Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Cocco

82
Posts
2
Topics
11
Followers
7
Following
A member registered Mar 13, 2019 · View creator page →

Creator of

Recent community posts

Wow, thanks for really taking the time to check out our game! I think one of  the greatest compliment for a dev to receive from a player in a Game Jam is their time investement, so I really appreciate you trying different content options and mechanics. We are going to allocate more time for balancing and testing in future jams for sure!

Thanks Bartticus! It was our first time doing this 2.5D artstyle and we had to get creative to make our asset pipeline as efficient and streamlined, but asthetically pleasing as possible, so its great to hear that we managed to bridge the gap. 

Haha, I'm sorry to hear that you unfortunately also fell into the void, thank you for taking the time to give us valuable feedback. There was  a mix-up with differnet Uploads of different build states, I think you might have had the one with the tick-timer set high for testing purposes. We will be testing a lot more in the final stretch for sure. It was a 3D Bomberman Tower Defence at first and evolved into Plants vs Zombies with Spawnegg-Timers later on, so you really hit the nail on the head.

Thank you for taking the time to comment, we will be allocating more time for game balancing and testing, especially in the final stretch of the jam, instead of adding new features in the future!

Hey, we both had the same Idea with using pixelated photos of hands for our first person controller, which was fun to see. The Gunplay is juicy, hitting enemies with your bullets feels rewarding. We coincidentally also had the same error with importing urp shaders into a WebGl build, I know how much it sucks to lose that after all the work you clearly put into the game. You did really well!

Wow, you really did a classic psx 3d platformer in such a short amount of time, I'm really impressed! Its also amazing to see the cute cutscene at the start, and all those different models and content you added to the game. The controls are a bit finicky and floaty, but I still  had a lot of fun collecting the parcels in the trees. So many details, in  such a long time frame, you are a beast! 

Hey LociDev, thanks for playing our entry! Seems like we should have set our invisible walls with more precision, I hope you could at least enjoy the gameplay for a bit before falling into the void.

Great and consistent artstyle with clear visual language. It feels all around polished to look at. The gameplay is fun, because it feels responsive and consistent and the humor adds a lot to its charme. All around great job!

Thanks HubleServant for trying our game! Its our first time trying a 2.5D artstyle in first-person, so we`re glad you enjoyed the experience. 

Thanks for your feedback, beedleitch! We wish we had more time to iron out some of the bugs, like the camera control not translating too well to WebGL, so this is completely our fault. Thanks for playing!

Hey my friend, we both had the same core idea, but you managed to pull it off, in a way more polished state! I had great fun racing against myself, real geat job :)

This is such a nice comment, thank you so much! We had a bunch of other features planned, but we had to focus on the Phantom Replay mechanic because of the time constraints. 

We would have had a moderate pool of different sized battle vehicles with their own driving quirks and a functional shooting mechanic to stun the ghost replays for a short period of time. We hope you had as much fun playing the game as we did developing it!

This wasan amazing entry! What a great idea and execution. It would have profited from a bit more polishing regarding the visuals. 

Love the artstyle and had a lot of fun driving. You designed a great feel for velocity, even if it was sometimes hard to steer. Great job!

I got to loop 60 when I suddenly died, without seeing an Exclamation Mark, still had some fun! It would have been a bit more enjoyable if you had added more to the game feel. 

I love the art in this entry, especially little visual language quirks like the stars on the waterbottle. Maybe it was just me, but I couldnt hear any music, which would have really added to the tension.

Hey guys, great job on your first game jam! I love that you actually had a narrative behind your game idea, also great job with the title screen, it looks great! I wish the jump would be a bit higher, because my character kept clipping on the edge of the pipes. All in all a solid first try!

(1 edit)

Hey man! We both had a similiar idea for our entry, so it was fun to compare differences between them. While the controls were a bit floaty at first, I quickly adapted and had fun beating my own times. Great work!

It looks deceptevely simple at first, but quickly opens up to some interesting design complexity. I could see this as a reallife tabletop game for a fun game night, as it's easy to understand. I did play a few rounds and had a lot of fun trying different strategies! Great job!

Thanks so much man, we really do appreciate your comment! We were unsure if people would even take the time to complete a lap to find out about the "Phantom"-Replays, so it means so much to hear that from you. 

Are you kidding me? This is an outstanding submission, really well done on this one! :)

It looks and sounds polished, even the externally sourced music adds to the atmosphere. Love the use of procedural generation in your level design, it hard to get right and you nailed it. 

Maybe its just me, but I find the speed of the  acid rain elevation a bit too fast, especially when some jumps can be too finicky.

(1 edit)

Great spin on a retro formula! The whole gameplay gets crazy fast and had me sorting plant spots like a madman. I think I would have enjoyed more variety in the rain drops, even if its just their respective size, or added mechanics like lingering wet puddles.

 Also, it is way easier to just let two of the plants die and just move one single plant around. :P

The movement gets crazy in a fun way if the w and a keys are held at the same time, which leads to the tank surfing over the (procedurally generated?) hills. Had a great time while playing. :)

Wow, this was a great experience! Even in this rudimentary state the game was quickly driving my into a mental flow state. Would love to see this one being further developed.

You did really great with your submission, loved the soundtrack especially. Being able to rotate your character adds a lot more complexity to a well-known arcade format. I would love to see a level based around this gameplay with the shape/volume/angle of the player as a further developed game mechanic. 

Thanks for the feedback, there is a lot more content missing, we simply ran out of time to fix the code. 

It sadly is! Maybe next time we will learn from our mistakes made in this jam!

As stated in the title. I would like to participate, but the frontpage is a bit barebones on information. :)

Thank you so much for your considerate feebdack! I had to leave the bear traps out, because there was a huge balancing issue which would have made the fight either way to easy or to inaccessible for every jam player, so I had to scrap the mechanic for the last fight. :)

As someone else said a bit further down, the pinball would control more responsive if it would be bit less floaty. Still, I like the old school design approach mixed with some new elements for a fresh arcade feel!

You're right I guess, at least the collisions should be much more repsonsive and reliable, I can't wait until I have the time to get it to work.

You know- I had so much in mind before ultimately scraping most of the content. Not only because of the deadline but because I had doubts about having everything beworking flawlessly and being polished. But the world map was one thing I didn't want to leave out - so thank you for noticing it! 

Sounds like a weird bug, I also did encounter it once but didn't give it much attention, I should probably make a fail system around that going in the polishing stage. Thanks for telling me and playing the game!

Oh, I really appreciate your detailed comment, especially regarding the balancing aspect of the game! I actually wanted to add some more pick ups but had to leave everything out except the health pack, so it's great to have an outsiders perspective on it. The boss is completely randomized, he has three possible attacks at the start of the phase. Maybe a more reliable pattern would give me some more control to make the player experience more universal. Thank you so much for playing and taking the time to give me an insight in your experience!

You're right - if I had any more time I would have made it possible for the player to control the trajectory while the ball is being grabbed.  I*m not sure if it would count as polishing, or else I would implement it this week! Thanks for playing!

Maybe I should make my games more accessible for everyone by implementing some kind of dynamic difficulty curve . you gave me something to think about. Still - thanks for playing!

The narration is my absolute highlight of the jam and adds so much to the experience. Also, the programming seems to have taken a lot of work, as well as getting everything properly set up. What a creative use of the theme, a job really well done!

(1 edit)

I also thought about making an alternative imput method, but I think the artstyle doesn't translate as a mobile game too well. Thanks for the kind words, for real! It's great to get such a positive feedback after working solo on it for some time. :)

Wow, thanks a lot for actually giving me some detailed feedback on this, you're describing some important points to consider. The bouncing was caused by an animation error which I just found right about now. Maybe I'll also need some better indicators for the enemy attacks.

Haha, you know that's so great to hear - a majortity of the time I spend on this exact moment you described and it seems to be paying of. I read a lot of comments talking about the boss which honestly surprises me as I expected it to be more of a reward for the few patient players. I'm going to use the next few days to the fullest to polish it a bit more. Thanks again for your time!

Thanks man, yes, it sadly was because of time constraints, but at least I have the chance to polish it the next few days. I hope you had a few fun filled minutes. :)

When submitting a narrative focused entry to a game jam, the story has to be exceptional to grab the players attention. Not only did this game managed to grab my attention, it did so with such stellar writing that I am envious that I do not have a writer at my own disposal. The art is charming as well, but it does feel a bit detached from the base tile set, which could be solved by using a more abstract custom tile set. All in all a gem between all the gameplay oriented entries and a job well done!