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Meepalasheep

58
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A member registered Apr 26, 2020 · View creator page →

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I like that suggestion with level 3. I could color code it or something. Give more landmarks so the player knows "I'm in this area."

Interesting! When there is a randomly selected element, all of them have an equal chance. BUT certain enemies always have a certain element. The flying star anise enemies = ice. Dogs = fire. Frogs = electric. Giant cracker guy = earth. Enemy placement could be affecting how you feel about the elements. And there are some guaranteed places of each element. But I thought I had those *mostly* balanced?

Oh yeah, you were playing on keyboard and mouse, weren't you? I have an image of the control mappings in the comments, but I'm not sure if that will work. Sorry! I will correct it! I mostly use controller!

Yeah, I'm sorry! If you play with the window, it will appear. It's a mistake of having a freely resizable window and however I have that HUD.

Thank you for your patience!

Good notes on the abilities. I appreciate all comments and opinions. Even if I'm not agreeing with one.

The camera sensitivity IS maintained in the full game. It's just how I have the demo working that messes with that. Sorry!

The comments on the levels are VERY appreciated! I'm never sure if the placement or the layouts are fun to other people! I like them, but I also made them!  I have NO idea if I'm any good at level design!

Was Level 2 being an arena too early? I've heard from others that it's very hard for being a second level. (The full game is non-linear and you can just go to another island to upgrade, but first impressions still matter!)

Glad to hear you enjoyed level 3! I always wonder if there's too much empty space. I've been working on adding more to it and condensing it. Was the tower helpful to make sense of the second section? The idea is to be able to climb up and see where 3 of the 5 (and a trail to another) keys are. It used to be the first level. But I found that was offputting to new players, hence the new linear 1-1. I *love* nonlinear things so I tend towards that kind of design, but you gotta onboard folks before you try to sell them on a game I guess.

Ice spawning too often is a very interesting thing. Would you say the resources overall were balanced? Too little? Too much?
Yeah, the ability point pickups kinda suck at the moment. I agree that they should give more than one point.

And yeah, I want level ranks to be VERY hard to get.

Sorry about the button not working. Was the start button still working, then? Was it only the clickable button?

Thank you so much!

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these?


 

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Controls for those without controllers 

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You should be able to? Try resizing the window. I need to make it where there's preset window sizes, not freely resizable. As that can mess with UI. There should be a number within each color.

Select toggles the move help. I just added that feature so I apologize for jank and lack of ingame help. 

I assumed that having all that text upfront would be overwhelming so I made the Ability Tooltip off by default on the first stage. I never considered people getting game overs on the first level. I'm going to add more automatic toggles and include an ingame tutorial on how to turn it back on.

this is cool. 

This is VERY cool!

aw hell yeah. love kit!

no! don't fix it! sequence breaks are good!

I would like to be able to ignore games so they do not come up on search or on homepage.

This needs to be a UI thing. 

it's fun! 

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This was awesome! I love seeing indie games of this kind! Very excited to see what you do with world design and whatnot.

Big fan of the "No Thoughts Head Empty" easter egg.

From the videos alone, this is a VERY cool idea! Gonna play it with some friends!

That OST is great

This is a lot of fun! But the web version seems to be broken. 

I feel like this lays a very solid groundwork for a 3d fighter!

This is awesome! The penguin behaviors are a very interesting way to build puzzles!

This is very cool. Always super interesting to see what can be pulled out of puzzle games.

Thanks! It's kinda "vertical slice"-y, but assets are placeholders and there was like 0 effort towards graphical assets and animations. I wanted to cover the basis of what will grow into a full game. 

I'll consider the loop broken, then. 💪

The loop has been broken!

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I beat the creature but no victory screen?

I hadn't thought about it, but I will make a linux build if you're interested! 
Thanks for giving it a try! It's just a small one area(camp and abandoned factory) demo thing, essentially. A proof of concept.

This was a lot of fun!

Same.

this game is VERY cool. it makes you look at tetrimonos in a compeltely new way. 

I flipped them frogs, yessiree.

Good game!

One backseat gamedev idea: A visual indicator for when I can tongue out would be neat.

good bomberman clone! I'm assuming the other levels are just planned. I wish there was a way to see what level I have my attributes at, like in bomberman. 

this was very cool! I love tank controls in games, and I find it satisfying to try and wrangle something out of them - like jump cancelling attacks so I can take out enemies quicker.

this was neat! I feel like there's a lot that could be done with both maintaining loose bolts and ghosts!

I agree though. This has potential. Very much like superhot.

I think about it, often. Friend Quest is amazing.

Woah! This is very cool!

that was a lot of fun! I liked the second level quite a bit. felt like a later part of a game when they stop messing around and get to the good stuff.

Commenting to show you that superchat on the summer games fest got at least one follower.

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This rules. A simple but really effective mechanic turns this into a beautiful, chaotic mess and I love it.


Insanely charming and full of character.  Great job!

I'd say still play it! Things can always change so much between demos and the full game.

Once again, the Brocs rocked my socks.

I was lucky enough to be a playtester on this. Super cool and surprisingly polished game. Like holy moly. Even early versions were higher quality than anything I've made lol

I love the mechanics of driving while interacting with all the doodads in the car. Just like Alpen Ghoul (go play it), it's an actual game and not just a spook simulator. Not always do games make me excited about what else could be done with its mechanics, but this one got me imagining all sorts of silly(maybe annoying) things that could be done with it.