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Kahshmick

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A member registered Jul 26, 2017 · View creator page →

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Ah, actually we did interpret that walkers could hop directly from flatdog to flatdog, but the rules seem clear that you can't on second glance. I'm not sure if that addition would change things much, but it made one of our games very dramatic!

Played through this and had some thoughts!
- We assumed that moves are mandatory, but seems ambiguous. Created some interesting situations at the end game where you didn't want to move a walker but had to.
- Flatdog squishing mechanics seemed pretty unclear, and we ended up going with "If piece is in-between flatdog and something else it gets squished". Could be nice to have some pictures to get the idea across as we kept running into corner cases

We also had a last minute upset that involved hopping in between flatdogs for the win. Feels like this has a lot of depth to the strategy that we haven't even touched on :)

Played it, and had a blast! I think the strongest aspects of this game are how frogs get blown around the screen when shot, and the political part of placing tiles at the beginning. Created a lot of *teleports behind you* moments. The launch mechanic is also great in its "all in" randomness. Some critique would be that after playing though we all learned to adopt pretty defensive and inactive strategies, and when enough frogs died we had a game grind to a halt when the two ghosts would strategize where get the most "boos" on living players. Overall, it's very stylish and a cool deathmatch style game! There seems to be plenty of room for mods, and if I were to change anything I'd try to make more incentive to cause climactic battles, maybe a way to heal if you dealt damage or got the fly?

I can't find any "Buy" button on this page, looks very cool though!

What adorable little dudes :)

Ahh, I feel dumb for missing the intro, fast loading for Unity! V nice manifesto

What did you use for the itch.io embedded player, since otherwise it's just a pdf download? It's very good at breaking down the pacing

How did you download the game btw? I can't seem to figure it out.

I did a pacifist run! Well up until the boss where I think I killed a few clones of myself. Vibes are top notch. I can't figure out how you get bullets to look so cool though, when you're moving horizontally they seem to be thicker? Don't know why I like that so much but I do.

The shockwave effects were really what sold the experience for me, I wonder if those could be more integral to the gameplay? Otherwise you've got a pretty solid shmup with some flashy visuals. Also couldn't tell what the colorful floating ball was?

Glad you were able to add on almost exactly what you talked about on Tuesday. The events that happen when you're halfway/almost done give a good indication of progression, this type of thing could probably be expanded upon.

Good dialogue system and setting, definitely worth building on. You should give the guy some moving arms and legs to make that walking animation juicier!

What you've got is very smooth and aesthetic. The only thing I ran into was that you want to spam the shoot button when holding an enemy but that means that you'll always end up using the claw immediately after they die.  Definitely a solid mechanic to expand on!

So many tiny mechanics! The block pushing/platforming/digging alone is pretty impressive. Also found a bug where after the bomb goes off trees start growing again? Maybe that was intentional? Anyway you've got a pretty varied game here.

Very retro arcade-y, there was a lot of challenge in how you have to prioritize some apples and leave others to fall. Since I was so focused I couldn't tell why I was regaining lives but I'm glad it seems more forgiving that when you last showed it off

Very cool sprite work, I didn't realize you could flip the ship for a while... it looks amazing! Probably wouldn't take much more to add an enemy-orb mechanic that can change your ship's colors or something?

The plant animations were top notch, great intro project for pico!

The plant animations were top notch, great intro project for pico!

The cutscene and the random walking/eating/pooping must have been interesting and a little arduous to code. It'd be cool to see the idea expanded upon with more stages of pet growth or mechanics. I also just switched back to the tab and realized how you have to clean up the body with the toilet icon, I love it haha

Got an nice earthbound-like vibe from the characters and items that you find. I found all 8 flowers but didn't know where to go from there! I'm glad you got your code to work after it broke last night haha

I love how I knew exactly what to do with the other person character when I realized they were an enemy. Definitely a game the uses gameplay to support narrative and not the other way around, I don't think I've seen any other submission do that! Also never seen the movie haha.

Good thematic fit with block pushing gameplay. The later levels where you were timed was when the puzzles really clicked for me, since it becomes more about which items to prioritize than how to push them around. The last level in particular made me double take a couple times which I liked, but also made me realize many of the previous levels could use some more difficulty perhaps? The bar is awesome with how flexible it is as well, coding those is a bit of a nightmare and it's introduced right when the player is starting to get a hold of the rest of the mechanics, I think it's redundant to say I'm a fan.

The narrative structure is really what glues these puzzles together. It makes the shortness of some of the levels intentional for story pacing, and the introduction of new mechanics relevant in more than a gameplay sense. If anything I think you can take this farther to teach mechanics through what one might expect from reading the intro dialogue (You do a little of that already, this isn't a criticism more of a supplementary idea). The only issue I ran into is that I couldn't tell which enemies would run after the buddy or only run after me, I think they had the same sprite. That only was an issue in one level though. Great tiny game!

Very cozy and atmospheric, I think like the circular framing added a lot to the game feel. The puzzles were extremely simple but that suited the play experience where you just go talk to all the characters and interact with all the things.

Okay, very glad that I revisited this, the dream sequence was great!  I also noticed how the art style is very abstract but I had no trouble interpreting it at all. The "?"s as unseen blocks was interesting.

Will the next plot event happen?? Find out next saturday, on Dragonball Z!

Definitely going to be a redundant comment but the music, art, etc are amazing. The eyes are what really did it for me. The crow puzzle was great, hard enough to take me a second but simple enough that it was still fairly quick. I really dig the comedic timing with the third crow.

When you leave your front door and the neighborhood is a metroid style psychedelic maze. I like the unsatisfying ending, I was really expecting something after the buildup haha.

Wow, great story here. I especially loved the gag with all the guitars, I'm pretty sure it was the last one I picked? Was that written in code or something?

The way you incorportated the ambiguity of sprites with the story and dialogue was great.  There were several times where I didn't know what a character was and then they alluded to it in a corny joke, I'm a fan.

The last "act" was awesome, very nice very tiny game

I think I got soft locked after failing to slice an apple, I'll come back to it later. The house level/outside has a great structure to it, and I can only imagine all the different room transitions it took to make those kitchen scenes.

To the point, great sense of scale and space!

Going to endorse this problem, having the same issue. Using the itch.io desktop app on windows 10.

Sadly, feature creep got the best of me and my team, we barely got a working prototype submitted! As for the jamming solution, we planned on having the player press a button to jostle the hopper, like a vending machine. Thanks for the kind words, I'll send my regards to the artist! Not sure if I'll look into this project in the future but it sure was an experience!

Okay, I promise the whole game is up now, data and all. Whew!

Gah! We were skidding over the finish line yesterday, I can't believe I forgot that! Will do, thanks!