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Pigeon

13
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1
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A member registered Jun 06, 2020 · View creator page →

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Movement and aiming controls are great which creates a fun little game. Gun shooting sound effects get a little repetitive (some random pitch shifting can help with this) but really great work getting a much done as you did in the time!

The game creates a really good impact of rushing through the doors, the sound effects and lighting give a satisfying crazy dash into the unknown behind the door. Simple but very effective.

A really sleek experience, the visuals are amazing and all tie together really well building the atmosphere perfectly. I wasn't entirely sure what the items I picked up were used for but that didn't get in the way of the exploration or managing to escape. All told, amazingly well done! 

Appreciate the feedback, and agree on all points. I made to debate min-game on day 3 and if I was to do the jam again would definitely just make that my focus, something to explore further at the very least!

Thanks for giving it a go!

Simple but effective, I enjoy how you kept the text prompt short and snappy which helped keep me engaged rather than giving a wall of text. With text adventures it is often worth trying to ignore formatting such as capital letters when reading the input field. But definitely something you could develop further.

I loved how the theme was immediately apparent and I definitely wanted to find out what was behind the lock doors. So well done on the nailing the theme. Unfortunately when I went through the first door I feel behind the wall and my shadowy friend just rubbed against the wall. I tried a couple of different approaches but couldn't get any other outcome which is a real shame as it looks like there is a great game behind that bug!

I liked the concept and honestly the shotgun felt really great to use, and really tight. The drink mixing I struggled with as the mixer interactions often wouldn't trigger or needed some gymnastics to get in position to be able to actually mix drinks. Could blast rats all day though!

I love the style of this, the look and feel of the 2d sprites in a 3d world immediately grabbed me. I found it difficult to aim the throws as they didn't seem to match with my targeting reticule, but certainly loved the dialogue audio, made my laugh when I first heard it!

A really solid platformer, the movement feels precise and controlled which can be quite difficult to pull off so nicely done. 

Thank you for playing! Ended up bug fixing till the deadline so not surprised to see I missed a soft lock. Glad the concept got across despite that though! :)

Thank you so much for giving it a go! Appreciate the feedback and yeah definitely could have done with more user friendly features! :)

Thanks for playing! Definitely agree, in future jams I am going to have to make sure I give enough time to replace placeholder pieces! ;)

Hi,
I saw the commenter below post some toxic comments on other games and through his profile came to your game. I do hope you don't take any of his feedback to heart, but having seen his is the only comment on your game I thought I would download it and give it a go to give you an actually useful comment. To be honest getting anything in a working, non-crash state from a jam is good work so well done on that.

You have an interesting idea with the using up of the planets resources and I can see you have built the foundation of a decent little incremental. However your game suffers a little from hiding information. It is very cumbersome to navigate to your inventory to see how much you have, I personally would move the inventory to the top of the screen so it is always visible, and adding some colour changes or other indicators on the purchase buttons to show if you have enough to buy it, so you don't need to flick between two screens to check.
Additionally it isn't clear what is automatic and what you need to progress the tick for, some of this could be cleared up with minor wording tweaks on buttons, such as renaming your "simulate machine tick" button to "Harvest" or something more based in what you are doing in game rather than what your code/program is doing.
This surface changes would allow less patient players to really be able to explore the systems you have built and better show case your interesting ideas :)

More involved suggestions if you wanted to explore this idea further would be to add a graphic showing the world, so we could see it shrink as we harvest it