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gscoccola

57
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A member registered Dec 09, 2024 · View creator page →

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Very polished, I can see why you didn't have a lot of time for making more content!

Yeah, the last jump is very tight, feels like you have to hold your spacebar for an extremely short time.

Great game! The mini game switching is fun, and they are all satisfying.

The beginning is a bit confusing, but you catch on quick enough.

It would be nice to be able to switch screens with the arrow keys or WASD.


I got this bug though, which made me lose the game.
A Client appeared that wanted 0 of a resource, and I couldn't give any to them.

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I was softlocked as well, upon entering the second level. Tried on chrome and edge, same result.
 Happy to read that others can play the game though!

Nice game, was happy to finish it. I think the visuals were very nice, along with the SFX they conveyed a really satisfying feel. I especially liked the effects for dying, and the screen fade.

I have a couple of feedbacks:
-It feels like the CTRL has to be used to perform any kind of platforming. There is not a strategic element to choosing when to spend your energy or when to rest, so I feel like it should be just the default movement.

-The key binding is a bit awkward to hold, it could be instead a key that is easily pressed by your second hand. It's also good practice to give the option for the player to also move with the arrow keys if they are not otherwise used.

Keep up the good work!

Thanks! Yeah, papers please was the main inspiration.
The endings are as follows:

Executed: Disobey the sentence 3 times

 Just: Give a minimum shock to the 2 "innocents": the graffiti kid and the guy with the dubious DNI evidence

 Rebel: Give a minimum shock to the 2 resistance prisoners: the graffiti kid and the terrorist

 Inconspicuous: Process all the prisoners without triggering any of the other endings

Thank you for your comment!
The endings are as follows:

Executed: Disobey the sentence 3 times
Just: Give a minimum shock to the 2 "innocents": the graffiti kid and the guy with the dubious DNI evidence
Rebel: Give a minimum shock to the 2 resistance prisoners: the graffiti kid and the terrorist
Inconspicuous: Process all the prisoners without triggering any of the other endings

my bad! You need to feed all the screws to the centipede, and then feed it its own tail

Hey!

You need to power the heart by getting the live wire close to it, and then bridge the gap with the screwdriver.
Then you need to grab the speaker and place it near the heart and the box that has the demon inside.

When he pops out his head, hit him with the hammer. Then, place it near the button behind the glass, until he randomly walks into it. Afterwards, place him into the CPU.

Finally, after feeding all the screws to the centipede, grab his tail and place it into the fan of the GPU.

Thanks for the comment!
There's a bug where the centipede can eat the screwdriver before the computer cover is lowered, which soft locks the game.
We'll update it once the jam finishes!

Hey!
You need to use the little gremlin to press the red button behind the glass. Set him close to the button until he randomly walks over it. 

I appreciate games that occasionally mess with you, but a whole game of trial and error is not for me.
I also think that the friction would be a lot lower if reloading was instant, and the music would not reset.

I like the music and  the pixel aesthetics.

Hey! You need to feed the centipede all your screws. Once its long enough, drag the free end into the fan!

Thanks! I'll see how to fix the bug and update when the game when the jam is over

I'm not sure how you moved the centipede, you're only supposed to be able to drag his body, but its head should be fixed.
You need to power the heart with an electric shock!

Start the heart by using the screwdriver as an electric conductor with the live wire.

Get the tape recorder near the gremlin box so that he pops out. Hit him with the hammer.

Grab him and put him close to the button behind the glass, until he walks into it and presses it.

Then put him in the CPU.

Feed all the screws to the centipede, so that he's long enough to drag him into the GPU fan.

Really polished and cool game! It's really addicting.

My only minor nitpick is that the nat 20 are too good, so getting a highscore is mostly about rolling nat 20 and not performance.

Interesting game, definitely unique concept. I like the hand drawn visuals.

I also experienced the game slowing down to a crawl after beating the genie a few times.

Wow, the artstyle is stunning!

Visuals and music/sound design are great. The menus are creative and intuitive. The narrative is also good and I really liked the twist.

Some minor things:
-The cable puzzle doesn't communicate that you need extra parts to progress, if you try it at the very beginning it's easy to think that you're just not solving it correctly.

-At the start of level 2, if you go left, you fall infinitely and have to restart

-If you stand at the top platform and stand in the edge of the screen, none of the boss' attacks hit you.

Thanks! We struggle a lot with the game design aspect, and were left with no time to play test it and make the progression more clear.

Really nice game!

The artstyle and sound design is on point, and the movement is responsive.

I think that the normal and hard difficulties are a bit of a bait though, since there are a lot of deaths caused by not being able to see where you're falling. It would be nice if you could select levels and not have to restart if you decide to change difficulty.

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The biggest draw of games is not images or sound, it's interactivity. 

Using mostly text is perfectly fine, but you need to give players the chance to make some decisions. A shorter game, but with some branching choices, would have been more impactful.

Your writing style is interesting, but I had some trouble understanding the  overall plot.

I really like the artstyle and sound design.
The movement is also solid.

I was left wanting more, definitely a great foundation for more levels.

Thank you for your response! It's good to hear that you reached the final level. The RNG makes it difficult to balance.

Fully agree that the mortars and shock drone are not very imaginative, we struggled to come up with more diverse ideas.

We are definitely working on adding more variety in backgrounds and enemies, and will be definitely leaning into the ridiculous, especially for the final boss we're going to add.

A tornado would be a good background, it would make sense for the falling stuff, we can try to make it understandable in the pixel art.

We also just added a glide powerup (though it requires you to unlock all the achievements).

Hi, we're working on this free to play game:

https://gscoccola.itch.io/leap-of-faith

It's playable on both PC or mobile, but we're focusing on mobile.

We want to reach a big audience, so not just avid gamers who are used to hard games.

Our main worry is about the level progression, specifically the player accessibility and engagement across the 6 levels.


So if you try our game and quit before the credits, our questions would be:

1) Did you find the game accessible? Where there some unclear mechanics, overly frustrating elements, or steep difficulty spikes?

2) Did you find the game engaging? Did you feel motivated to finish levels and move to the next? Were you bored with the idea before the credits?


Feel free to be brutally honest, harsh criticism is hard to get. Any response is hugely appreciated!

Fun concept, and the sounds are animations are really smooth!

It's just a nitpick. It's very impressive that you managed to program this game in assembly!

Very peculiar game, I'm not sure if there is any way to win since all the instructions lead to death!

Thanks for the feedback! We were running out of time had to make the levels really fast, so the only difference between them is height and distance. Ideally we would have to tune the enemy spawner quite a bit, and make gameplay change more substantially between them.

Thank you for your feedback. Indeed, I should try to tweak the spawner so that it doesn't leave such big gaps.

Mainly just the slow horizontal acceleration, made it hard to move precisely

As other said, the looping mechanic was very well implemented, especially bouncing to emulate a jump. I did find the controls a bit hard to use though.

Fun game! The puzzles were pretty simple though, I feel like the potential wasn't yet explored!

Interesting concept!

Thank you for your feedback!
Unfortunately we were left with very little time to balance the game, especially the spawn. But I'm glad it was a fun experience!

I got it, thanks!
I didn't know about double jumping and was a bit confused about click resetting the level.

The QWOP sequel we were all waiting for! Would be a great game for a leaderboard!

Sorry, I read the tutorial and tried several times, I can't understand how to progress!

Fun game, simple to understand but engaging. My only nitpick is that in the later stages, the amount of balls is a bit overwhelming, and you kinda feel like your inputs don't make that much of a difference.

Great game!

The art style is very good, and the designs stand on the perfect threshold between human and monstrous.

Great game! The main gameplay loop is very addicting and the upgrades are well balanced