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limemonkeys

100
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A member registered Nov 04, 2021 · View creator page →

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Really cool game! I loved how the buildings hid to increase visibility. The game felt really well put together and polished

Thanks for taking the time to comment. I'll be fixing the inventory and making the sure either the levels fit the movement better or vice versa. Otherwise I'm glad you enjoyed :)

Thanks for playing! There's a lot of things missing and needing fixing of present. My intent is continue development on this!

Thanks! I'm glad you were able to enjoy it :)

Great job team. I already enjoyed it the previous week before submission and in that last week of polish you really made it shine. Nothing short of impressive!

I love looting games. Only thing is I found the movement a bit disorienting. I like how the world is turned 45 degrees however I don't think the player movement should be effected by this stylistic change. When I press "W" I expected to move up rather than forward relative to the character within the world. Especially where I only had 10 seconds to loot things became very difficult. Otherwise, I thought this one was very cool!

I like that you updated the menu screen (from what I remember) and I appreciate that you added a notice on how to get back to the menu. Good work :)

I'm glad you toned things back with the screen shake :) Could benefit from a nicer looking HUD but I'm very impressed. Great job! Hope you're proud of your submission.

I absolutely love the explosion animation. Music and sound effects will really make this game pop. Felt nice and polished otherwise :)

It's great to see you in the comments again. I find your style of commenting very informative.

It seems the movement is a recurring issue. What is your thoughts on keeping this movement but making the maps more friendly to this movement style? Once I stitched together the game and played the maps even I found myself getting frustrated with how precise some of the jumps were for the movement.

I'll be working on this project in the future and will be using your feedback as inspiration for what needs to be changed and implemented. Thanks again for taking the time to play our submission :)

Inventory is has to be redone as it's riddled with bugs a few features. Had to cut my losses debugging it as it was cutting into other development time :( Also I agree that the movement was a bit too floaty. Either that or the maps weren't constructed in a way to facilitate the movement. If one were to change, which would you prefer? (Both can be an option too)

Otherwise, thanks for playing and commenting! I'm glad you enjoyed the concept :)

Thanks! I'm really glad to hear.

I realized that as I stitched the game together. I had someone else on my team work on the levels and realized that either the movement needed to be toned back or the levels needed to be sculpted to fit the floaty movement.

I intend on working on this project in the future. In your opinion, would you rather see new movement to fit the current style of levels or new levels to fit the current style of movement?

Thanks again for taking the time to comment. Feedback is very much appreciated :)

Glad to hear you're relatively satisfied :)  I'm not completely attached to the wall running as it stands right now. I'll consider reworking wall running where I could incorporate holding Spacebar to continue the wall run given I find time to change this. Thanks for your feedback!

Big fan of this one. Aesthetic was nice. I liked the diversity in enemy behaviour. Controls were fluid. Surprisingly one of my favourite things was the pitch shifting of the orb and the dashing. It was like frosting on the cake. Easily one of my favourites thus far.

The art is very nice and I liked that there were sound effects/music. Only comment I'd make is I think it was a little weird that the text-typing sound kept changing even though it was the same character talking. It seemed to be random as far as I could tell. I think it might be nice if it's kept to one text sound per character. However, if this was intentional please let me know. Other than that good job!

Cute mini-game pack. I think it would really benefit from a way to return to the other games. If this is already implemented, it would be good to add a reminder in the top right corner on how to exit to the menu.

It's come a long way since I last played it during prototyping! Could really benefit from some sound effects. I think one I'd love to see (well, technically hear) is an audio stinger when you get caught by the guards. Other than that small addition, good job!

Great job. I don't have much feedback. It was well explained and a interesting concept. I'd like to see some levels where it's maybe a 2x2 and I have to figure out which order the boards have to be in to pass the level.

Cool gameplay. Felt quite smooth and it seemed to be randomly generated which was neat. I also liked that there were a nice variety of enemies.

My only complaint would be with the combined head bob and projectile screen shake. I think both are nice on their own but combined it was both hard to aim and a bit nauseating. I'd recommend just sticking with the projectile screen shake.

I'll be keeping an eye out for this on release. I think it's really cool and you've delivered a very substantial game thus far.

Great ambience. Overall felt quite polished.

I was a bit confused when I threw out the milk and heard the door opening sound as I thought that may have been the garbage can. I understand now it was meant to be an audio queue to go check upstairs, so I'd recommend adding an additional sound effect specifically of a garbage can to avoid that confusion.


Also I was busy admiring the physics of the liquid in the bottle when it seems like the game crashed. Please let me know if that scene was meant to close the game, but otherwise possibly something to look into.

Keep it up. Hope more people find the time to play this one

I thought they were interesting. It was kind of hard to tell what they did initially. From what I understand it is a time based stun. I think if you were to incorporate them more, maybe even making a maze like level with them, it could work. I'd recommend changing the message it says when you touch them to just "Stunned". I think it would inform that player of what that object is and that those are things they shouldn't touch.

I'm extremely impressed with this game. Unfortunately I don't know how many people are going to try  and rate it as it requires other players.

I got a game going with 4 other friends. We had a lot of fun. Only took less than a minute to catch onto the controls. Only thing is allegedly one of my friends fell through the floor. I don't have any good indication on what caused it unfortunately. Otherwise, I have almost no complaints. Amazing job.

Lots of levels and mechanics which is great to see. I'm sure sound effects with really bring this game to life.

I think I'd be neat if you could prevent yourself from being controlled through maybe a button mashing event or something similar, but I'm not sure if this would take away from what you're trying to accomplish.

Overall great job. Excited to see it on release :)

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Thanks for taking the time to leave a comment :)

I agree that the movement can be a little much. Even I found I was being punished a bit too much for missing these jumps and such. I'll try to tone it back.

We are planning to have 5 separate levels. I'll try to make sure there's more sliding for release!

Thanks for your feedback! I'm glad you liked the start. I've always wanted to make something like that :)

Noted. It shouldn't be hard to implement something like that. I think that's a great idea. Not sure what happened when exporting the game WebGL but time with the lifts really slowed down. I'll be sure to up the speed of those come release. For a game I'm attempting to make fast paced I can see how those were anything but.

Didn't realize the browser game was out of date. Downloaded the newest version! Looks great and I see that's already been implemented. Loved the dust effect. Great job thus far

I think the concept is quite interesting. One thing I'd recommend implementing is making player's spawn position on the ground be wherever the player got hit in the air. I think I'd make for slightly smoother gameplay. Good job so far!

Looks like you uploaded the entire project rather than just the build. Try building to a different location and just uploading that

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I had some issues escaping the dialog from the characters in the second room. I'm sure you know, but just thought I'd bring it up. There's a lot implemented thus far, great job with the prototype!

I love the art on this. Good luck in the Production portion of the Jam :)

This one was really cool. Very impressive for a prototype. I like the 2D art style in a somewhat 3D environment. I hope more people get around to playing this one

This is pretty mind blowing for a prototype. Can't wait to see what this flowers into!

What's you plan for exploring the bushes and such? Is the plan to find seeds out of them? Cool to see a farming game. Good luck in development :)

Once I understood how it was working, it was pretty fun. Excited to see where this one goes!

meow. good job

I like the idea to select bosses like MegaMan and twisting that with wrestling should be fun!

Really excited for this one. I'm a sucker for card games, but this aesthetic on top of it: chef's kiss. I really hope you follow through with the card gun. Funny idea

I was excited to see this one. I saw the concept art in the discord. I love that a tutorial was included. I know it was probably a testing level ;) but it's a nice feature. Animations are great but  it seems you exit the death animation upon left-clicking after death back into the idle animation. Easily one of our favourites <3

Unfortunate that the theme was not implemented for the jam submission date, but that doesn't make it a bad submission :) The movement was fluid and the animations were nice. I know they were sourced, but (assuming they're from different sources) it takes finesse to put them together.

Wow. Cutscenes looked great. I appreciate an Audio On/Off setting. Settings often get overlooked in jams, but they're nice when they're around. Don't really have much feedback! Stellar job.