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Obsession Games

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A member registered Aug 12, 2022 · View creator page →

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I've played this a few times and I like puzzle games. Plunk has nice easy aesthetics that work well 

What was the most frustrating moment in what you experienced?

There's not really much to get frustrated at. But the pipe looked more like an in than an out. Not that that's tricky to see after one shot

What was your favorite moment?

Planning a roll, seeing the plan in action and then getting the points was really satisfying. My favourite would have been when I completed quite a complicated plan that worked well - I forget how I did it but it was cool

Was there anything you wanted to do, but the game didn’t let you?

Have flat/square bounce pieces that make the ball bounce in the reverse direction. Maybe one these as a cube could even be a tunnel along the other axis?

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

More! But like the above, some 'trick' pieces could be cool - either by some sort of spend points or gain unlocks mechanic

What would you say you were doing in the game?

Creating a path for guiding a ball to the exit

How would you describe the game to friends and family?

It's like making trick shots in pool, but you place blockers to bounce the ball off and the balls numbers make score go up 

Dash Catch Smash is a really good example of how a game can be so much fun, even while just using simple geometric shapes with fitting audio visual FX. At first it was tricky but after I got used to how the game plays, it was easier. Nice game!

What did you like the most about this game?

The overall theme, simple colourful style, done really well was really nice

What did you dislike the most about this game?

The game doesn't have much, so there's not much to dislike - perhaps that is a dislike. Maybe the game play is too simple, or maybe needs to be more complex. 

What would you like to be able to do in this game that you have not seen yet?

Customization, upgrades and levels seem to be the only improvements I'd like to see i.e. it's just a content thing. I'm not sure how Dash Catch Smash could expand to a bigger game - but for a start it's really great

What frustrated you in this game?

My only frustrations are superficial and more about my own abilities, but I did have trouble with the players character dashing forward in unintended directions and a small lack of feedback from the game regarding when the enemies are stunned - some kind of powering down sfx? Maybe a shutting down visual fx/element with the flashing after that?

Pretty cool game, thanks for putting it 'out there'

Thank you so much!

Arcade Shmup FTW! Pretty solid game. Took me a few goes but I got through. It took me a while to remember the alternative fire. Kept running out of ammo but once I got the hang of dodging it was a bity easier

Was the game enjoyable? Could you imagine playing a longer version?

A longer version would be pretty cool. I'm not sure how saturated the market is for shmups like this but it felt like I was playing a game at an arcade

Was the boss too hard/easy?

For a first boss, maybe a tad easy - once dodging is figured out, lol. Also, remembering to keep enough ammo was the trick

What was frustrating?

Only a lack of ammo/repair drops but that's more a skill issue of mine

What did you wish you could do?

Ram tanks at cost of health and maybe run over foxholes without losing any health

All up though, I enjoyed the game, longer game? Bring it on!

Thanks for playing!

Thanks for the recording too, that's great. There's a constant effort to upgrade the Dave Experience and getting the Ambulance mechanics in Plinko working right is a big one. It seems that having visual and/or sound SX when a Dave is put in the ambulance is a must, a timer in between each Dave going from gurney to ambulance sounds like a popular choice too

And yes, I added new screenshots recently, showing the new menu progress plus hinting at some extra Daveness that's on the go. The CamPain mode will be a run through of 3 themes 'Medic!', 'OSHA' and 'Fails!' each with a Plinko, Pachinko and a Pinball run with a collective score - It seems that a scoreboard or even a leaderboard will be a must, too.

I had wondered about making a trophy system and the statue being an enlarged one for the Opening Page, as a decoration. I like the build a Dave statue idea and will have a think about how to implement something like that, thanks!

I'm glad you enjoy the silliness! Thanks again for playing!

This was great. I like thinky games. I can see that it's early days but overall the direction if great. The visuals aren't great but they don't matter for the game. I'd like to see more variety with the levels and more challenges, time challenges, security bots sweeping areas could be cool, where you can block them. Other traps could work too, like laser sensors etc. But, even as is I enjoyed it a lot

Ok, perfect score. I can't stop playing this. If you are not already making money off this, it will not be long

Fun fact: this music was the one of the first songs I ever put in a game

Check the games page for feedback, but I like this!

There's a strong feeling that I could learn more about die and card games from this - and that entices me, quite a bit. 

For many of the several rounds I played, I didn't know what I was doing, but when I figured out some basics I could see where things were going.

What round did you get to before quitting?

I got to Round 3, on multiple playthroughs, only stopped to write this comment/review 

What was your strategy, if any?

Pretty much spent most time seeing what did what but I did start making sure I spend coins on cards as I could. Just using the first round to roll and collect coins seemed to help later on.

But, overall, I'm new to die and cards played in these ways so really, my main strategy was to learn how they are used

What did you most like?

The simple basic approach was really quite nice, I liked the way I could very quickly start a new game and see if I've gotten better at the game. Also, this is a great game to show how much fun can be had without fancy graphics

What was frustrating?

The game feels too early to have much that's frustrating, but I did find a lack of win/fail state outcome wasn't quite clear (until I got a bit better and could understand the game better)

What did you wish you could do?

Understand the game better, so maybe it's just a matter of a tutorial or tips/hints in the early stages of gameplay

This is pretty solid. I like it

The camera threw me off, as others have stated. But yeah, it actually does work nice. Until it didn't and I couldn't move back to the start area where I left some food and ammo for later. I figured it was a bug unless it's to force the player to keep moving? It was like an invisible wall or a random collider across the hallway (really close to the start, I should have gotten a screenshot - next time I play!)

Are melee weapons supposed to run out of ammo? Or they just wear out fast? It caught me out a few times but at least they spawn often. On my first run I didn't see any extra pistol ammo spawn so I kind of died quick.

I quite enjoyed playing this, lovely smaller scope with a strong emphasis  on The Night of the Living Dead. So it's got that nostalgia thing going well.

Visuals? Lots of good but I feel there is room for improvement.  The colour palette (Tone-mapping)  seems a little flat or the colours don't have quite enough contrast? Even a little Ambient Occlusion would go a long, long way too.

And, big fan of Synty here so I'm always keen on seeing their assets around. 

Overall, I think this is nice and could go well!

Hi there,

Pretty cool game idea, I never played the old classics, mentioned as inspiration, but it certainly feels very old school console like. The theme is quite decent, but I do feel like there is a lack of aesthetic pull. By that I mean I feel like this is a prototype, a very early playtest or even a small game jam entry. But, that's the reason it's important to get the game in front of people. I'm glad I've seen it and been able top play it

I've only played a couple of rounds and other than landing being insanely difficult, I found the gameplay ok. Visually, the game shows a mixture of incompatible asset styles, like low poly trees and houses, PBR textured terrain and is the water stylized or just looks that way? Enemy units are coloured unexpectedly too. Also, the skybox seems a bit too 'default game engine'. Lighting and post processing would really lift the experience a very, very long way too.

The visual effects are pretty good fun and the sound fx are satisfying. More of both would be a welcome boost to the games feel. 

The UI and player HUD work, but I'd love to see some more colour and emphasis put on them. Also, some kind of score tracker in game would be an immediate upgrade to the overall feeling in game.

I'd really like to see this game do well, I like it and I think that because you're an IGC fan, you want to do the best you can. But I do feel like it's quite a bit too early to put anywhere near Steam. My advice is to keep going on itch like this, being made in UE might be an issue fairly soon, but Steam does have a Playtest thing (instead of Demo).

This is only my opinion, so please check what others say too. But it comes from feedback I've been given, seen given to others and seen taken seriously by people who are now making very successful games (paid and free)

Cheers for playing! It's quite a challenge making ragdolls work in a pinball machine but it's funny how each part of a ragdoll can interact individually with parts of the machine. This game has been an absolute blast to create

Thanks for having a go and the feedback is much appreciated. I've got 2 game modes in development, one is High Sore mode, a score attack type of 'run' and CamPain mode which is a run through all 9 minigames for a best total combined score - Plinko, Pachinko and Pinball in 3 themes each.

Input customization is an absolute must so I will need to implement that. The new Menu I've been working on will have me looking at this soon too.

The canon in Pachinko should be rotatable, was it the download or the web build that you had trouble with?

Thanks again for the feedback, it's the only way Old Mate Dave will get to see the Doctor quicker!

Thanks for playing and cheers for some feedback. Yeah, I've had similar feedback and am working on fixing up the Ambulance in Plinko. It's been quite tricky sorting out a proper speed for pinball mode - on the one hand traditionally, pinball is a much faster paced game but on the other hand it's supposed to be a ball, not a Dave. I will need to try out a dave speed +/- thing and see what people think of different speed settings.

Cheers, this was a project from the Unity Learn Create With Code series. Glad you enjoyed it though, it is quite a fun game

Cheers, yeah, it's good fun! Cheers

Thanks, yeah, it's so much fun it keeps distracting me from working on it, lol

Unity has so many built in goodies but they aren't always obvious or easy to find by chance. Google is a really good way to pick up some know how on using the tools that Unity has to offer. I imagine there are many options for other engines too and again, googling the task you want to achieve can be a speedy resolve. 

Unity tools I use a lot (These are all found through Package Manager, Under the Unity Registry drop down.)

ProBuilder, 

Terrain Tools,

TextMeshPro, 

Post Processing,

Recorder,

PlayerPrefs Editor,

AI Navigation.

From the Unity Asset Store some handy free tools (Although I only ever really use Font Nation a lot.) 

Font Nation,

Fast IK,

Flexible Cel Shader,

Candice AI for games

For paid assets I have purchased: (But I don't even use these much!)

Ge-Na Level Designer,

Gaia Pro,

Rewired,

UModeler,

UMotion Pro,

A great website I use for audio, sound-fx, music and similar is pixabay.

Oh, I haven't yet, I will have to have to have another play...

Awesome work, didn't really do much but run away from the overcooked and very angry flaming pumpkin! 

Well I haven't finished the game but that is very impressive. Great work! Oh, and, nice try! Didn't scare me with that! lol

What a cool idea, pretty funny getting followed around by the bucket...

Very cool concept, looks awesome... Talk about immersion!

Cool game, very difficult to get very far and have a proper look around. Nicely polished though, looks great

Haha, yeah, that bits designed to be disorientating and keep you stuck. There is an exit but you're not supposed to find it!

Cheers, yeah I don't know what happened to make the character jitter like that, I think I have it fixed now... As for the basement? Well, there are colliders in place now and maybe a bit extra - for the brave only! Stay tuned for the next update, it will be totally awesomer!

Oh Arr, Matey!

Oh, I missed a lot from my first play of the game. I didn't realize you control both characters at first. Somehow the intro skipped forward so I missed it a few times. Lol, it looks like I might be the only one who's not quite so keen on the voices although I do think it's a great way to include voices. There's some very decent polish to this game and it feels like a solid piece of artwork!

Awesome job!

Fantastic job, the cinematics are so well done. I didn't get very far, lol the down input didn't work until I clicked to  go to full screen but otherwise functionality was pretty good. I guess the dog is the best ally a Zombie could hope for? All in all, a simple, fun game! Oh and yes, this could be a great mobile game!

Totally awesome work! One of the best uses of the theme I've seen. I suck pretty bad at the game but it's got a lot of replay-ability. 

Pretty cool game, I like the setting. It's not immediately clear how the theme is followed but I guess Jim is a prisoner? (Just realized as I'm writing this that I missed the character saying the theme, sorry) With a little more focus on instructions and backstory this could go somewhere great

Cool idea for the game, although I can't see the theme there. The characters didn't respond when I talked to them but I like the retro filter

Quite a well made game for a jam, an odd combination of unlikely allies but that's the idea! It would be great to see more instruction and the menu button is quite small. And yeah, get those hitboxes a bit bigger, but otherwise pretty solid effort there, 

Well done!

Pretty cool character creator, I have no idea where the jam theme comes into it. But it's good fun playing with Synty characters like this,

Good job!


Good use of the theme, and it's well integrated into gameplay from the beginning. Despite lacking audio and maybe needing some character abilities like run or pick object up, this is a very cool idea and I hope you'll give it more attention.

Nice work!

Nice game, simple gameplay, easy to follow the concept, died a bit but had fun!

Cool turn based game. Really needs some UI and more instructions but overall it's a bit of fun. I could see this evolving into a pretty addictive game!

Nice job man! Plays really well. Although I shot the zombies before figuring out how to use them I can see what you did there... The visual feedback would help but having icons over interactables is great. It would be awesome to see more of this game.

The character controller is really nice too!

Thanks! Ai is something I need to learn more in depth - every jam I like to  choose 1 or 2 things to learn and ai was on the list this time :)

That's an awesome game, jam or not! I'll have to play this a few times!