Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

NotShibas

33
Posts
1
Topics
2
Followers
5
Following
A member registered Jul 17, 2024 · View creator page →

Creator of

Recent community posts

I loved all the mini games! This was a really fun little game that had me cracking up throughout. The story was really fun, and the ending was great, lol.

There's definitely a lot of potential here.

First, the good!

  • Camera movement is stellar. There's no (or very little) ghosting when your character moves, and a lot of people get this wrong.
  • The movement controller seems very well done
  • The art is *chef's kiss* amazing.
  • The sound is interesting - I'm getting vibes like you as the player can hear the song from the character's headphones. It's immersive and I like it

I know that this is a rough debug version, but here are the things I think might make for an even tighter experience:

  • Faster acceleration speed in general - the character looks like she could be moving faster on the ground
  • Wall-grab seems to only activate when velocity.y is positive - this makes it feel a bit unresponsive. Personally I like wall grabs happening whenever I touch the wall, though it may be worth keeping some of that upward momentum rather than stopping dead in your tracks
  • Ground attacks seem to have little knock-back with significant buy-in. This makes the game a lot easier if you focus on jumping attacks - being able to cancel attack animations with movement or dashes and/or adding more pushback when you hit enemies would be helpful here.
  • While I like the music, I do also wish there was more of an "unmuffled" option to hear as well. 

All in all, I see a lot of potential here, and I would totally buy this as a finished game!

This was really cute! Not only did I get a kick out of it, but my seven year old loved it as well. 

I love the style of the sprites, and the little town was goofy in a fun way - I especially liked the extra signs hidden around the world that broke the 4th wall.

Suggestions:

  • You may want to try constraining the aspect ratio for the game. I noticed that making the window bigger also increased the viewport, and I'm not sure that was on purpose
  • You may want to try turning off vertical gravity while climbing ladders, so the player doesn't immediately fall super fast if they let go of "Up"
  • There was a part where Debbie(?) was telling us about the roof guys where she would point us in the wrong direction - I don't know if that was intentional, but I thought I'd give you a heads up.

Over-all, super fun! Great work for your first jam! You should definitely continue making fun games!

This was fun! I liked the aesthetic, and the grind turned into quite the addictive loop.

I may have soft-locked myself though? I'm not sure if the game has an end, but I got to a point where I wasn't able to finish upgrading and the knight still refused to go to the castle. There was also a point where I skipped talking to the guy in the mine and grabbed the pickaxe - but it seems like he doesn't say anything anyway?

All-in-all, it was a good experience, and I enjoyed playing it!

My dev, this was fantastic.

You did an absolutely stellar job. Your character controller was basically perfect (the only thing I was unsure of was jump buffering), the level designs were fun, the camera was excellent - really all around this was just perfectly solid.

You got *so much done* and I think you deserve a ton of kudos.

Thanks a bunch! I'm glad you liked it

That's so true! 

It would be hilarious if the player started plowing through various obstacles after the race ends, like they can't stop - I may have to see what I can do to build on this.

Thanks!

Thank you! 

I was originally gonna go with a very different aesthetic, but I just ran out of time and just went with what I had - I think it was good plan in the long run. lol

Funnily enough, the art was supposed to be completely different, but I ran out of time and leaned into my quick placeholder aesthetic. I do think the cheap squiggles have a kind of charm though, lol.

Thanks for playing, and im glad you liked it!

Thanks for the heads up!

I figured out why that happens now (I used the wrong process function for a couple scripts), and it should be updated after the jam. Lol

I didn't read the controls at first, but once I realized you could dimension hop, it was a very cool little game. I liked the mechanic and the aesthetic!

This is super cute - I love the presentation. 

The sprites and the little comments the character makes are very fun!

Nice! 

This had me cracking up - a very fun take on the theme

What?! How?! Hahah

Did you do a dash jump over the flag? Or did you fall through the floor somehow? (I'll also tone down the music in my next update)

I think it could use a little more tutorialization - it's hard to convey that you can and should dash through certain obstacles (like the ducks) at different speed intervals without an example.

Thanks for playing, I'm glad you liked the dash!

This was a really solid and fun experience! I liked it from start to finish - awesome work!

Thanks! I'm glad you liked it - I it would be fun to knock the objects away as you get faster, rather than having to dodge everything. 

Now I just need to figure out how to fix the web embed. . .

This was surprisingly fun!

I think you guys did a really good job, and I enjoyed the gameplay loop, though it did take me a few tries to beat - hah. All in all, I felt like it was a charming game with some real potential. It was impressive to see a functioning base/unit generation system working as well as it did, for sure! My only issue was that I kept hitting escape to back out of menus, which would pull me out of full-screen instead - classic skill issue. Once I got a hang on the controls though, it was a pretty smooth process getting to the end, and I really liked that the game had an end.

Great job!

I totally agree - we're working on putting together a quick "how to play" screen for the next update! It should (hopefully) clear things up. Thanks for playing!

You all accomplished something awesome here - the game has a very high-quality presentation.

I'm glad to see you're still working on it, because I'd love to play it when it's ready! I love the sound and the design though. There's so much potential here.

I had fun with this one!

It could have used a bit more direction though - even with the basic controls mentioned in the description, there were some key mechanics that just weren't easy to pick up on. Once I figured out what the actual goal was (destroying cabins), how to equip/drop weapons, and how to heal units, I had a lot more fun!  I did finish the game, and it was a pretty solid experience most of the time, though it kind of felt like the enemies were a bit over-tuned towards the end. Since the AI doesn't really let your animals die much, the end just amounted to attacking, healing, attacking, and healing until the cabin was destroyed - it didn't have the same punch as the earlier part of the game.

That said, still a solid experience! 

I had fun with this one!

It could have used a bit more direction though - even with the basic controls mentioned in the description, there were some key mechanics that just weren't easy to pick up on. Once I figured out what the actual goal was (destroying cabins), how to equip/drop weapons, and how to heal units, I had a lot more fun!  I did finish the game, and it was a pretty solid experience most of the time, though it kind of felt like the enemies were a bit over-tuned towards the end. Since the AI doesn't really let your animals die much, the end just amounted to attacking, healing, attacking, and healing until the cabin was destroyed - it didn't have the same punch as the earlier part of the game.

That said, still a solid experience! 

I really liked this one!

I wasn't always sure what was going on with the buffs/debuffs, but the base gameplay loop was solid, so I was still having fun the whole time. I think I spent a bit too much time trying to avoid proccing the debuffs (which I think were actually inevitable?), and I definitely didn't realize there was a golden knight to slay until I saw the messages here, but over-all the presentation was fun - I just think it needs some tweaks for clarity and it could make for a really solid experience.

If only I had known how quickly I could get those sound effects/music files in - I really dropped the ball there. We have them added in now and it really helps the game feel more like a game. I just wish I didn't have to wait for judging to end in order to update  (^_^;)

I'll definitely try to give you some feedback on your game - thanks for the feedback on ours!

This is all really great feedback, and you're absolutely correct - we've added it in, and the game is much better with sound. (^_^;)

After the voting period ends, we'll be updating the game with what we've already fixed, and hopefully with some new features as well. I hope you check it out again when that happens, and thanks for the feedback!

I really liked this game - It was challenging and tense in both atmosphere and gameplay.

I love that you had a team with diverse skills and everyone seemed to contribute in a meaningful way. The characters are fun, the game feels nice, the design is engaging, and the music really ties together the whole aesthetic. Great work overall!

Very cool game! 

Fun puzzles, nice looking characters, good controls, and really fitting music!

Yup, those are actually what we're working on next. I think they'll go a long way to making this feel more like a proper game!

Thanks so much! 

I learned a ton with this jam - thanks for putting it together : ]

Thanks!

I'll be working on an in game tutorial soon - it's definitely something the game needs.

I agree - it's pretty hard to lose, hah.

Thanks for playing! I'll see what I can do about adding in the previously planned complexity in the near future.

I had a similar issue. I'll definitely check out your game - the art looks great!

Unsung Hero (the game)

We missed the cut-off by a couple hours, but we'd love for you all to check out what we put together.

This was my first time coding a game from start to finish without following a tutorial, and my friend PsychoGaze did all of the art assets. We have a bit more planned that we intend to put into the game before we call it quits (additional animations, more enemy types, splash screens, music and sound effects, etc), but this was our MVP.

Thanks for reading all that - I hope you give the game a look! Hopefully next time I'll be about 6 hours faster, hah.