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marmaladebacon

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A member registered Mar 29, 2015 · View creator page →

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Love the music! Love the visuals! But i had a hard time following the triangle i’m supposed to be controlling. Are the random spinning numbers meant to be the dice and control the powerups you’re getting?

Love the pixel art, and the rules concept makes sense! I was trying to make a bridge out of the goblins at the 3rd level before trying out the lava toggle :D

A nice relaxing game, feels a bit like a round of mastermind! Really digged the art style!

What are your thoughts on adding speech/dialogue to the customers when you set a food they don’t want? eg getting a soda and going “i’d prefer something more refined”. Doesn’t even have to mention the food type.

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Simple mechanic but effective, I kept going back to try to get a better score! Loved the detail, how you moved slower the more you picked up, how different items have different weights to them, and the more you have the less stealthy you are.

Loved your music :D feels like you have a barbershop quartet at times Really had fun while juggling getting new towers, taking out the tanks and targetting them.

Would it be your intention to have different turret types with different lock-on rates? The blocky graphics aesthetic was really cool!

I liked how the water resource is the impetus to keep moving forward, and the platforming was very precise! Your answer to SabrinaP answered my question on whether there’s a fourth level :D Did you forget to turn off compression and set filter mode to point on the character sprite import settings (unity editor)? they seem a bit fuzzy. Grats on completing the jam!

I love the use of the sound effects, really makes for a creepy atmosphere! The screen effect when the camera gets closer and starts to cloud over makes me feel like i’m the one chasing the character :D

I do like the 2nd and 3rd chance when you run out, just that bit of extra ‘health’ got me over the line to the house.

The overall feel does remind me of a fever dream of being chased which really fits!

It’s got a really nice creepy aesthetic going, the tunnel mazes were really very disorienting as they should be, and it’s easy to get lost in them for a good while. I kept running out of one of the tunnels and falling to my doom :D

Managed to find the first rune, and the dash was quite nicely implemented and transitions quite well!

It’s really impressive how much you’ve created in 2 days!

I really liked the platforming, just wish I knew about being able to shoot the enemies sooner! (found out after reading the comments here). The controls were really responsive and its impressive how much platforming mechanics you were able to implement in 2 days! (bouncy platforms, horizontal and vertical moving platforms, moving enemies)

Unfortunately I couldn’t find the boss, but i get the idea of trying to make the player multitask while looking around.

The game over screen is terrifying on a windows machine :( especially when the game is by default full screen.

The color palette and music somehow fit well together! Really liked the difficulty after getting used to the controls, it’s got that just one more go feel to it. As Greenbeengizmo mentioned though, might want to start off a bit slow but it’s pretty cool to see a game with music, parallax scrolling and working mechanics!

Really enjoyed this short but surprising game! Definitely did not expect certain parts of it!

The sound was spot on!

Thanks! You are spot on, I was very inspired by “Slay the Spire” in terms of UI design, had played many hours of it in the past year on my phone!

Glad you enjoyed the UI!

Interesting take, would be nice if you had some sort of telegraph that would show when an enemy was spawning a few seconds later.

Interesting take, would be nice if you had some sort of telegraph that would show when an enemy was spawning a few seconds later.

I like the concept of driving around in an out of control car, though if you could influence the direction in some minor way, and allow us to blow up rocks, that would make it a bit more fun.

love the explosions! wish they were present when we took out the green mobs though.

The animation of the drunk player character was very believable, I loved that!

I could not get the hang of the controls even after trying out different settings however and the constant wobbling of the camera (i know it’s part of the aesthetic you’re going for ) gave me motion sickness after playing it for a bit, so having a setting to turn that off would be much appreciated!

Loved the sprite work! I wished some of the guards detection radii was not as wide or quick.