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dayandnightcrew

30
Posts
A member registered Jul 03, 2024 · View creator page →

Creator of

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I don't think we did framerate limiting, but we did use delta time stuff... I am very new to unity so I don't know if that would solve it or not, haha. Thank you for pointing that out, we'll look into it!

And absolutely, we fully intend to continue development on this project :)

Maybe as an idea, a shadow circle under the character that could also be treated as the hitbox? But either way it's just a nitpick, good entry!

Ha! Goes to show. Designing mysteries can be difficult like that. Either way though, good fun!

This was really good! Deducing the correct answer was perhaps just a little too easy, since learning where everyone was at the time happened as soon as the time of the crime also dropped, but since this looks like an introductory story to something greater, if the teaser at the end is to be believed, that's all fine haha. Enjoyed it a lot!

The movement collision and digging mechanics need some more work. I found myself getting stuck on walls and really not being able to dig sideways efficiently at all.

I don't know if I google translated the description wrong or something, but it seemed to imply there was a way of progressing without killing anyone? Oh well. You've got some draw order issues to figure out (isometric perspective is hard to get that right for, I know from experience). Other than that, strong vibes!

Thank you so much! We were kinda using this jam as an excuse to kickstart this project, so there's definitely going to be more :) A couple folks on our team just got hit with life stuff halfway through lol. I'm still happy with what we achieved!

Couldn't make the jump onto the first platform, got stuck on some surfaces trying to navigate back to the bottom checkpoint. The jump timing to make that first jump might be a bit too pixel perfect to lead with.

kinda hard! Finding myself wishing there was some sort of health recovery option.

I think the hitboxes are a bit wacky; bumping a box that is clearly behind me with the top of my head isn't very intuitive.

I don't speak spanish, but the art is nice

I don't speak spanish, but the art is nice

Adorable art! Fun little clicker

Sorry, I really couldn't figure out what the game wanted from me after I jumped onto the second roof; couldn't figure out what the vine weapon does either.

The trick was having a strong enough downward force to keep the controller on the ramp, but only using it for the grounded states so that it doesn't interfere with the air states like jumping or dashing

Oops, I'm sorry, i misread. my bad!

Don't know what to tell you except "you're wrong", because the entire codebase was rewritten from scratch between the two versions

...our game/page doesn't state it has spanish available. So there is no setting for that. Good catch with the exit, it's the esc button, I will add that to the controls on our page (I forgot lol). I'll have to look at the movement speed about that, good point. Thanks for the feedback!

A few more context clues to help the game not be "click around until you find the right thing" would have not gone amiss, but it was a funny misadventure nonetheless

A fun little point and click. It is somewhat plagued by UI weirdness, the mouse cursor not changing to the correct interaction based on the interactable background in many cases, and the interactable spots themselves being kind of nebulously defined due to this. 

Dialogue could really use a background panel to make it more readable. The speech's auto-continue is also not very reader friendly, and I can see why npcs speak red, considering it still comes out of the protagonist.

For some reason, every now and then (i noticed when walking straight upward or downward) the character would move very slowly.

All in all, a neat result!

I was not able to find the settings to enable english. Moving around felt a bit weighty and clunky. Got lost in the office trying to figure out what to do without understanding my goals. Game only has a quit option on the main menu, had to hard exit.

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The art in this is fantastic! A little on the easy side with allowing the player to gun straight for the smithy enhancing options and some of the energy ones, the win condition was my first ending. Couldn't figure out how to get the failure one. Special mention for the frogger traffic sequence lmao

Hey, thank you for trying it! Our artists didn't have a lot of time during the jam, so most of the focus was around getting the gameplay fully functional.

Cute project! Didn't get all the way to the end, you have so many levels. But I did get a good few done! about five after the introduction of the sponge or so.

Adorable game with a funny premise! I couldn't finish it, was missing an octopus and a shrimp and couldn't figure out where else to look for them. The starting tutorial for the hover is also erroneous, it tells the player to hold jump mid air, where it should tell them to press it again and hold.

Couldn't quite finish it cause i stepped away for a bit after the second challenge, without knowing that something was going to come and get me, and it's a bit too slow paced for me to go through all that again. Very surreal vibe though, it was an interesting experience.

I really enjoyed the puzzle aspect of this! The sounds and visuals could have used some more polish but otherwise this was a fun short brainteaser. I kinda wish more than just the last one had multiple starting threads.

If you defeat all ten enemy waves, You should be taken to a second stage involving a boss fight.

It is an unfortunate bug that using the execution messes with the enemy wave spawner and gets you stuck in the first room, so I advise against using it if you would like to see the second stage, haha.

Al in all, this was a weeklong jam game so there is not much else to it, but for our first unity project I think we did good :)