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jchabin

28
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6
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A member registered Dec 14, 2016 · View creator page →

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Cute!!! I'm a sucker for programming-puzzle games. I did find a few of the interactions to set up loops a little unintuitive, but that didn't hinder the experience :)

You don't know how bad it can get... I keep meaning to fix this, but I'd want to restructure the entire article view, and fix a lot of rushed code.

Shoot, I had a feeling there would be a cheese! I have a couple ideas that would incentivize more interesting strategies... will have to wait until after the jam.

I considered adding features like that (gravity curving bullets, pulling shapeships, some cool warping effect) but I didn't want to make the game even harder or less intuitive, I feel like I'm already at the limit for what I can put in a game without a paragraph of instructions :/ maybe in an update...?

Pretty interesting interpretation of the theme. Most of the collectibles/challenges actually rely on the infinite height looping feature, which is fun.

Virus detected :///

Great vibes and fun idea/mechanics, but it really needs an in-game map or something, because I don't know where any of these locations are. You could style it like a real-life transit map, would be diegetic and cool.

Shrinking the area works really well for putting pressure on the player (bullets hit you more quickly and more densely, enemies are closer). Good for an arcade game like this. The upgrade system feels a little generic, could benefit from more upgrades unique to your game (alternate bullet patterns, a way to block bullets)?

VERY polished theme and vibes. Tricky obstacles. The track flows nicely with the handling model that the game uses. Final time 3:54

SUPER cool! Seemed to hit a bug with Sierpinkski 2 where the fractal approaches a fully white block, instead of approaching the Sierpinski carpet. I'm assuming this may just be an issue with shaders in web?

Adorable! Hamster Celeste :) Accidentally beat it without dashing because I skipped the tutorial, oops.

LOL I was watching your scores show up in the DB last night (and beat all of mine)!  :)

I like the little people in my gun

Interesting resource management premise! I think the game would benefit from using arrows/WASD to move, instead of click to move, though...

Fun interpretation of the theme. There were quite a few bugs with physics that made the earlier levels challenging, but they actually made the last two levels possible :) Unintended gameplay still counts as gameplay!

VERY cool concept, took a little bit to understand that eyes closing = scaling the screen = scaling the hitbox / cropping out obstacles. Unfortunately got a softlock where we got stuck on the death screen in one of the later levels, altho it might just be because the game lost mouse lock.

Hey, I'm not sure if I'm doing something wrong, none of the enemies seem to be moving, and neither does the clock?

Fun! Big fan of the scale up/down animation, and the sound effects that go with it.

Nice! Love the game, and your art style is perfect for this. It does seem like there's a small bug, though, where the I-frames from getting hit also prevent you from being able to pick up keys or enter monsters...

Nice! Love the game, and your art style is perfect for this. It does seem like there's a small bug, though, where the I-frames from getting hit also prevent you from being able to pick up keys or enter monsters...

Fun little farming sim, would love to see more mechanics added onto this base!

Love what you have so far! Would be great if you added some sort of 3d gizmo onto the surfaces you select, to make it more obvious which mouse direction corresponds to which scaling direction.

I think this game could really benefit from some instructions, as it took me a while to understand which squares represented me as the player. I do like the way you interpreted the theme.

I agree... I didn't want to add sound effects until everything else was finished, and suddenly it's 2 hours to the submission deadline! :'( I hope you still enjoyed it.

Hi, it looks like you only included the unity executable itself, but not the rest of the game files required to run it. You should also include a folder called "Built To Scale_Data" and a "unityplayer.dll" file together with your executable (in a zip file) in order for other people to be able to play your game.

oh yeah, that's a bug that I couldn't figure out how to fix.


I might work on it again after the jam's voting is over

This is a very fun game, but can you add a setting to turn off the announcers? They get a little repetitive.

Is there some way too turn off blood/goo? It is really over-the-top, and a setting would be much appreciated.