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FarawayDrip30

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A member registered Feb 23, 2020 · View creator page →

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Good Game!! It's a nice little puzzle and it's really impressive how you managed to create so many systems in the amount of time. Good job!

The platformer controller is pretty nice to use - but there's no way to beat the stage that I could tell and it doesn't seem to fit the theme at all.

Thank you! I don't know if you're talking about the camera angles or how they transition between them but they're both pretty bad haha. Sorry about that softlock. But thank you for the nice review!

Good game! I think there are probably more interesting things that could be done with not being able to see the blocks or just being able to place them, but it was a fun little romp!

Good game! It's very polished and both sides of the game were pretty fun. Not being able to share data directly between the games seems like it was a bit of an obstacle but I think the ways it was done overall were pretty clever and fun. The way both sides of the stories interacted and came together at the end made up for the shortcomings of those issues though. Well done!

the boss fight was somewhat interesting, but other than that I can't really say much about this. The character walks slow and can only jump, and if you die you have to go back to the beginning of the level, which doesn't take that long but because of the player's speed it feels like a slog. And the limitation doesn't impact the gameplay at all. 

I don't want to be completely negative, so I'll just say that if you want to improve for next time you should A. Respect the Player's time (Don't make anything overly slow and don't make them repeat too much of a segment they've already done) and B. Some kind of unique idea behind the game makes even a not too great game at least more interesting than a normal platformer with nothing that different.

I'm sorry about being so negative but I do hope you keep doing game jams, they're pretty fun and stuff!

Adding multiplayer to a jam game is pretty adventurous, so well done on that part! The game's very flashy and fast, which is fun, but unfortunately the mouse tracking doesn't work so you can't aim where to shoot.

An interesting idea - I think it's far too difficult to make it a challenge rather than just unfair though, because of the really thin screen size. I think if the screen was landscape it would be a lot better to play. A good idea, though!

Well done!!! and thanks!!!

a """""cool""""""" idea! I think at a base idea this is good, but I think there isn't enough of a level to actually make stepping away from the lava a risky choice, you can just stay there all game without any real repercussions. At a certain point too many enemies spawn at once and it's just impossible to get rid of them so you kinda just have to die. I think adding some verticality to the level would help fix both these issues - good idea though!

Thanks! I think I recall that being used in A Space Odyssey - Although the ship turning is just the ship's AI, not gravity, so you may be giving me too much credit, haha.

A pretty neat idea! Both abilities are fun to use and obliterating the children is pretty satisfying! I would suggest having hotkeys for the spells cos they're just a pain to switch, and it's also hard to know where to go next because you can never have all crystals on screen at once - other than that, good game!

Thank you!

Good game! The presentation is really clever, I love how everything's backwards like you're inside the machine. The asteroids being outside is fun for strategy I think, what with trying to guide the player into a corner. Good job!

Thanks! I used Godot's Line2D (just a line renderer) to make the Graphics for everything.

Very nice Idea and VERY nicely presented, you can tell a lot of polish was put into this game! It helps that the core game is very much fun.

this really is the watching someone pee simulator

the camera is too zoomed in to do anything... cool idea though..

taking a bold new direction for a franchise is always a huge risk, but luckily sussy ponts 2 nails the balance between old and new. With its revolutionary new graphics and audio framework, not to be trumped by the excellent facilitating level design, this is truly one of the greatest games of all time.

A fun game! I do unfortunately think that the game eventually stops becoming helping the robot and becomes more about just reaching the end - I think a way to fix this would be making the robot faster or making the robot need to reach a certain point for you to progress as well as you helping it - that aside, a very fun game!

A pretty fun idea and a fun execution! I ended up playing for a good amount of time for a game jam game - I do think that the game gets pretty fast pretty soon, which can make it hard to move all the obstacles out of the way in time, especially the smaller ones - maybe you could've added a slow-motion button that can be used for a limited time? I do with there were more types of obstacles apart from the pipes and spikes (there might've been more further into the game but I didn't see them), but with a limited amount of time, I understand why there aren't more. Overall, very clever idea and a fun little score chaser!

Interesting idea and executed pretty well. Unfortunately, the first time I played I didn't realise abigAIl could get stuck until I got to the room that tells you it can get stuck, but it was stuck in the last room and I couldn't go back (because of a design choice or bug) so I had to restart, which was especially annoying because the lab person is very slow (it would be nicer if they were faster). The puzzles didn't challenge me, but puzzle design is hard to do within a time limit, so I understand that. I also think having to switch between the AI's modes is a little tedious and exists for no reason, it would be much better if the AI just activated the thing you click on. Apart from those things, good concept and good game!

A pretty great concept and pretty fun - it would just be nice if you could see the paths of the guards so you can plot around them instead of just putting wait blocks until it works. Still, very good!

Cool idea! You'd think a game about relying on AI would be slow and boring, but this wasn't - There were rarely moments where the AI be too slow or get in the way. There were some while platforming, however - I would suggest making the AI's hitbox have one-way collision so you can move through them but still stand on them to fix this. Overall, fun game with a fun idea, executed well!

Thanks for playing! I'm sorry about the second level being too hard, others definitely felt the same way. I'll be sure to make the controls of projects in the future will be more forgiving with the movement. While making levels I tried my best to make sure no apples were left on the edge of the screen, but I guess I must've missed a few spots. For the ones where you have to throw the apple up, I didn't want the player to fully rely on the shown trajectory and do a bit of mental guessing as well, but I can see how that could be frustrating. As for apples bouncing on walls, I did think about adding that but I just was never able to get round to adding it, which is entirely my fault. Thanks for playing and for the criticisms!

Thank you! Sorry about the repetitive music, it's not my strong suit, haha.

Thank you! I have been told quite a few times that level 2 is too hard, so I'll have to make sure I'm careful about difficulty in the future.

Thank you! The chomping sound was very fun to edit together!

Thank you!

Thanks!

that makes a lot of sense - thanks for clarifying.

A really fun game! I got all the way to round 22 before I quit because I wanted to rate other games. A really clever take on the theme. It's appreciated that in the tag team sections the wall gives you some leeway to prevent any enemies your AI helpers missed getting to you to prevent any unfair deaths. I like how the speed enemies are fast meaning only your turret can shoot them, meaning you can't just leave everything to your AI pals. There was a time I upgraded my gun so much the sounds it made forced the game to cut all sound for a bit, but I think that's a fault with my browser and/or unity rather than the game. My only real complaints are that when I died for the first time the game kept going with the lose screen in the way, which made the end screen feel a little rushed, and that it's pretty easy to become completely overpowered. But other than that, an amazing little game with tons of eye candy and a feeling of empowerment!

An interesting idea for a game, but not executed very well because of the fact the jump is on a random timer. I don't know why the meter on the bottom right is there - it seems you were originally going to make the jump consistent but then decided against it, which is a shame because I think the jump being consistent would've been better. At the end of the day the game wouldn't be awful if the level design accommodates for the randomness, but it doesn't - there are sections where it's just luck whether you jump and die (because of spikes on the ceiling) or not. I did really like the art, it's goofy and cute, and I did laugh at the abruptness of the ending. Keep going with making games!

A cool, simple idea that's rather clever. I think it could've obviously benefitted from a few more levels, but it can be hard to fit stuff like that in during a game jam, so I understand why there aren't more - I believe the level design should only consist of the things that need to be there, I think you placed a lot of things in the levels that didn't need to be there. But apart from those things, fun game!

Very high quality game, especially for a game jam - I wasn't expecting the amount of art as there was. It's a very clever little idea, but I couldn't help but feel like it wasn't being fully utilised. Most of the levels were about box puzzles, rather than figuring out the best inputs for the robot, which I feel like it should've been - I would suggest utilising the burning tiles more - but apart from that, a pretty good game, with a pretty sweet story.

Thank you! That means a lot to me! I agree with the quality of life thing, it would make sense and be useful to see exactly where the apple would intersect.

A clever idea to fit the theme! The levels were somewhat challenging and the cutscenes were very cool for a game jam. My two nitpicks are that the collision boxes on the tank weren't very obvious and it was sometimes annoying to climb onto it, and it seemed a bit of a let down that the boss was just a cutscene instead of a fight. Besides those two things, great job!

Pretty cool game! A sound idea with interesting timing puzzles, and a somewhat charming artstyle. However, a really big problem with this game is the jittery movement when you go down and off ramps. It's pretty annoying. But still a good game!

This is a genuinely amazing idea for a game, and really fun in practice too - I managed to beat all the levels (including the original maze, sick inclusion by the way). Pacman's AI is surprisingly challenging and fun to try and beat, and has a very fun detail of moving back and forth when trapped between two ghosts. I do have a few criticisms I would like to share however - mainly about the movement. It feels rather unfair to not be able to move backwards at all - I know it stays true to the original, but it makes things feel really unfair at times, and annoying when you go down a long hallway. If it'd make the game unbalanced, at least let me go backwards when I hit a wall. Another big issue is that when you just pass an opening, there isn't any "coyote time" that lets you go into it after missing it by a split second, which does feel rather unfair, especially considering you can't turn around to correct your mistake. That aside, this was a really fun game! Keep going!

A really cool, goofy game. I enjoyed it a lot, but I would like to point out a few criticisms: One is that the detection for watering the crops isn't very good, you need to get close and it doesn't sync with where the water droplets go very much. Second is that I don't know what the lose state is - it isn't very obvious. Another one is that it's hard to keep track of when to switch between harvesting and planting mode - the game takes quite a bit of concentration already with watering and protecting the crops, so I would suggest a bot that plants and another that harvests? The last one is that the game is very zoomed in and feels quite claustrophobic, so I would pull the camera back a little and make the enemies spawn further away. I know all that makes me come off very negative, but I did very much enjoy the game, especially the personality! Keep going and making stuff!