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Jerad1234

28
Posts
5
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A member registered Dec 26, 2022 · View creator page →

Creator of

Recent community posts

I will have to fix it in the next update, I have canvas scaling set up on the horizontal when it should be vertical, will be an easy fix just wanna push out a few fixes at once

Thank you for the feedback!

This is a known bug, but it only appears in the web browser. I’m working on it, but I can’t replicate it in Unity, so I’m not sure why it’s happening on itch.

Thanks for letting me know, though. Now, maybe I can isolate it to the small cups.

Hmm, this one is also interesting. I’ll have to double check this. There are some colliders set up in that area, but I ensured there was enough space between them to prevent this from happening. I’m curious how this got messed up.

Thanks for finding this bug!

So it’s a masterpiece 

Not even once is a tragedy, gonna have to really take a look at what’s causing this.

Hey, thanks for the feedback!

The first part is a choice, but I’ll consider adjusting it to make it less time consuming. I know that if you get stuck on top of the island, it can take a while for your tool to slide off.

As for the plinko cups, that’s quite unusual. I’ll have to see if I can replicate it. I never encountered that problem while building it in Unity, so I’m curious if it’s a browser thing.

Thank you for the feedback and the critique!

The screen size and background setting to make it fit really depend on your devices screen size. So for people with big monitors the window is small but for anyone on a laptop it probably doesn’t fit, I’m not sure the best fix for this. I can however fix the full screen mode so  that it works on any screen. 
I had not considered this issue so thank you for sharing your experience.

I’m glad you enjoyed the game over all!

Thank you for the feedback!

I will definitely be adding a save mechanic. This is top of the list, I even started this game by building a save system to use on mobile and never got around to making it work for browser. 

Hopefully the changes I plan to make will help your next play through be just as fun.

Listen I appreciate your concern about environmental impact. But I think there may be some confusion here, I did not train an AI model. The “five cars” statistic only applies to training large models, not generating a handful of images from one that's already been trained.

The actual energy cost of generating the assets I used is relatively small. Comparable to playing an Xbox for a few hours.

This project was also deeply personal. Finishing it was about closure and honoring a shared vision. If there had been other realistic ways for me to complete it, I would have done that instead.

I understand that AI use is controversial for some people, and I respect that perspective. But in this case, it helped me complete something meaningful.

Well I wrote all the scripts myself. The music and sound are public domain. The art is complicated matter and I would encourage you to read the games description.

Thanks for your opinion.

yeah the breakdown is every 5th level the effectiveness increases and every 50th level the special ability increases. I thought about making the pickaxe follow the mouse instead of chasing rare blocks to give the player some control later in the game but opted to test this as is for now. 

I also considered making unlockable cards the player could pick from at the start of each run. This would give a more rogue like feel and change each run a little based on the players choice. That would be a whole lot of work though haha.

Thanks for the feedback!

I’m glad you enjoyed it! Was going for a relaxing vibe.

Thanks for the feedback! 
I will be changing this in the future if I continue to work on this game.

Thank you for some genuine feedback!

I will definitely consider changing the bounce mechanic to only happen when hitting the top of a block. This is a relatively easy fix but I wanted to test it as is and see what people think of the unusual physics because the normal plinko feel became lame very quickly.

The aoe of the hammer does get crazy but it takes a while. The original plan was to make this game for mobile, hence the ad buttons and the tools starting weak and eventually becoming op. I kept that as is in case I ever decide to turn this into a mobile game. You’re right that it feels odd for a browser version of the game though.

I did make the pseudo ad buttons pay out the rewards every time they are clicked. They show up every third run and pay out every time for the idle rewards.

I will fix the background art if I decide to continue to work on the game.

This has all been valuable feedback so thank you again!

While I'm sure this game is fun, I will not be downloading ThisNut onto my pc.

I really enjoyed this! I like to dive into game jam games completely blind and try to figure them out on my own. After my second run, I realized how big the gear shop was, which gave me a sudden wave of nostalgia and reminded me of For The King, which if you've never played is an iconic roguelike. Well done!

I like it! I'm impressed you went through the effort of setting up an online leaderboard. I've never tried it cause it seems daunting.

So, this comment on the surface felt really genuine and I appreciated it. Then I saw you gave my game a one-star review and now I simply must know your thoughts.

I appreciate your consideration. I originally didn’t actually make this game for the game jam I just felt the falling theme fit well enough to warrant a submission. This was more a personal project to knock the rust off after a year away from game development and a project that I hoped would provide some closure.

That said I do seek to grow as a developer so feedback is welcome.

Clever game! Fits the theme really well. 

Super fun game! I really enjoyed the creative use of the theme, it was clever and well executed. There's a lot of potential here! The movement felt a bit glidey at times, and I ended up killing myself a couple of times with my own exploding bullets 😅, but overall it was a really fun experience. Great work!

Thanks haha I didn't want it to be too easy, but I added a couple ways to cheat. I'll add another hint in a day or two that will explain one mechanic that might be missed by most people playing it that will make the game much easier.

Everyone plays, but no one rates or comments. Seriously though feedback would be nice, I'm pretty new to this whole thing.

The logic that makes the camera move is in update so in all likelihood that's the issue. Thanks for the advice, that should be an easy fix!

Ah yeah sorry about the cookie in the mine, it's a little buggy and I ran out of time before I could really fix it. For some reason the sensitivity seems to be different from pc to pc, I'm going to have to do some more research into it but on my laptop it's too low and on my pc it's too high (even using the same mouse) and everyone else seems to have a different experience with it too. I could implement a hp bar pretty easily so if I ever update the game I'll do that. Thanks for the feedback and I'm glad you enjoyed it!

Thanks! It was definitely a blast to make. The trick to the cookie in the mines is to not wake him up, if you stay out of his range you can sneak past him when he teleports. 

I was trying to fit the criteria of two jams so the themes I was trying to follow was pixel art, time travel and cookie. Definitely wasn't easy tying cookie in there and I could probably have worked it into the story a bit better but I ran out of time on the other jam cause it ends today. Maybe I'll circle back and add some audio clips to feed into a multi verse story line or something but for now I'm just happy I got it done haha

There's a cookie necromancer as the boss and if you go into the mines there's another cookie, you should try to collect the second one...