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fivetwoeighty

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A member registered Nov 19, 2023 · View creator page →

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That's an eerily accurate observation! At one point while iterating, I randomized the keypad numbers for that exact reason.  And while it felt fun for me, I ultimately made the decision to remove it because it felt too unfair as a first time experience.

Thanks for playing!

Yeah that was the thought! I might recycle the idea in the future and try to cater to a wider audience. Thanks for playing!

Just added fullscreen functionality, sorry about that. And yeah, I plan to add mechanics eventually, possibly make a sequel. Just taking a break. Thanks for playing!

I'm okay with getting more than 100% trash removed - the implication is that you're going above and beyond what was expected, and that's okay. Perhaps the wording could be a bit clearer.

I have some ideas to expand/rehash the idea, but I'm taking a bit of a break from the project for now.

Thanks for playing!

That's strange, I never encountered that in play-testing.

If you don't mind me asking, are you using a mouse, or a laptop trackpad? 

Yeah, I realized dragging the cursor off the edge of the web browser game window freezes mouse detection, so I made the decision to have the drag "release" when the cursor leaves the game window. Not my best game design decision, but ya live and ya learn! Thanks for playing!

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Thanks for the constructive criticism, I really appreciate it! Responding to your points:

  • Yeah, art isn't really my forte, but I did what I could with the time I had. Trying to find a style I can reproduce that doesn't suck to look at or make!
  • The random range for the lily pads is 4-6, but I get where you're coming from. That range should be higher as a whole, and it shouldn't be able to create dead-zones.
  • In the final hours before the deadline, I realized dragging the cursor off the edge of the web browser game window pauses (?) mouse detection, so I made the decision to have the drag "release" when the cursor leaves the game window. This of course creates the annoying lack of jump angle options near the edges of the window. I still have not found a technical solution for this using gamemaker. Of course I could limit how far side to side you can go, but that felt like a cheap solution in the moment.

Thanks for playing! Good to see a fellow gamemaker user in the wild!

Thanks for playing!

Na you're good, I didn't communicate that at all.  Thanks again for playing!

You can click and hold! It’s still not as fast as I would want it for the money. I was thinking the same with shift clicking, but I ultimately ran out of time. Thanks for playing!

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There currently is no win condition, I realized too late into development that it was missing one. Thanks for playing!

Yeah I realized late into development that the game loop could be tighter and more focused on a win condition (there is no such thing at the moment). Thanks for playing!

Music credit goes to HoliznaCC0, they have lots of sick music on their FMA page! I realized that the UI wasn't the most intuitive as well, but too late into development.  Such are game jams sometimes, thanks for playing!

If you wanna check it out, 1.0.2 is out now!

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Good work! I plan to add at least sound and music, but I would love to add more regions, locals, items, etc.

Haha did you also see the squirrel as one the jam sponsors? Thanks for playing!

Sounds and music coming in a future update! Thanks for playing!

Better collision boxes are on the list for future updates! Thanks for playing!

Thanks for playing! No, you're not missing anything -I plan to add sound and music in a future update.

Thanks for playing! There's a small patch coming after the voting period ends, and after that, I'll at the very least add sound and music.

Thanks for playing! I plan to work on it a little more, at the very least patching the visual glitching and adding sound and music.

Super fun game! Like any good rhythm game, it was tough tough to keep track of the notes during the faster parts. I only have 1 critique - It's not immediately apparent where the fruit gets cut. A little blurb in the tutorial would fix that real quick. Side note - it might have been a bug, but I somehow got 102% despite doing terribly.

I agree with HuGe, this could easily expand into a solid vampire survivors like. The only thing I felt it was missing was an option to scroll through ingredients with the mouse wheel instead of using hotkeys.

Fun game! My only critique is that "go" and "run" are very synonymous until you figure out which is which. Visually distinguishing the go, right, and left buttons from the run and reset buttons would go a long way in on-boarding the player.

Cool concept! I agree with lajbel though - it's a little long for its simplicity.

Good game! I enjoyed the concept and the art was really charming! My only critique is that there's an implied tactility that isn't fully realized. You drop a seed to plant it, but you simply click the produced ingredients instead of dragging them into an inventory. You drop ingredients into the pot but then you click the spoon to make the recipe instead of mortar 'n' pestling it.  Other than that, really good work for a weekend jam!

I'm terrible at platformers, so this was a bit of a struggle. But great concept - I love how the food pickups can interact with each other.

I had a ton of fun with this one! Dividing my attention between driving, throwing burgers, and buying new ones is a great concept for a game play loop!

Wow! I really enjoyed this! My only critique is that it gets a little cluttered without a trashcan or larger work area. This could be expanded into such a good puzzle game!

Thank you! Although I can't take credit for the art - it's all royalty free vector art scaled down. I'm glad the intro made it easier to understand! Thanks for playing!

I'm getting the same issue.

That was fun! Controls felt smooth and the moment where you start to snowball each level is super addictive! I like the art style too!

Yes! That's happened to me multiple times play-testing it. I'm glad you enjoyed it, thanks for playing!

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Is this referring to the visual bug mentioned in the game description?

Edit: Sorry, I'm so dense. You're 100 percent correct, this is just grass-type simulator lol.

Thanks for playing!

Thanks! I'm pretty sure Kenney intended that as a climbing animation, but I saw it as a cute dance!

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It was intentional to not reset the level when dying - for the cases where you placed the boxes properly, but just messed up the platforming. You can press R to reset the level - perhaps I should have made that more clear in the button prompts.

You're 100% correct about the key mechanic - I realized that it was nearly useless late into development, but it felt too close to deadline to remove it. As far as the cheat goes - well done! I completely spaced that, perhaps a bit more playtesting could have solved that.

Thanks for the super insightful feedback!