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A member registered Apr 22, 2020 · View creator page →

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Congrats on gettinng #8 in narrative, it's deserved!

Happy to hear that!

It's nice that you undertook a creation of a platformer! However I think your game doesn't do many things that make platformers good quite right. Consider watching this video to learn how to make platformers that feel amazing to play because there are a lot of tricks to learn there: https://youtu.be/yorTG9at90g

There's also a really good talk on how to make specifically good jumps, that's also a good starting point: https://youtu.be/hG9SzQxaCm8?si=snCd7RvTkLzRnzgk

Or you could search tutorials specifically for Unity on how to implement good platformer mechanics.

Best of luck on your gamedev journey!



There's definetely something to it! Although there's balance issues, for example the circly white thing sometimes appears right at the entrance and you are forced to take damage, and I didn't really understand how the "Don't look at it" thing works. Good concept though!

Very good for a first game! But since you use pixel art, you really should set Project -> Project Settings -> Rendering -> Textures -> Default Texture Filter to Nearest, that will get rid of the blur and make the graphics nice and crisp. 
I liked the powerup-based surreall exploration, and if you want to improve your platformer development skills, I recommend you next look into coyote time, jumb buffering and things like that, here's a good starting point: a video by Jonas Tyroller

 This game is really good, the artstyle, or rather the color choice is a bit off-putting(they are too saturated and acidic but if that was the idea, goood job). I see you went all in on the funny dialogue and that was absolutely right! Liked the omnipotent guy who says my apartment sucks, liked the guy whose coffee gets cold and the car guy - all of it, really.

I'm writing this sitting next to my Outer Wilds poster and the music at the end of the loop is cool, the rewind effect is nice, ooverall a lot of content in such a short time - amazing job!

Liked it a lot! The visual style is really... relaxing? I guess? It was very pleasant to look at the game and the sound design is nice. Although some upgrades felt unbalanced, I got 18195/7686 at the end after I picked the more score on loop at the start and never had problems since.

That's a very unique take on the theme and as someone who really enjoys making pixel art tilesets I really liked it!

To make such insane surreal stuff, it takes a lot of effort and I can see that you guys put it in. Really satisfying game, All the details like stocks pleas for mercy and of course the laser vfx are top notch, bravo!

Ah, my favorite genre: "kill yourself". Jokes aside , good job on level design and art, and the narration in the beginning is amazing, reminded me of Disco Elysium a little.

Oh wow that definetely stands out. Awesome game, really mindbreaking and unique puzzles! I only wish there was an easier way to press the buttons instead of awkwardly moving back and forth

That was really nice! I expected to quit after a few levels but made it all the way through. The forgiving hitboxes(although I wish the hitbox was in the middle instead of at the bottom, that would be more intuitive) and the narration really tie the experience together

The idea that both you and the boss use the looping mechanic is cool, but I wish the bullets wouldn't loop, that just makes them come out of nowhere and cover most of the screen eventually, I couldn't get past the second phase

A good consistent visual style and the death effect especially looks really nice, however having to start from the beginning each time is really tedious(maybe the falg would be a checkpoint but having to go all the way back just to retry a jump to it was too much

There's no much to the game but I really like the feedback on hitting the moonster, the sound effect is really satisfying, the screenshake is always nice and I think there's also hitstop? And the hand-drawn art is always nice to see.

I really liked the detail of roads with pink cars in the corners and in general something about the aesthetic feels cozy and nice. Good job with sound effects and music, especially since it's your first time! Controls are really tight but I fell like that's intentional

That's cute:)

Thanks!

Wow, thanks for the kind words! Celeste was by far my greatest inspiration and it makes me really happy to hear that you found the character controller good, I spent pretty much the first two days making and refining it - I doubted if it was worth it but now I see it was the right call. Love that you noticed the backgrounds, too:)

Thanks for the kind words, glad the game pulled you in:)

Thank you for the feedback, happy you enjoyed the game:)

Thanks, glad you liked the game!

I think I could write an essay on why this is a showcase of brilliant game design. 

The artstyle is simple yet beautiful thanks to that wonderful color palette, the sounds are just right and make any action feel very satisfying, the waay you made a natural gameplay loop with just a few mechanics tied to the seasons is genius and the battles are well balanced and the fact that you NEED both builders and fighters makes them high-stakes and interesting.

Brilliant game.

Very unique mechanics that make for challenging puzzles! The charachter controller and the music could use some work though

A simple yet engaging game! Really liked the dual gameplay of using both gun and loops and the fact that loops loop is just a really intersting idea

A very ⬤ -> ■ game

Quite a unique spin on the tower defence genre and a satisfying game to look at/listen to, very good job!

The game is really fun but it requires so much forward thinking not to end up without a good bunny on a race day. Not that it's a negative, just something I struggled with

I really liked sifting through the evidence and the long daunting list of records really made it feel more real and grounded(as well as the music titled "WOOOOOO"). However, I feel like the red ouroboros links at the bottom of personal pages seem to defeat the purpose of the link loop a bit as you know those always lead to the start page, maybe instead there could be some words about the killer here and there that lead to the start as well?

Also, just as in the comment far below, I figured out the case and that was really satisfying! Sadly the submit button is broken but you know this already.  Oh and the evidence board would be even more useful if you could copy text words from it without triple-clicking and selecting the entire note as now you drag notes around instead of selecting text normally. Maybe a handle at the top of the notes to move them around and then you can select the text on them by the usual mouse drag?

And the last thing: the answer form itself really needs some work, it should be absolutely clear if, for example, you should enter middle names, if you should include the "Dr." and so on. And most importantly, it should save between visits because it's realy tedious to write everything from scratch each time.

This comment may look quite negative but that's because I really liked this idea and as you guys want to expand on it, I think it's important to give as much feedback on the crucial features as possible. Great job with voice acting and that was really smart how you made so much content using different generators, really. It's a bit hard too get into but well worth it - definetely one of the highlights of the jam for me.

P.S. Hey I think it's the first narrative 5 I've given this jam

Very neat concept and a nice spin on the theme! Didn't figure out how to get up to the fan but enjoyed the game anyway. Having more feedback on my actions would be nice, I didn't realize the music player scared cats and just went around placing it in every room until I noticed the amalgamation of cats near the farthest bathroom door, which while hilarious took a lot of time to notice, I though that way was just blocked with cats from the start haha.

I really love how the whole game is grim and unsettling and then just

- ball :D

But overall great execution, the two-colored doors puzzle got me thinking for a bit and the nail idea is quite unique among the kill-yourself-to-progress subtheme of this jam

A simple game but the gameplay is quite rich with get multiplier -> get points -> cash in points -> avoid attacks. It's just a bunch of things that go well together to form an engaging gameplay loop! Great job, especially for the first game.

Liked the aesthetic and the mechanic of picking up floor tiles, only dying for trying to step on a pit feels unnecessarily punishing in my opinion

Very well polished, I especially liked the 2d visual effects of boosting and the sound of rolling around. And the controls are quite intuitive for this kind of game, too

As much as the game suffers from slow pacing, the visuals and sound design do make up for it for the sake of a jam game. Beautiful artwork, I especially liked the mime:)

I loved it! So simple yet so well executed, I especially loved how you intoduce the new mechanics in 40s time periods without the need to click the loop.

yooo we got hrt at GMTK Game Jam

Thanks, I made all of the sounds in 2 hours in Audacity with some random noises I recorded, was my first real sound design experience! And to answer your question, 2 orbs are hidden behind secret walls on some levels. Glad you enjoyed the game:)

Haha, I didn't break my sleep schedule but still feel rather tired.
And looking forward to participating in Ludum Dare now:)

P.S. Just checked, I spent 26 hours on making the game during the span of 4 days

Oh wow then sorry. Now that I think of it, jump buffering was definetely there, so good job on that. The coyote time seemed to not work with platforms disappearing from under the character but I may be wrong about that. And I think one thing that would be good is to detect if the player presses the dash button just a few frames before changing direction and dash in that direction instead of the origin l one(hope that made sense).