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MewsSnep

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A member registered Aug 12, 2017 · View creator page →

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I really enjoyed playing it on stream, thanks for making it :3

can always convert PSD files to PNG files using medibang or other paint programs that support PSD files.

Thanks for everyone that left a rating on my gamejam game, it was a really good experience and I think I learned a lot from this jam ^^

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Ya I ran into a lot of issues while coding (partly over ambitus and underskilled), more then half of the 12hrs was fixing things I did poorly or something I didnt understand and someone else was going to be sending me the sound for the game but that fell through ^^' (I could also be overestimating the time)

Wow I love the feel of the game, very fast and fluid! More levels and a timer and I could easily see it being something people would speedrun

Ah, sorry the drunken wobble was added very late in development so it wasn't tweaked as well as I hoped. Also one of the bars is literally just there to confuse you too add to the joke of being drunk. XD

But ya! Thanks for checking it out, glad you had some fun! :3

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Going to point out some things I noticed while playing, and some of my thoughts. I hope it comes across as helpful and not nitpicky ^^

Menu:
-In the starting menu I couldn't see the "press space" at the bottom due to the screen size so I
pressed escape to exit the menu, which reset the game.

Tutorial/Level 1: 
-says press "S" but its actually "W" that works.
-I really didn't like how fast the character felt here (I think is just because of how small the screens are for this area)
-Nice reset, very fast so dying didn't feel tedious

Hub: Level locations feel a bit all over (but that's probably going to be different for everyone just for me I was looking for level 3 and it was the last one I went to lol)

level 2:
-Some platforms that look the same have collision from the bottom where others don't.
-Didn't realize I could jump on the grabbing points.
-Nice job on the coyote time
-Was one section where I could of died after the screen transition but before the checkpoint (would feel really awful to beat the section only to be reset because the next section killed me before the checkpoint)

Level 3:
-There was another couple areas where I could of died right after the screen transition to the next section
-The moving platforms don't have any visual differences between fast, and slow
-I had trouble seeing the button on one of the levels
-That last screen was a doozy XD

Level 4:
-There  was a screen where I nearly walked into the red just barely missing the checkpoint
-the swinging with reversed gravity doesn't feel right to me
-Last screen was brutal again :P
-(For some reason I had to redo it because it didnt count as completed later)

Level 5:
I ended up in the floor (I believe its based off the grab the corner mechanic)
The part where you're being chased by the wall was a frustrating part, I thought it was impossible and then through I got stuck in the bottom area but luckily I could just reach the button, that being said the hint wasn't very helpful and might even give the wrong idea but I did manage to figure it out after a good bit of trial and error, only to be killed by the opposite wall just before reaching the checkpoint)

End Game:
I was frustrated with all the puzzle platforming that when I got to the end I did not want to think about it. Sending me back through the levels felt like a chore luckily it wasn't that difficult to figure out but after everything else I quit during what I assume to be the end climb back down.

Overall the game felt like a rage puzzle platformer and the reason I think I feel that was is mainly due to the trial and error that has to go into everything. Was still a fun game for awhile, but it left me wanting to feel more in control. If a hard puzzle platformer is what you're going for then you've done a good job at it (Maybe throw in a death counter for an added insult to injury :P), but if you're looking for something more accessible then I think some changes might be needed.

Game Maker's Toolkit did some videos on platformers that might be helpful to remove some of that frustration building. Regardless though, with a bit more polish I think its a very solid game. Nice Job.


Just remembered I took a screenshot while I was playing of when I got stuck in the floor


Thanks so much for the nice comment.

I cut it a bit too close for comfort there on that submission XD

ya the hud was one of the things that got last min removed to try and just get the game exported I had a reticle and a timer and such but ya unity was being a butt

ah ok updating unity to the beta version (which i had to do to even build the game)  seems to have broken how the water was rendered which was as you guessed a plane sadness XD

I don't think I ever would of thought of controlling a bomb on its way down to a city o3o so thats interesting and totally on theme lol. I noticed the death toll wasn't a whole number, I'm not sure if that was your intention but if you use a math floor or math round that should make it a whole number. But ya nice job! ^^