechanics. But in actuality, they might have been too easy to convey anything. Would love your thoughts on alternate tutorials that isn't a wall of text!

Thank you! I just realized how similar our games are and believe it or not, my initial plan was to also make it isometric. Great minds think alike!

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Added an explanation of the game's mechanics on its itch.io page. Would love your input on it!

I appreciate the feedback!

Unfortunately, I didn't have much time to spend on this jam and was hoping that the first few levels would be simple enough to convey the mechanics. In retrospect, I now realize that they might have been TOO simple to convey anything.

When time permits, I'll add clearer instructions to the game page. 

Regardless, thanks for checking out my submission!

We will dedicate our next game to you and jdubss5.

We will dedicate our next game to you and doh629.

Simple, but difficult game (in a good way!). Loved the unique art style!

Simple, but difficult game (in a good way!). Loved the unique art style!

Loved the main character animation and music! Game felt very meta; Stanley Parable vibes!

Loved the main character animation and music! Game felt very meta; Stanley Parable vibes!

So trippy, yet so beautiful...

So trippy, yet so beautiful...

Appreciate the comment and you're absolutely right! The consensus seems to be that it's on the harder side, but our naive and optimistic interpretation of that is that there's at least some progression in the form of a learning curve :P

Regardless, I appreciate your honest feedback and it's certainly a lesson we'll take into our next game!

Thanks for the kind words! I enjoyed your submission as well! Played through all 3 levels :D

What a chill game and resourceful usage of the TileVania assets! Loved the lighting effect and using it to guide the spirits!

What a chill game and resourceful usage of the TileVania assets! Loved the lighting effect and using it to guide the spirits!

We got a hacker over here!

Thanks for your game! It totally made my day!

Thanks for the compliments and feedback!

We actually shared some of the same ideas during development (using medical items to slow down zombies, making this a level-based game where saving 5 patients would advance you to the next level). But due to time-constraints, we ended up just focusing on delivering a minimum viable product.

Sounds like we're on the same wavelength!

Thank you! I've never played WoW, but it sounds like the OG Overcooked xD

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Pack it in, everyone. The jam's over. We have a winner here.

P.S. I love your sense of humor and this game is the epitome of simple idea, great execution!

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Pack it in, everyone. The jam's over. We have a winner here.

P.S. I love your sense of humor and this game is the epitome of simple idea, great execution!

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I'm blown away. This is a solid foundation for a unique roguelike (imagine forcing the player to decide between going further in their run or dying so they can start their next run with an advantage)! You gotta do something with it before someone else steals this idea!

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I'm blown away. This is a solid foundation for a unique roguelike (imagine forcing the player to decide between going further in their run or dying so they can start their next run with an advantage)! You gotta do something with it before someone else steals this idea!

Loved the art and dialogue! Don't think I was smart enough to figure out all the ways to die, but I loved the concept!

Loved the art and dialogue! Don't think I was smart enough to figure out all the ways to die, but I loved the concept!

Loved the stellar mix of platforming and puzzle (figuring out the different ways to die). This idea has a lot of potential to be expanded upon!

Loved the stellar mix of platforming and puzzle (figuring out the different ways to die). This idea has a lot of potential to be expanded upon!

I had wanted to make a similar game for this jam! Glad someone brought this idea to life and I'm obviously biased, but this was fun and there's definitely a lot of potential to do more with the idea!

I had wanted to make a similar game for this jam! Glad someone brought this idea to life and I'm obviously biased, but this was fun and there's definitely a lot of potential to do more with the idea!

Beat the game multiple times because it was so enjoyable! That boss fight was top-tier!

Beat the game multiple times because it was so enjoyable! That boss fight was top-tier!

Had a fun time and got all the way up to level 7! The main feedback from me is that the game's a bit too easy. I found myself chomping away at the white shirts without much consequence since I could easily rebuild my health by eating everyone else. But other than that, I loved the animations and graphics!

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Had a fun time and got all the way up to level 7! The main feedback from me is that the game's a bit too easy. I found myself chomping away at the white shirts without much consequence since I could easily rebuild my health by eating everyone else. But other than that, I loved the animations and graphics!

It's extremely impressive to me that you got a fully functional (and extremely unique) multiplayer game ready in a span of the jam!

I wasn't experiencing the issues other players were encountering, so maybe I'm lucky. The game felt great and responsive. It's also fascinating to see games made outside of Unity, so I'll definitely be looking through your source code!

It's extremely impressive to me that you got a fully functional (and extremely unique) multiplayer game ready in a span of the jam!

I wasn't experiencing the issues other players were encountering, so maybe I'm lucky. The game felt great and responsive. It's also fascinating to see games made outside of Unity, so I'll definitely be looking through your source code!

Consider the game beat if you can save at least 5 patients! 

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We promised and we delivered!

Patient Z has been updated with the following:

  • Fixed a bug where sometimes players cannot pick up items (Unity's OnTriggerEnter2D was not always being called, so we replaced it with OnTriggerStay2D)
  • Improved AI pathing
  • Fixed object layering
  • Rebalanced difficulty by:
    • spacing out the map
    • increasing patient expiration time from 15 to 20 seconds
    • resetting patients' expiration time in between requests

Right back at ya, JoeRaig!

Your game is BEAUTIFUL! Might have to use those assets for a future project!

Thanks for the kind comment, baron_elmwich!

There's definitely some wonkiness with picking up items that we're trying to address in an upcoming hotfix. After playing through your submission, we are inspired to improve our game further! Your music choice and aesthetics were top notch!!