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HugoLCSB

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A member registered Feb 18, 2022 · View creator page →

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thanks, those are some good points!

Well that was funny, I gotta say, one of the wackiest games I've seen, but it kinda works haha!

There were definitely lots of bugs, but damn, I honestly did like it, can´t even imagine what made you think of this.

Gameplay, when not stuck or bugged was actually quite nice, I would've liked to jump so I could dodge the magnificent trained bull just before he came in contact with me and dragged me with him, but wow I gotta say, I was really impressed with your camera work, it was really really good!

Models were funny.

Animations too.

Dialog was cliche enough.

Music I thought was quite good!

The cut-scenes, so good.

Overall it was ofcourse a little short, but I'm very impressed great work!

if you could take a quick peak at my game since the deadline is almost up it would be greatly appreciated haha! 😁

thanks a lot for the feedback! And it's cool that you made it work for Linux, I definitely overlooked it haha.

Won't forget about your game don't worry!

Hahaha, I really like the whole vibe, kudos to you!

I think on a more serious note it definitely need quite a bit of polish, the hazzards were a little hard to distinguish some times, I died a lot a the start before understanding exactly what kills you, the background is also a little to static and it would greatly enhance the experience if more animations were added. More levels also and variation in the level design, idk, with this base you really can go in whatever direction you please.

But overall, for what it is, I think you achieved your goal alright, everything works as it should, and made me laugh. Good one!

thank you, that's some good feedback right there!

thanks for the kind feedback, I've actually already moved on to a different overheat mechanic, it now takes into account the amount of shots fired per unit of time, but thanks for letting me know.

Honestly so fun haha.

On the browser version I had some laggyness on the camera and some bugs on the sound but I was having so much fun that I had to install the desktop version and yeah, much much better.

I don't really have much to say, when a game is fun, that's all you need. I would maybe add some goals, like a now you have to reach this amount of money to unlock X thing, maybe that would keep me glued to the game even longer. Really nice job!

I like the idea and theme, music works well, visuals are ok, pretty simple but could be improved quite easily, the levels seem very hard though, maybe I just suck a lot but it felt like every level had one if not more areas where you needed to take a hit in order to pass through, was that really the case or do I just suck the much xD.

Overall nice entry, maybe some tweaks to the difficulty but very complete otherwise, good work!

Ok, the visuals are good and the pixel art is really cool.

Sound effects were nice and the music was right in the theme of the game.

Gameplay wasn't super enjoyable for me though, but maybe you guys made it hard on purpose and I just suck haha, but I didn't like that he would jump on his own if I forgot the space bar down, that along with the enemies being hard to kill even though the lava is so fast that there would be almost no time to interact with them, and some fireballs they would randomly throw that blinked my screen and threw me out of the platforms made it feel quite hard to control.

Really cool procedural generation! I would maybe consider tweaking the platform placement just a little though, I died a bunch because of hitting my head on a higher platform when trying to jump, either that or the tone down the jump power, Im not sure.

But overall, this is quite cool, good job!

Ok, so, Main Character is very cool, I really like the whole theme and didn't fully understand the piece of bread in her mouth but I found it incredibly funny nonetheless, and the little sounds when she was charging the speed and jumping, really liked that.

Overall Graphics and models were good enough.

Music was very cool, but also very repetitive.

As for the gameplay, this was definitely the low point of the game, I like the idea and think it will turn-out amazing, once you can fix and rework some things, Sonic vibes all along, I used to love the 3D sonic games! But yeah camera was unplayable on keyboard and mouse, a little better on controller but still not very pleasant, movement was similar, felt a little too slidey and unexpected, I died I dumb amount of times because I was having a hard time judging jump distance and how much input to give. (Sidenote, I like the checkpoint system, with a few exceptions it would usually take me right back to where I was before, but I would like to ask that you lower the amount of time one has to wait before restarting, also I wish you could do the dash thing not only when airborne but also when in the ground).

From looking at the screenshots it seems as though I sadly gave up a little too early because it seems you had much more for me to look at. But as a whole this is a pretty creative and fun take on speedy 3D platforming, if you can touch up the gameplay, add some variation to the music, fix some keyboard and mouse compatibility and give us some more info on the story or plot of the game, I think it would make for a really awesome time! Great job, specially if you guys are new at this, quite impressive!

Thanks for the kind words, and yes the game is undoubtedly short 😅, we're hoping to change that in the months to come!

I think you forgot about the double jump cliche hahaha.

No but this game is honestly something, it made me laugh a lot, the amount of cliches and gameplay scenarios you were able to cram in this is just bonkers.

Tha art is very unconsistent and the gameplay is quite unpolished and you do have quite a bit of bugs allround but that's not the point of this, you managed to include every cliche you could think of, and made it playable in a month, that is impressive!

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Thank you soo much for the kind words 🙏🙏🙏🙏

More than welcome to snoop around, just don't judge too much any spaghetti code you may find xD

Its a good start, I can see you pulling something interesting out of this.

HAHAHA thanks for encouragement!

haha thank you

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Damn, this game was awesome, really really good.

- Graphics are beautiful, love the lowPoly cel shaded look, cinematics, ambiance, the whole vibe, freaking cutSenes.. HOW? xD

- Sound really impressed me, with the whole voice acting and everything, sounded way higher budget than most.

- Story was quick but cliche enough, I was really surprised at end, for some reason I really thought it was gonna be a woman haha.

- Horror part well done, the jumpscare was tasteful and not at all overdone.

- Gameplay, the played really well, puzzles were good, right on point, the kind that make you think a little but you get there easily enough. I just had two things here to point out, I died a bunch of time because the jump is a little too powerful on forward momentum, countless times jumped forward and the character went way over were I thought he would land, and the second gripe would be the shooting to have light, I liked the idea when it was first introduced inside right when you loose the torch, but after a while it just got irritating and I would die on purpose just to get more shots and try to understand the level, I think its creative and adds a new spin, but if it was me I would rethink it a little, maybe extend the time that the shot lights the scene or maybe give more shots or make the light stronger, I'm not sure, but something to let players understand the level without having to die again to do it.

Such a complete experience, extremely impressive!

Ok, I went to your git repo, but since you don't have the whole project there I can't exactly download and try it out on my own, but my advise to you would be to put a "Debug.log()" inside your Jump() method and then go back to the editor and try to jump a few times and check if that call is not triggering more than once, that would be my first guess. If so, you could make a global bool "canJump" and in place of calling Jump() in the update method you would set that bool to true, and then in the FixedUpdate() you would say if(canJump){ Jump(); }

I'm not sure if that solves it, but you could try it.

Thanks haha, that means a lot since I spent quite a bit of time experimenting with lots of different ways for the cannon shots to react and the recoil in order to make feel good to use. 

Still for a full game I'm gonna for sure have to tweak it some more and maybe limit certain aspects under unlockable abilities or something.

well I'm not sure how high you intended the jump to be but I would say mine were pretty strong, I can maybe later make a quick clip for you to check if that's what it is, either that or I download the project directly from git and take a look at things.

How did you code the jump? Is it a force being added, a velocity? Are you doing it in the update method or fixedUpdate() ?

sorry if I sounded harsh, it really is promissing I think you just have to touch up some gameplay aspects thats all!

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Wow, this game is really cool.

- Artstyle, character design, environments and animations were super cool honestly really well done and creative all around! (even though there's some janky things you need to iron out, clipping sprites and positioning of idle vs walk on the main character).

- Music and overall sounds were very impressive and in the theme.

- Story was nice, lots of dark litterary vibes.

- Level Design was good, quite a bit harder than I initially expected. I felt the whole thing with the story pages always revealing a new gameplay ability was really well done.
One thing I should say is that the spikes were very hard to see, I died way too many times to spikes I had no idea were there, not sure if that was intended or not. Also I got my way around easily enough, never got lost for too long but there were times I asked myself what was the intended path forward, the little collectible fire things were good but I think you could improve a little on suggesting the next path forward.

-Gameplay was a little rough around the edges, it worked fine but I think you could still improve it a little bit, making it less choppy and more fluid and predictable, for me the wall jumps were fiddly and hard to follow through. I liked the torch mechanic and expected it to be more relevant, I think you could still think of other uses for it outside of just colleting the memories (maybe if you flash the enemies they get stunned for a second or something like that).

All in all, I'm very impressed, really good game and quite complete, when I finished it I was left wanting even more!

Very interesting, thanks for answering!

Thanks for the great feedback and suggestions!

One question I had when I was playing your game was if the pixelated look was from the models themselves or a shader/camera effect?

Fair enough! I had a similar problem in my game in which I had to decide just to focus on the first part of the ship, this made my game very short, but thw orher way around I wouldn't have time to include all the little details I wanted and it would've felt bland I think.

Thank you, yeah for sure, I was actually a bit concerned the cannon was too powerful for these enemies but the fun factor too over haha. We were actually planning on in the future making it metroidVania-esque were you'd startoff with just some basic abilities on the cannon and as you advance in the game you'd find/unlock certain powerups or perks for the cannon that you let you do more advanced stuff and get to places that you couldn't before. But for the jam, since our whole theme was of "Loose Cannon", we felt it appropriate xD.

Admittedly yes, revamping the sound is very needed.

Don't beat yourselves up too much, I am really impressed with what I played!!

I liked the artstyle, even though it was a little inconsistent, the dialog was fun and puzzles themselfs, especially the one with the banners!

Gameplay could improve but I thought it wasn't bad at all, having no pause or way of restarting other than refreshing the page and going through the whole starting section again was a bit of a pain and I did notice some less polished places on the sprite ordering as someone has already mentioned.

But all in all it was a fun one, really did like it, so much so that i retried a bunch of times until I could get out of the spikes room and went back to the starting area (i assumed that was the end). Good job tho!

The art direction, aesthetic, graphics, animations, menus, sounds were simply awesome, really liked the neo-retro vibe.

Gameplay felt good even though our guy was a little slow but i guess the dash helps things a little.

Now, the quirk of the dodging twice, I didn't get it, couldn't get passed the turorial died a ton of times, I just couldn't get the attack working, when I tried to roll or duck 20 enemies would just gang on me and I would die, the only thing that seemed to work was defending with the arms but they would also end up killing me.

I didnt really understand the plot or where this was going but I entertained myself quite a bit by just capturing all the blue cubes, and then sending away all the red cubes and then trying to capture the black ones and then I was sent to a green world and had to restart.

All in all the gameplay is interesting and eve whitout knowing anything just the challenge of having to keep the cursor on the objects felt fun so I'm sure that if you expand this it would make for quite an interesting game. Graphics were good, sound as well.

I had to give you 5 stars on theme bc you can't be more cliche in video games than a flappy bird remake haha.

Liked the artwork on the bird, the play with transparency and his fly animation, lots of little details.

The little sugar cane character is so cute and funny, love his design and animations, the music was good and surprisingly didnt feel super repetitive and irritating since the whole experience is also quite short.

Graphics I thought were good and then again, small game, not gonna fry you too much for the lack of variance.

The gameplay was good even though I thought it was a little unforgiving, maybe some coyote time and jump buffering would be good, the time contraint was a great dificulty raiser, like even though the levels are quite easy, since you have to speed run everything it didnt feel lacking.

Overall I liked it a bunch!

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The graphics I thought were good. Gameplay felt nice (headshots were easy and satisfying), killing dozens of enemies on a roll was reinvigorating although I felt we took maybe a bit too much damage, especially since there were usually multiple enemies I had to always duck under something and take them one by one very carefully, also it took a little too long to recover.

The constant little cliche lines delivered by these meme voice machines were super funny. All in all, very enjoyable game!

I had some performance issues tho, and my PC isn't that bad either, rtx2070+i7. Oh and I found a bug were the little prompt at the start of the game wouldn't go away and didn't let me read the instuctions properly.

Great game, felt really fun and lighthearted, instantly thought about the isaac inspiration with the shop demon haha, graphics were charming even with the simplistic look, I felt it was a little hard but from a quick look at the other comments people have the opposite opinion so maybe I just suck xD.

I had a few issues with the menus, specifically the dying menu, buttons didnt work and then I had to click ESC and select "main menu" from the pause buttons and the game would freeze.

Wow, soo love the look. I had a bit of a hard time understanding what was happening and what I had to do and how to interact with the the world so even tho the mysteriousness is great at creating this creepy sketchy ambiance maybe a bit of an explanation would be good just to get things started.

Otherwise I don't really have much to say, it's hands down one of the most interesting games of this jam. I'm baffled that you were able to craft this whole thing in a month.

Thanks for the clarification!

Wow, this game is super polished, you could totally plop this on steam and I would've never known, really impressed with the graphics, right in the starting menu I was like "damn, that's such a creative idea to use a notebook style for the menus" and then I saw the rest of the game and wow.

The only thing that I wished for was that backspace could delete more than one character.

I gotta be honest this is not necessarily my kind of puzzle game and yet the couple of levels I tried it were certainly ejoyable, I'm impressed!

This is quite funny indeed. Spent more time unloading some evil on that poor horse than I expected xD.

I would say one thing you could definitely improve is the lower dock that has "weapon" options, making it smaller or less intrusive, cuz at some point my horse was underneath it and was kinda hard to see and attack, you could also put the sprites of the "weapons" in the buttons instead of just the name for some quality of life.