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Dillyo

92
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5
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A member registered Jun 30, 2015 · View creator page →

Creator of

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Lead Programmer Here:
In Unity, you can stack cameras, so there are 3D and 2D cameras, the 3D only sees the 3D Dice and the rest is 2D, the 3D is displayed on top of the 2D environment. It just takes a lot of tweaking to get it to look right. We had to write a custom shader to make the dice look good.

When we were in the design phase, none of us even came up with the idea of a cooking game.

Interesting having the main character be a hamster or a mouse? Thoughts of Ratatouille came to mind.

I found this very challenging

Noita is great.

Great usage of the Limitation, I didn't even realize I could eat enemy bullets. I was trying to get the enemies to hit the vending machines for ammo, which didn't work.

I thought it was interesting as your health went down so did your max ammo.

I really liked this one, it is a great start to an idle game.

I really loved that you could just walk on the lava, and didn't have to worry about that while platforming.

I really like the concept, however, I had a really hard time figuring out what buttons do what.

The non-standard controls I found were:
ESC, SHIFT, and CTRL switch states.
C moves the pinball machines.

Reminds me of the old powder games.

Interesting concept, I had a few issues with the button's hitbox being to the right of the actual button, and my guys never killing enemies when they were attacking the base.

I really liked how you switched between the puzzle and the platforming challenges.

I haven't played a lemon stand game since I was a kid, thanks for bringing up old memories.

The first guy that I summoned just smashed his face on the enemy, love it.

I felt like this was meant to be played in multiplayer and it honestly took me a while to figure everything out.

Never thought of taking the Vampire Suriviors formula and putting it into a platformer.  I kept trying to get up the sides of the map with shooting down and jumping

I like the usage of the downwell style of jump, my main issue was not seeing the things that would hurt me, and the colliders seemed to be bigger than what they looked, which increased the difficulty by a large margin.

Agreed, we tried to make it easier and easier, and cut the difficulty in some areas in half at the last minute after we could easily beat it. We were up to Midnight balancing the game.

Yea, it was a lot of work, we actually barely worked on the week, since all of us were so busy, so the weekends were where the 95% or more were made.

Interesting concept, and a nice little story bit at the end.

Objects with higher Mass than you pull you in via Gravity

I really like this kind of mana system, I hope you decide to expand on that concept in the future.

I enjoyed running around and firing zombies was not expecting this kind of game for the Jam.

When testing I would rush the satellites, and be like to myself "you got to eat an asteroid first!"

I love this game, death messages are so great, they break my heart.

A nice relaxing game.

I really like the 4 upgrades bars it is a unique spin on the core Vampire Survivors gameplay.

I was suffering from some frame drops, I love growing a zombie horde, I made a game jam game like this years ago.

Never played anything like this game, thanks for the unique experience.

Reminds me of Missile Command, I could see this as a Mobile Game, when I learned that I could just spam click missles the game got a lot easier.

I liked the fight versus desertification.

I felt like I needed two people to play this game.

I liked the animations for the construction process, just wish there were some SFX

Reminds me of one of those GoD Flash Games where you create many elements from 4 starting ones.

Cool death particles, I do think the spawning the enemies off-screen and some Music and SFX work would have helped wrap things together better.

I had a fun bug where falling through the world, I could keep moving to the right.

Also collecting letters and them displaying them to teach a new gameplay concept was unique.

Very relaxing, I liked what you did with the sound design.

Interesting platformer, was there some proc-gen with the levels because I got a different one each time, which made the experience more enjoyable.

I liked the yin-yang system of growing and shrinking giving the threat of needing to get kills faster without the usage of a timer.