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murraybot

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A member registered 46 days ago · View creator page →

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Solid very polished piece of art. Just really vibed with the glitchy aesthetic, and the randomness of the duck sounds animation and background morphing, Great arcade fun.

Solid very polished piece of art. Just really vibed with the glitchy aesthetic, and the randomness of the duck sounds animation and background morphing, Great arcade fun.

I had a good time with this, played, and upgraded the speakers (the music was great) and the boost. Like the other controls, the boost is very touchy. Like turning was super exaggerated, which could have been what you were going for because anytime you went off-road, you were doomed to fail that run. The friction in the grass went to absolute nothing, which is fun but seems like a big punishment with the short amount of time you have. And yeah, honestly if you polished out some camera jiggles and controls this would be a very fun, very addicting crazy taxi-like. It would have been cool if there was some feedback with the plot/theme into the mechanics. Good job!

Yeah, a lot of this game came down to fighting timing for the animations and getting the movement physics 'good enough.' There are a lot of factors that play into that forward momentum and hang time, mass, friction, linear dampening, and linear factor. I was upset with the way it came out for the opposite reason, I feel like Tobias is sliding on ice everywhere. It also doesn't help that all the static surfaces could be set to different amounts of friction, so you would think that would help get a grip or be extra slippery on the rocks, but having less friction helped ascend slopes? My only physics game before this was a dice roller, so the learning curve for a 3rd person platformer was as intoxicating as it was infuriating. 
I really didn't intend for it to be played fullscreen, and I could have made it where clicking does grab the mouse, but I wanted the player to be able to interact with a dialogue menu without punching. Looking back, it would have been trivial to check if a menu was open on a click. But also, this is my first time uploading to itch, so now I know. 
I'm glad you enjoyed it, and thanks for taking the time to leave a review!

This is a very cool concept. I like how it fits the theme; I'm curious how many comments would possibly come up. Out of curiosity, I looked for an insult database, and it's mostly obscene or political, so you probably dodged a bullet by writing your own. The music is also a bop! I noticed where the grass section was, the trees and other props weren't at the right layer, so the player passed under them. Overall, a great jam submission.

Great concept and execution. The momentum physics were challenging, not going to lie, level 2 was probably the hardest until 9, where I managed to juggle the first ramps just to fall off. I would recommend changing the size of the game on itch, because unless I make it fullscreen a portion of the puzzle itself and the title cards for changing levels is cut off. 

The purple thing is the goose juice and it opens the gate, and if you walk through the level ends and pauses the game to show your time. Fighting the people is actually optional, but the one Karen with the blue top has more health and should become aggressive if you walk in her path. 
Thank you for the feedback :D

This was fantastic, I was just excited to play a Katamari like, but everything was very on point. I liked the restituion physics with the trees to see them spring right back up. All the little animations had such nice polish, like the level transition stars. So was the ball's texture a shader or something else? I seem to remember a method of essentially panning the UVs across a large texture. For the controls, the default mouse sensitivity was very high for me, so I'm glad you had a way to adjust that. I beat the game before realizing the shift key was a thing. The only thing I can really gripe about the controls though is the controls say "aim and release to shoot" for left click, but that's not really what it does unless you have a shuriken. Otherwise, it drops stuff off the ball, which is great, but like the second or third level where you have to jump over a hold to stab the balloon, well, I clicked and dropped the sword XD.  I was pretty into it by the time the jail bars were keeping you from the next level, and that reminder that you're the weapon just made me smile. Keep up the good work, this was well thought out, well executed.

Thanks, I actually fired up your submission about a day ago, concerned that I was stepping on toes with a bird themed protagonist, but I realized we had drastically different games and jumped back into development before I got distracted. I really liked the PSX art style yours gave; I'll for sure have to give it more than a one minute browse.

Thank you!