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Mallardbro

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A member registered Oct 02, 2016 · View creator page →

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Thanks for mentioning the puzzles. It's always a worry when designing puzzles on a time-frame and whether they'll work out okay for players.. so I'm glad they brought out your giga brain! :)

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Two audio tracks??! I've had a very stern word with our coder and he promises to never make that mistake again!

Thanks for playing :)

I'm very glad that you had a good experience with the game - and that some design decisions worked out in supporting the puzzle-thinking! :)

Thanks for playing!

You submitted... Well done! I know there were some struggles this jam.

A pop-up of some story at the start and when progressing through the puzzles could add some nice narrative to the game, and allow you to sell the theme more.

This had some moments of grandeur, with the music, art and parallax coming together for a wonderful atmosphere.

 I did feel my attention was split between the movement of the character at the bottom and the text appearing at the top.

One possibility would be to add collectables that advance the story.. but that potentially changes the vibe of the experience.

I like the logic puzzles here, and the nice splash of charm through the characters.

I agree with others about the text appearing.. it would be cool if all the hints were on note-cards that you could move around like Papers Please.

You should take a look at the *code* for the game... so much charm there!

Jokes aside... I appreciate your feedback and I'm so happy you had a good time with the game.

Hey. thanks for mentioning the level design - that was a significant challenge for this game. 

I completely agree with you. The bottom left upgrade specifically is a bit tight on remaining moves.. I should have added some ice in that final corridor.

ʰᵉˡˡᵒ

Certainly took a little while getting used to the game, but a cool experience once it's figured out.
Art style is spectacular and the little visual details and polish work so well, e.g. the wind on the grass.

The presentation is great - excellent animation that shows good charm for the various enemies.

Player shooting is very slow and very quickly becomes unnecessary. It would be cool if there was a need for the player to shoot - for example, there's armour on enemies that only the player can remove.

Also, I got to wave 11 and 1000/1000 enemies apparently. If the game is endless, I don't really see the theme coming through.

Certainly enjoyed the game and kudos on the presentation.

The music is spot on. Tick tick tick, do-doo-dlooo! Sets a great tone.

Small improvements I'd suggest are having a "ghost cart" that shows where your cart will be once clicked, and some randomisation to the placement of the shopping items to add some variety.

Thanks! For the second cutscene, do you mean the map of the capybara? If so, you have to click the brain to go to that location.

N-ice!

Very slip-and-slidey, so I'm glad this penguin has a time machine for me to retry!

Good job (:

Apple and Isaac reunited!

Great screenshot!

Having some of that galaxy in the background of the game would have been nice.

Well done.  :)

Hey, it's a definitely a game!

I got to just above 200N.

Adding a bit of force to the pickups so you can "suck" them in would have been useful, and thematic.

Also, don't Googly eyes just make everything better!

Well done (:

Oh it's all so very nice.

I haven't really got anything to add to the plethora of positive comments here..!

I do love the audio-polish. The sound effect when falling just makes me smile.

Well done, excellent job.

Intriguing idea and use of the themes.

Sound effects would add so much to the experience - even if they were just noises made with your mouth and pitch-shifted.

As others have said, a tutorial would have helped me get to grips with what I was doing quicker.

(Also, pixel art and rounded corners - ahh! :D )

Good job.

As others have said, the difficulty could use adjusting. I've had many sun-orbs thrown at me in quick-ish succession!

But the vibe of the game is great - I do get an Overcooked feeling from playing.

I'd also recommend putting the demon on the main thumbnail.

A nice take on the theme with a unique mechanic... there's certainly lots that could be expanded on here.

It was tricky understand at first, but I got there in the (multiple) end(s)!

Also, do you edit your HTML files after exporting to fix the audio-crackling bug with Godot? 

UI is clean and consistent - which is very important for a game like this.

I do think that the beeping gets annoying rather quickly.

Having this as a typing game where half the time you can spam the keyboard and half you have to type words would have been interesting. Some background office ambiance would have been a good addition too, I think.

I love gamejams for games like this.

You tried something different and interesting, and you've seen what works and doesn't about this unique mechanic. Very well done.

I would recommend exporting to HTML for these jams, though. (Although Godot HTML audio is bugged and needs a work-around.)

As others have said, it was a bit of a struggle at first but there's definitely a game there and a good experience to be had, as well as lots to learn for next time I imagine. :)

This turned out well and I hope you reflect on the experience as a positive one... You should be glad to have put something out there and for being part of this jam.

The songs were charming and quirky and the sprite work is a plus.

Also... The crackling you hear is a bug in Godot's HTML exporter. Either we have to wait for Godot 4.0, or edit the HTML files after export. (Not tried this yet, though: https://3p0ch.newgrounds.com/news/post/1148893)

Play any of my games on itch and you'll hear it (on Chrome, that is.) Certainly annoying but hopefully that workaround, well, works!

Hello fellow button game developer!

I think this really needed a click or clack when I pressed the button. Even recording your space bar and changing the pitch would do. (Check out my submission for my implementation of that idea, in a different kind of game though.)

Oh, it all ties together so nicely. It's wonderful - good job.

My only niggle is that the delay between click and the guns firing made it feel unresponsive at times. However this is only a real issue with the first weapon, which I switched out quickly.

Coffee pot boss was so, so well done! I'm charmed. When's the merch dropping?

Well done :)

I had some good fun with this one!

A good amount of cohesion and satisfying gameplay for a gamejam submission - well done!

A neat puzzle game with a nice root in computer science history.

The goal of stopping the tipping machines fits the "on the edge" theme nicely.

I would have loved to see this get a splash of polish. Even just some clicks and clack when I punch in the instructions would add a nice bit of satisfaction.

Overall, great idea and nice mechanic. Well done!

Bug? That's a fully intended feature! Honest.

Thanks for playing and over-playing the game :)

The start to this game is a great introduction to its story and vibe. Kudos on that.

Also, the little touches were nice.. like the sound effect of the dialogue boxes and the zoom out for the battles.

Well done.

I enjoyed this... even the last level, which I think is well executed and has spot on trap placement. Those last row of arrows did have me grunting! 

As others have said... a timer and death count would easily make me replay.

Nice one!

100% agree. I added SPACE for jump and *thought* I added arrows.

I'll not forget again, I assure you.

Thanks for playing and your comment, fellow lefty (although I'm a WASD-lefty)!

Hi - well done for being the first to comment on the bug. There's one line that causes it and I wish I could update the game to remove it but... them the rules!

Thanks for enjoying it despite this. :)

Yep - I was aware of that but it's only a visual bug. 
There is a failure state if you ever collect too much slime and there is a speed challenge mode for a slight bit of tension!

Thanks for playing :)

What browser are you using?

This hasn't been a problem before.

Thanks!
"More than 2 souls" was planned but I ran into an issue that took up too much time... so stuck with just two!

Appreciate it!

I really thought I had 3 hours in the bag. A couple of interesting problems arose, but I'm happy with how it turned out. :)

Thanks for checking it out.

This really made me smile! I think all the different elements tie together really nicely. The fact you gave only 2 possible answer was a very good decision and allowed brain power to be given to listening for the parents. The wrong answers were nicely generated, too.

Rather enjoyed it - well done :)

A good experience given the the time restrictions.

I'd perhaps like to see the "distraction" range of the enemies, and perhaps make the player "hitbox" a little smaller. But a good slice of a game that could be added and added too.. e.g. a invulnerability dash would be nice, etc!

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The light-hearted "frustration" of controlling the drunk dot makes for a fun experience.

The todo list might need one extra thing added to it, or Emergencies that pop-up to distract your attention away from the todo list.

(I see you've pretty much already had this exact feedback - oops! Great minds, eh!)

The red enemies were somewhat frustrating since they repeatedly hit me whilst already stunned.

You could simply add 2 "lives" per stun, or teleport the red away from you on hit, or give a grace period during and briefly after a stun.

Also, some way of showing how long I've got to wait to become unstunned would be nice... Like a loading bar.

Any form of AI is awfully ambitious for a 3hr game, so kudos for adding that and trying something new :)