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JustOnesAndZeros

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A member registered Apr 01, 2020 · View creator page →

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I used to be a huge QueenOfSquiggles fan but I don't think I can support faer any more after fae went political. >:(

oh no I can't think of any substantive criticisms for this one D:
I guess that means this game is my favourite ;)

As a celeste enjoyer, I really like this one. :D

My only real cause of frustration with this game is the lack of polish on the controls. Demanding the player to make very specific, well timed movements without movement features like coyote time, jump buffering, etc can make the experience kinda frustrating when they press a button a frame too late and end up having to restart the whole level again.

Also I don't see any reason why the dash stars shouldn't respawn like the disappearing platforms do. The player is already losing time when they miss a dash jump, you don't need to punish them further by also soft-locking them out of completing the level. :<

Apart from those minor issues, this is a solid game and I would definitely play a full version of it. :)

This game is pretty fun. It reminds me of those restaurant management games where you're rushing between tables delivering food to customers. The low framerate is a little annoying but it's probably just a quirk of how the game was exported so I wouldn't worry about it too much. Considering this is your first game, I'm really impressed and I look forward to seeing what else you end up making in future :D

If you're looking for ways to improve on this game, I have a couple suggestions:

- Sometimes a pipe will break off-screen meaning the player will be unsure of where it came from so it would be nice if there was some indication of where the broken pipe appears. A subtle way of doing this could be to make the pipe breaking sound effects directional so the player can hear where they are coming from (you can do this in Godot using AudioStreamPlayer2D nodes). A more inclusive method for people with hearing issues or who are not wearing headphones could be to have some visual indicator (like an arrow for example) pop up on the screen somewhere that points out where the broken pipe is.
- I may be misunderstanding but, from what I can see, it looks like the way the game works is that each broken pipe has it's own timer and if that part of the pipe is not fixed before the time runs out, then you get a game over. I noticed that there is a red flash on the screen that I assume is to warn the player that they were running out of time but without any indication of which leaky pipe is running out of time, it isn't very helpful. Instead of just having the screen flash red, it may be more helpful to the player if the sprite of specific pipe that was running out of time started flashing instead. This way, the player will know which pipe is the problem so they can go and fix it.

Sorry if that's a lot of words to read, feel free to try implementing my suggestions or to completely ignore them if you don't agree with my assessment. It's your game so you have full authority on what is and isn't a good idea for it :3

dogspeed sir 🫡

The monster is shy and doesn't like being looked at :3

This is a really creative way to interpret the theme. I love the atmosphere and lighting with the camera flash mechanic. I'm curious about what the inventory was for. Where you originally intending to have more items than just the camera?

I was doing pretty well until I accidentally backed into a shelf and got pinned there by the crowd of anomalies D:


Thanks for playing my game and for the feedback :)

I did consider allowing the player to stun the monster with the gun but, in play testing, I found it made the game a bit too easy so I changed it so the monster takes a step back instead.

Firing the gun also creates a loud noise that will be highlighted on your map, giving the player a way to pinpoint their current location in case they get lost, but I'll admit I didn't really communicate this to the player.

I love the art and the ultra realistic sound effects :D

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D: