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Jonnboy91

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A member registered Apr 21, 2020 · View creator page →

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Thank you so much for incredibly kind words and I'm so glad you enjoyed it!

Yeah we wanted to make it difficult but still doable if you have a bit of skills.

Thanks, I'm/we're very proud of the idea for boss to be affected by the powerUps you choose. Choices matter but also gameplay varies and gives different styles of play a somewhat fair playthrough.

I've got something cooking along the lines of VS/BoO with some twists and my own feeling to it for a "real" project. But more on that later.

Thanks mate! 

I was expecting confetti 0/5 on everything :D 

Quite a fun game, and in a week, everything from scratch is mental... How the hell did you manage that?? :D 

Artwork was very good, music worked well and I liked that it went lower when you peaked over/etc, this and some very good other little touches made the game feel so complete. I liked also the crab looking at the door when mom was close, nice little touch! 

Second or third playthrough I managed to win, but I didn't really understand when I could win until I had managed to collect the 20 or so crabs (maybe it was in the tutorial, but I missed it, so many things going on in the screen there :D) I liked the infomercial kind of style though on that! It could make some people stop playing since they just think there is no ending (although the door was suggesting that)

I did have one issue though, because the walls can be walked through, I managed on my first game play walk miiiileeees away, while I was just learning to play and kept peeking around and then I thought the game had bugged out or something since where ever I walked it was just the same looking background, so maybe some kind of boundaries (or if there were a lot smaller, so with one turn you could pretty much see the play area again).

Overall a great game! 

Yeah, basically it affects the stats of the boss, but also one powerUp has a visible modification (+ pretty much HARD mode it :D) I loved the mechanic when we came up with it, and something I will defiinitely have in my future bigger project.

Hahah, yeah I get this completely! :) 

Balancing is such a hard talent to master, our game had the issue as well with some people who had no experience with VS style games. I could easily beat the game, but that's why we kept it there, since making it harder is sure way to ruin the game for everyone :D Since you get so quickly good at your game. Playtesting is the best idea, if you have mates or someone who could play it and give honest feedback! :) 

Yeah and I completely agree and like that kind of main menu, since it automatically shows you how to play the game, but since I didn't have any info about controls or what the game was about, it was a bit difficult. I would do like a hint after like 5 seconds to help the player. But I like the idea for sure! :) 

I liked how it looked and the music worked really well on it. 

The mouse had issues, it just dissapeared from my screen and then menu and dialogue was frustrating. I couldn't either get the game on fullscreen, even when I went to settings and set it up to my resolution, it still stayed windowed.

I think this game has potential though, needs polishing and especially these small bug fixes, but the idea was quite interesting.

I did have an issue in the start where I dropped from the "building" I think down here, and had to restart the whole game, couldn't get out anyway, I tried every "wall" corner and possiblity but nope :D 

I think the game had a good idea behind it, but the movement didn't work that well for precise platforming (especially the end I was not able to land even on the first one). 

I liked the idea of remembering where the platform was and trust jumping before switching, could work nicely if the movement/jumping felt a bit better. I can't exactly say what it was about it, it wasn't bad, but it was missing something, it didn't feel like it did exactly what I expected.

Very punishing to start always from the beginning :D I didn't mind it at first, but once I always got through the "easy" part and to the last steps, I was annoyed that I had to run through everything again :D 

I think the game had a fun mechanic and cool design! Some nice "easy puzzles" as well, I liked the retro feeling it gave.

Some feedback would be the Fuel gauge and HP is very hard to find, since they kind of melt in with the platforms. So maybe have like a darker background underneath them or something.

Also I think a tutorial level would be great for this kind of game, since I was wondering for a second why isn't the switching working, but I was standing on the red blocks, which I read afterwards from the description that it's not working there! 

Great game though for a weeks work! :) 

I think I understood the idea of the game, and with some control polishing it could be possiblyfun platformer, but as it is, it is quite hard to control.

Also some small tutorial level on the colors changing and how you will fall through the ground if it is the same color would have helped enourmously!

Thank you for the comment and I'm glad you partly enjoyed it at least. I do get that it's a punishing feature, but we felt it was suitable for the topic and we wanted the game to be difficult, and you made it to the boss WELL DONE! Yeah the rock "feature" we knew about, but depending on your powerups it could be a hard fight still even staying behind the rock.

Happy you enjoyed it! Haha, that's good to hear, we did something right if you couldn't stop playing 😅

Thank you, we wanted to have the moral of the story tied to the gameplay itself, so glad to hear that you found it suitable.

Yeah boss is changing depending on your powerups, some more stat wise and some more visible.

Glad you enjoyed and thanks again for your kind words!

Glad to hear you enjoyed it and thank you for the comment! That's good to hear, and well done on making it to the boss and beating him. He ain't from the easiest side + depending on your powerups it could be even more difficult 😅

Thank you so much! Glad you liked it and thanks again the boss fight we're extremely proud of.

I might be planning on something relatively similar to this, more gameplay less story wise for a proper bigger project.

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Thank you so much for the comment 😊 Ps. Didn't delete your comment, it was duplicated so just got rid of the other one 

Thanks and glad you liked it!

No worries, just happened to get this issue and I'm those types that needs to find the cause of the issue normally 😂

Thank you and glad you liked it. Getting to the boss is already quite well done and depending on your powerup choices the boss is different each time (some more visible, some less visible and more about the stats).

Thank you so much! We gave it our best shot 💪🏼 

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Thank you so much for your comment! Glad that you liked it! :) Yeah that effect was something I really liked as well :) 

Ps. Didn't delete your comment it was duplicated so got rid of the other one.

I just found your Twitch on the gameplay :D I absolutely loved it, I was cracking up on your boss fight, it wasn't the therapist you were fighting but yourseld :D 

You can hear the noise in this image :D 

I found out that you can spam the shoot ball button and all mayhem is awaken.

It was a nice experience which played with the theme differently. I had fun with it for a while. But have to say that I was in the end hoping that when presing the arrow it would take me somewhere else to actually be able to do something myself, maybe control the ball in a world that would make sounds/etc when hitting something.

Thank you so much for the kind words and great suggestion! I actually have something along those lines in my head as an idea that I might start developing for a proper project, and might have to start like a gameDev log for it on youtube or something to get people noticing it! 

Glad you liked it! :)

I think the game was beautiful and a nice platformer. Single player game was a tad dull perhaps since I could just move one first to the needed position and then the other, obviously there was the time though. I liked the idea of this game and for sure with some polishing would be very good! 

Took me a while to understand the arrowDown blocks, but once I got it, it was quite genius! But might need a small tutorial if there would be more of these kind of (you should know it) elements.

I truly enjoyed this! I liked the story and the mechanics and how it was a click and point adventure which perfectly worked together with the theme and made the puzzles work together well. Like killing the "creature" made it in to the spirit world. Amazing details! :) 

Good concept for a proper game! 

33.2 seconds :) I liked the dialogue on the endings, they had different things on all the times I ended up dropping down. 

Game itself works on the theme well and it was easy to play. Very simplistic though, but I liked that the map wasn't always the same on the top one, it had some variations at least (not sure if procedural or just different ones made).

Spamming space made it so that you could only focus on the upper one, maybe have some ammo that only the upper one could catch by jumping (obviously that would also need some kind of coding/making sure that enemies wouldn't be popping up when the player has only shot at enemies and got every ammo possible) :D 

I was able to gather all the items, but ended up in a room with no exits as well and no win state, I even played it again to confirm I didn't make a mistake and this time I was able to be in the "larger" area while having all five artifacts, but couldn't find an exit from there either.

Would have really wished music/SFX on the actual game, since the main menu music was quite nice and felt fitting.

Game itself looked alright and the movement was good, but wished there was some story or reasoning for the artifacts or at least an ending with all of them. But good work on finishing a game getting it here on time! :) 

That is amazing work for one person to do in a week! Good job! :) 

Story was quite interesting and solving it as well, but I do have to say that it toooook ages to get to actually play, the cutscenes and text seemed very slow. (ours have similar issue as well, not on this scale though).

Looking through pictures was a great addition and I liked the little quirky comments when clicking on something non important :D 

I gave it another go and now it worked without massive issues! :)

Really fun once you got into the game, but also very easy in the end, but this with more polishing, new levels, harder different enemies, would for sure make it fun! 

One bug I found, if you're in the upgrade menu, and you go "out" of it with 1, to get back to shooting, the shooting is not working. You can get it back to working if you press upgrade menu and out of the upgrade menu with the E again.

Also wasn't sure if the upgrades were for player & towers or if they had separate ones, that could have been a good add on as well, but obviously for future, since I get that not everything is doable in this short of a time. But I liked the mechanic! 

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I liked the game itself, very old school simple puzzles (I'm bad at puzzles so I enjoyed this, didn't get past one of the last ones I think, played through quite a few).

Sometimes at the start of the level I got a bit disoriented where I was, since the player doesn't stand that much out from the eggs. But obviously looking a bit more you can find it easily.

Overall nice game :) Very simplistic art work, but worked well with the simple old school puzzle style.

Thank you so much for the compliment and the review! :) 

Yeah I got something cooking from the basis of this game, and I do agree more levels, powerUps just make the game always more fun! 

Glad you liked it! Hope you made it to the boss level, since that's where the powerUps especially start to affect the game (one thing especially makes the boss level HARD mode) :D 

Such a beautiful game and very well done platforming. Even if I'm not a puzzle lover myself, I would see this taking it more to that aspect with possibilities being endless here. The how to play was so cute as well and the whole game just looked amazing and music fitted it well. The actualy platforming was genious as well, like you could use the platforms from both worlds and it just always had a small thrill jumping on "top of spikes", even if the other side had a platform there.

Great job! Of the top of my head, can't really think of a critique now, maybe some kind of checkpoint for getting one of the keyes could be one option, last level (I think it was the last one), I had to do it couple times of a mistake and always had to run left and then back all the way to the right and last time it was already a tad annoying :D Maybe even just drop the other key were you died or something. 

Other than that very well done, more levels and even more difficulty and puzzles and you for sure got a keeper here! 

Great submission, played, commented and reviewed! :)

This was a very fun game to play! Reviewed and left a comment as well :) 

I enjoyed your game as well, left a comment, reviewed and played it obviously :) 

What a fun idea for the theme! Such a cool mechanic, took me a while to understand the mechanic, but once I did it was very fun to play with the shadows and how they created a platform. The lasers I thought I had to jump over some of them in 3D, since I thought if they would hit you on the 2D dimension as well you would lose, but it didn't so that was a lot easier than I made it :D 

With some polishing of the art and lot more levels, I could see this being really fun to play! :) I did end up bugging the camera for a second when you had to drop through that small hole, once I did, the character was down there already but my camera still shower the upper part. It was fixed when I moved a bit, but at first I didn't want to move, since I didn't know what was in there, it could have dropped me or something :D

Very good game and worked perfectly on the theme! :) 

Really loved the transformations and the narration (with the text on the walls as well). It was funny and made sense why you would have to transform. Bob was a beautiful little creature as well :D 

I did end up bugging your game out though, here's the picture of it. Only missing "Fly me to the moon" from playing on the background if this was on purpose (tbf if that would have happened you would have instanty got 5/5 of everything :D) 
So yeah on this part where you get the box, the box somehow stuck to me and I tried to get rid of it with pressing everything while I was at the plate it was suppsoed to be left and transformed to every possible combination, but nope, it loved me too much :D
Then I made the crucial mistake and pressed jump and this is what happened. It even took me a lot further in to the abyss, but at one point it just resetted me on the ground, but the box went it's own way and was never found again, so I couldn't continue the level from there :D 

Nevertheless it was a very fun game and nice mechanic which for sure could create amazing puzzles with a fun/quirky narration on top of it. 

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I liked the idea, first I thought I changed the size by pressing the e button on those white lights on the wall :D Then in like that enemy level I started to realise that it was Q and E that did that :D (Reason for this was that at least on the WebGL build I was playing the hint/controls text disappeared almost immediately, so I couldn't really see what it said :D) 

The enemy levels didn't really bring any kind of other difficulty, so rather have different levels or like traps that would make you lose and you would have to start again (that way have to think more on like running towards a wall on the other side to get them perfectly balanced to do it correctly), because once you went all tiny it was just running underneath :D

Creating more puzzle mechanics into this for sure would make it more difficult and I think more playable that way for the puzzle enjoyers, I'm not one of them, so for me this was alright, but I do see that when it comes to puzzles it was very easy. :) 

I liked the idea and mechanic of the game, could have some interesting speedruns of no switches used, once you know the map well enough :D

Jumping felt really off for me, like when I ran and jump of off the edge of the platform, sometimes it just went down and didn't register my jump, maybe by just adding a bit collider backside of the player it would be more forgiving, or then make it in a better way and check how long has it been since "dropped" from ground and let the jump be registered.

Nice work on the game though! :)