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jellbot

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A member registered Apr 30, 2021 · View creator page →

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dm me on discord! user is jellbot

Holy cow lol, I suddenly understand everything!

That was the final level--it was supposed to be impossible for you to get up onto that ledge, but I guess you pulled some frame-perfect tomfoolery. You were supposed to take the moveable door through the static door, ending the game.

The lag you experienced was actually time slowing down as you brought the doors closer together! It was supposed to be a cue that you should try and enter. Admittedly wasn't a great cue--in the post-jam build I plan to add some more FX.

Anyways, sorry this slipped past me (but I'm glad it'll be easy to fix!) Thank you for bringing this to my attention!

Uh oh. That hasn't happened to anyone before.... Thank you for telling me! Do you have any idea which level this happened at?

Check it out if you please! https://jellbot.itch.io/cool-dudes-entropic-door-porium


<3 https://jellbot.itch.io/cool-dudes-entropic-door-porium

Hello! Due to an unfortunate set of circumstances, I didn't have the time to rate many games during the first few days of the jam and therefore didn't get much karma. Help a brother out? https://itch.io/jam/brackeys-11/rate/2535833

I think you'll find my game is pretty...

==> 𝕔𝕠𝕠𝕝

I was planning to work with a friend, but they unfortunately had to bail. Solo for me! Unity was our common game engine and thus the engine used for this jam, but if I had known ahead of time it would be a solo jam, I would've used Godot.

I got to use state machines for my first time this jam! Usually, my friend would have handled the movement code but I'm glad I got to stretch that muscle.

This was a very fun entry! I quite enjoyed the reflex-oriented gameplay, and it of course fits the theme perfectly. I think it may be interesting to have a payoff for collecting the treasure besides completing the level, so the player could then weigh the risks vs. gains of opening a door. But this was still enjoyable either way, great job!

Yeah, I wanted to add sound cues but time decided against it. Thank you for your review!

Congrats on beating it! You're one of very few.

The required disconnecting components was how the game is related to the theme! You have to "lose" components, and "find" them again ',:) Admittedly it's quite annoying, oops. I plan to update this game and remove all the annoying stuff, thanks to all the feedback I got during this jam.

Thank you for the feedback! I hope you enjoyed playing :)


Thank you! It's not your fault at all btw, basically everyone had trouble with the controls. I plan to add strafing to the next version.

Yeah, this was something I wasn't able to implement before the deadline. Ideally, I would have had some sort of tractor beam with which you could move ship parts in range. Thank you for your ideas!

Same thing happened to me! As far as I can tell, the game's gravity is tied to framerate. If your monitor is has a refresh rate higher than 60hz, try turning it down to 60hz.

Argh! Sorry to hear that. Thanks for telling me though!

Thanks for the glowing review! It means a lot :)

Thanks for your feedback! I tried to put a spin on a pretty common genre, so that could be where your deja vu comes from... The main "original" aspect of the game is how you can only move objects that are adjacent to walls, and only in directions that the walls allow. The idea could certainly be expanded on some more, but there was only so much I could do in 48 hours :/

Thank you! I feel like the primary distinction I'd like to make between the normal sokoban-type is that you can only move objects when a wall can fling them in a direction.

This was a great game! The idea was very creative and was executed perfectly. I especially liked the sound effects of the ball collisions :) The only issue that I have with it is that if you move the hole under a ball while you're in the setup phase, you still lose a life (which makes sense, but it's a teensy bit annoying.) The graphics work very well with the subject matter, and the difficulty curve is well designed! Great job!

Sorry to hear that... it could be that you're not dragging it straight enough / far enough away. The tutorial was thrown together pretty quick, so sorry if that caused any confusion.

Very fun! I enjoyed looking for possibly unintended ways to beat the stages :) although I feel like you shouldn't be allowed to place certain objects in midair. The music and art worked well together to create a nice experience! Great job!

Sorry to hear that! I just couldn't figure out any other viable controls that wouldn't be really annoying... If you have an idea for an alternate control scheme, please tell me!

Very hard! I struggled to get more than 5 points. It is a good idea though, and I appreciate that you didn't make it as simple as "the pipe flaps instead of the bird."

Some quick tips for you:

-In order to get sharp pixel art, you should change the filtering mode to "point" in the image import settings.

-You don't have to, but it's generally a good idea to delete the _BurstDebugInformation_DoNotShip folder in the windows build files.

Nice little game! It was fun trying to discern the best strategy through multiple attempts. My main complaint would be that the tower shoot sound is a bit loud, especially when it's stacked multiple times. Also, next time you upload a unity game, you should delete the _BurstDebugInformation_DoNotShip folder! :)

Fun game! It took me a little bit to get used to the rotation controls, but using the player as a pivot was very novel and a great idea. Good execution!

Surprisingly fun for such a simple concept! The presentation also felt very cohesive (windows 98 vibe.) Good job!

Thanks! You can also use Z to jump and up/down arrow keys to swap :)

Yeah I've played of it! While I was devving this thing up, a friend made the comparison too. Completely unintentional lol

Great game! It feels very unique with it's requirement to keep the eggs safe. The music and art was fantastic, and the levels were fun. It would be nice if it were possible to move already placed devices, but it still felt very playable.

Glad to hear it! It gets harder the longer you stay in one lane ;)

Yeah I figured... it sounds reasonable to me but maybe I'm just half deaf. WebGL messed with quite a few of the audio samples on this project though, so sorry if you get jumpscared by an audio bug lol

Hey! The death sound thing sounds like a bug. What platform are you playing on / If it's WebGL, what browser are you using?