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dwhiffing

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A member registered Apr 04, 2016 · View creator page →

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Thank you very much! I tried to draw attention to the tips in the description that explain that you don't need to press the arrow keys to wall jump but hasn't helped as much as I had hoped 😂

You're a legend wrong way games, this is the most in-depth feedback I've ever received in +10 years of participating in game jams.  I agree with balancing on the easier side for jams, and appreciate all of your thoughts, very kind and flattering. I enjoyed your game as well, and look forward to checking out some more of your portfolio :)

Did I get to the top? Alas, I did not, but I had a blast trying! 

I had a similar idea for my game, something akin to a rage platformer, where the unluckiness manifests from how much your are punished for a mistake.  I really like your interpretation, though it is a bit hard for my tastes.  Well done!  

Thank you!! You don't need to press arrow keys to wall jump, just push against the wall once to get started, then hit jump repeatedly!

You bet, happy to return the favor 🙏

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I appreciate your thoughtful response! If you're free to give me a deeper analysis, id be grateful ☺️

When you mention wall jumps being slippery, I suspect you are trying to use the arrows to wall jump, but there is no need. You can simply start sliding on a wall and jump repeatedly until you get to the desired height

When I mentioned the velocity reset on landing, this is exactly what I meant when you said you felt "bogged down".  It's meant to encourage you to take your time and focus on precise jumps instead of running and jumping constantly like Mario.  I feel if I tone this down, I'm essentially trying to make it more Mario like, but I'll experiment with it.

Here's a version with a toned down velocity reset.  Makes running and jumping feel less heavy, but I'm conflicted about if its objectively better: https://dwhiffing.itch.io/waltermelon-postjam

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Oh I specifically mean that there are a lot of texts that straight up tell you how to defeat a monster.  I would prefer you didn't tell me and I figured it out by trying whatever is intuitive.  Even on something like the window, let me figure out I need Windex by failing with water, don't tell me upfront that I can't win the fight until I find windex, give me a hint after I fail.  I think this was only for the first few fights, can't recall all of them.  I just think the fun of a mechanic like this is discovery, and if you tell me before I can discover, I lose that

A unique concept combined with a charming and polished aesthetic!  I enjoyed seeing all the different enemies and cleaning them up.  Though I found it a bit patronizing to have each monsters weaknesses explained up front, robbing me of the chance to figure it out myself.  Impressive all the different content you managed to squeeze in, excellent work!

Always impressive when games can run on real hardware! I like how you put a new spin on blackjack that feels properly distinct from the original.  As said by others, I didn't love the cursor, but understand it was a technical limitation.  Charming art on the coin guy, and very nice music!

Glad you enjoyed it, thank you for playing!

That was indeed my intention, to disarm you with charm, but use your investment in the character to motivate you to keep pushing.  I did include various shortcuts to make major mistakes less punishing, and a few ways to sequence break or skip sections that you struggle with.

Thanks for playing and for the kind feedback!

FWIW, wall jumping can be done by just hitting jump repeatedly.  It's likely you were hitting the direction away from the wall before hitting jump, causing you to drop off.  You can just push yourself against the wall once, and then jump to your hearts content.

Thanks so much for playing and your kind feedback!

I was hoping to make a challenging precision platformer that used charm to get you to keep trying when you fail, but I fear the controls ended up off putting.  I hope you manage to get all of Walter's melons without too much frustration!

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Thanks for playing and all the kind feedback! 

When you say the jumping is clunky, could you be any more specific? I suspect that if I were to increase the air control percent further, increase jump height, decrease gravity and remove the velocity reset on landing, it'd be perceived as less clunky, but it would also make walter control more or less like mario.  I was trying to strike a balance between a precision platformer like prince of persia and wario land, but unfortunately seems like I missed the mark, and people just find the controls frustrating.

Really quite an impressive package!  An original card solitaire card game with awesome presentation.  Love the extra polish, like the lightning revealing the faces of the participants, the dealer getting snippy if you try to place incorrectly, and unique cards having their own tarot-esque names.  Everything helps to re-enforce the fortune teller aesthetic.  I wish I could say I got a win, but I was one card away!  I think I better understand the strategy though, will be back to secure victory!

Well done!

Thanks for playing! You should be able to wall jump just by tapping jump repeatedly after sticking to the initial wall.  I guess you were trying to use the arrows and it was messing you up?

Very cool premise, definitely an unlucky thing that is happening to all these people!  The music is awesome, really takes it up a notch.  The houses feel great to destroy, and the feeling of chaos is awesome!  It was annoying getting snagged/stuck in the later levels, but was a lot of fun when I picked up speed and took out a whole flock of birds.  Great work!

Interesting premise, tweaking initial conditions to change the outcome for the rabbit.  I think it ends up being a bit too much guess and check, but I enjoyed the presentation.  The art and sound are effective to get you to want to keep trying.  Nice job!

An interesting and unique gameplay premise!  the cursor felt a bit sluggish and the physics need a bit of refinement, but overall, its straightforward and fun.  Presentation is solid, and its cool watching the ball move.  Took me a bit to figure out what I was aiming at, but once I did, the objective was clear.  Nice job!

Outstanding presentation! Great, cohesive artwork and an Incredible variety of music.  I like how you made a deckbuilding game feel unique again.  Interesting how you managed to make going for a miss a viable choice by having enemies add negative bullets, since if you dont miss, you have to use them.  Amazing work

Amazing presentation, wow! Obviously nailed it on the art and music, great opening, straightforward gameplay.  At the end it became a bit of a pixel hunt trying to find the last hidden object I had missed.  Maybe something subtle like shaking the entities with hidden objects every few seconds would be nice so we don't have to pixel hunt.  Also, I had no clue what some of the objects were, and only solved via trial and error. Other than that, no complaints, amazing work to everyone!

Really cool concept combined with lovely presentation!  Music is frantic and exciting, sepia palette matches the western vibe.  It would've been easier to plan if I could see what each bullet would do before firing it, vs having to memorize them, but understandable for a jam.  I think the early enemies should also die in a single hit so the player can feel some momentum before dealing with beefier foes.  Overall, a fantastic job!

Lovely art and music, really adds to the vibe.  I liked the bad luck mechanic, in that it wasn't rng but specific level triggers that you could learn.  I think you could have just skipped most of the platforming section before the first cat, so there is less repetition on the first few playthroughs where you learn the ropes.  Overall, great job!

Amazing art and music!  Love the premise of collecting charms to keep your luck up.  Good level design, appreciate the frequent check points.  I think if you are at 80% or more luck, there should be no lightning.  Another option is the lightning should be a consistent single tile width in terms of hurt box, or it should signal for slightly longer before becoming active.  The last challenge with the lightning felt a bit unfair as there was a bunch of basically forced damage opportunities right before you get there, and then its luck of the draw if the lightning traps you.  I guess that goes with the theme of the game, but it was pretty frustrating to grind through.   Other than that, the game was very enjoyable.  Great work!

Very cool 3d effect and art! Nice juice when grabbing apples.  Also love the music and sound effects!  It was a little hard seeing the hurdles coming, especially since your max speed goes so high.  Might've been good to ensure that hurdles dont appear until x distance after a bend, since I can see them pretty clearly on straight aways, its just impossible to see them when turning.  Overall, amazing work!

An interesting experience!  I had to spend more time than I would've liked spamming cvs, then I just kept spamming bed, then eventually I got the interview.  I really liked the art, great gameboy vibes all around.  I would've preferred if you left out of the cv spam feature, and instead had a few different possible outcomes based on how you answer things.etc.  Then I might replay to see what else could happen.  Music was simple but effective in establishing mood.  Great work!

Love the art and concept!  Great palette to ensure readability between the player, enemies and bullets, as well as reenforce the casino theme.  Good choice to make most enemies die in one hit, given the reload mechanic.  Music would've been a nice touch. Also was frustrating running out of bullets all the time, but I guess that comes with the unlucky territory.

Nice premise, a shooter platformer where you are occasionally cursed with a debuff to complete the level with.  A good way to add an element of luck that doesn't take away player agency too much.  The art is a bit all over the place, seems like you haven't stuck to a 4 color palette, but I don't mind the aesthetic.  The sound effects and platforming work, shooting enemies feels good, and the platforming controls are effective enough.  I didn't play all the way through, but I enjoyed the 6 levels I played.  Great job!

Love the art and palette, very charming and unique.  Music and sound are nice and effective.  I like the premise of leading joe to your avatar to avoid obstacles.  Would've been nice to start at a slower speed and only single tile obstacles to get the hang of things early on.  I kept getting hit with girders and window movers within the first minute, and having to restart over and over.

Nice game!

My score was 27! Love the art for each monster reflecting the value that beats it! They are so cute.  A bit more nuance to the gameplay would be nice, but it works as a simple game.  Nice job!

Great premise, love having to use your meow sparingly to solve the maze.  Art and music are lovely as well.  Would be good to make collisions clearer to the player, currently its hard to tell if you're going to bump into something.  Nice work!

Nice looking art! I don't mind a bit of trial and error, but would've been good to be able to jump back in quicker after an early loss so I'm more motivated to keep going.

Good idea making a warioware-esque game where you try to become unlucky!  The minigames were all well implemented, the sound and music are effective.  I was a bit confused about my goal at first, but it seems I just want to avoid getting heat for as long as possible by winning the games? I might've gone with 3 measures of heat to lose, and make sure there's always at least one heat on the board, as I think the game goes on a bit long currently.

Nice job!

Cute adventure game! Reminded me of playing 007 on the gameboy.  All it was missing was a couple of mini games to up the variety!  Graphics are simple but charming, music is cute and effective.  Gameplay is straightforward but functional.  Nice job!

Lovely charming platformer you've made here! I liked that you got a variety of environments in, and used your palette to create a sense of light and dark between the interior and exterior levels.  The music was nice and added to the mood in each level.  The platforming controls could use some refinement, but nothing too obnoxious.

Great work!

Very cool tech demo! Love the knife animation and the music.  Would've liked to get some of those bats but you can't have it all.  Hopefully you're more lucky next year!

Neat concept and lovely aesthetic! It definitely has unique gameplay in that it forces me to think about controlling 2 different entities moving along asymmetric paths.  I really like this idea.

A bit too hard for me, would have been nice to have a bit more tolerance before dying, or maybe a health bar, so you're given some leeway of going off course for a moment. 

Lovely work! Great atmosphere, animations and audio.  Very challenging, so I wasn't able to complete it in my first session, but I think I'll come back to try and finish it.  

It'd be nice if there were a clearer indication when a pit is a death pit vs traversable.  I think in general you have ladders or platforms next to traversable ones, but would also be good if death pits were clearly indicated as such.

Took some time to digest the mechanics, but once I did, it was a lot of fun!  Love the simplicity of the controls contrasted with the complexity of info you need to digest to make the right decision of when to swap vs not.  

Loved the sound and graphics, and very impressed with all the info you managed to squeeze into the resolution.

Found it really unintuitive to hold to swap weapons with the current implementation.  I think it'd be better if holding for ~500ms triggered the weapons swap immediately, rather than having to release.  Also having the swap sound effect play repeatedly while I held the button, despite nothing happening is confusing.

It'd be good to refine the early RNG a bit.  You probably shouldn't get shops until at least turn 30.  You should probably guarantee a weapon within the first few encounters.  

Overall an excellent submission, well done!

Ah dang, clever! (and a bit annoying) Appreciate the hint :)

Very cute! Love the cat art and peaceful vibes.  Could use faster pacing, but was fun to mess around with for a bit and leave other cats to collect.  Great work!