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Pignomaster

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A member registered Sep 03, 2021 · View creator page →

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Le frérot shitpost sous mon itch mdrrr

Thank for your feedbacks ! Yeah that was a bit of a challenge since there are moving & shifting trees, I'm glad you appreciated it.

I really enjoyed it. Great work on night vision scope. 

My only concern is that I feel like it does not really fit the theme, but I really enjoyed plateforming. Well done !

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I like the idea, the pixel art & map design are pretty.

I found 2 elements a bit frustrating : The lack of feedback when a hiker is selected (you think you have selected a hiker but it's not case), and sometimes hikers seems to spawn too far from its target so it means it's random gameover anyway ? 

Maybe if hikers walked way faster on roads so you can micromanage them ? It would also increase the skillcap of the game while being less frustrating ? I don't know.

Love the concept. With a slower pace & without bugs the game would be truly amazing.

I totally relate to the poor Lukely. Make basic controls hard to execute is an interesting idea. Well done.

Nice score and thx for your feedbacks ! You guessed well, the beast gets hungrier over time. Since asteroids does not spawn faster over time you are forced to "loose" at some point even if you don't miss any. The best score registered so far is 308 btw.

Fun to play ! The music is fire.

Very unique proposal. I like the atmosphere.

I understand (as mentionned in the description) you wanted to put enough time on art & sounds, which are really great ! The physics works well, though I find it lacks a bit of interactivity. Even without adding other mechanics, perhaps filling the ship with more floating objects with different physics properties (bouncing...) to interact with. Anyway nice work !

Smart game of life adaptation here. Feels good to put water and see plants growing. Perhaps a mean to prevent virus to spread could be a nice addition (like purposely burn the plants i don't know). I feel there is a huge potential in the concept.

Nice work on visuals. It's hard to play since the zombies are wayyy to fast though.

Great music & art. Was really fun to try hard!

Great "hard to play hard to master" gameplay. The game stops when you hit 5 score but I would certainly tryhard to hit a greater score if it let me to do so.

Stunning art, I like the soothing atmosphere. I'm not 100% sure of  what happens when you hit the "planet" upgrade. The planet becomes autonomous so I guess the game ends ?

Impressive work on gravity & camera ! I found the jump a bit rigid but I finally have my charming little space garden. Nice game !

I'm sure it's difficult to make a game both challenging & fair, and you nailed it. Great work.

Mindblowing concept ! Though the game becomes quickly difficult, I really enjoyed it. Love the music.

Thx for your comment, we are glad you enjoyed it !

Impressive level of polish, it feels really good. On the gameplay side, I feel like I don't make any choice when navigating in the level, do I misunderstand a part of the game ?

Nice entry ! The sound effect on viruses makes the game feels good.

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Thanks for your feedback ! In fact we used IA for asset production so there are a lot of artifacts. We intent to rework most of them after the JAM to get rid of them. It seems that there is also an issue with the scaling when no rendering in full screen.

Love the twist. Not much to say, it's impressive work !

As a windmill enjoyer, I need to thank you for the art. Nice polish.

Fun and cute, love the lose screen ! Though it's a bit monotonic, I'm sure by adding audio and more variety in attacks you can have a lovely game here. Great job!

Great job with visuals & music choice. I like the atmosphere.

It's hard to say regarding the gameplay since the project is unfinished. If you plan to finish it I'd love to try it again !

Thank you ! 

Thx ! That's really kind. Btw we're gonna fix some level design weaknesses (among other issues) due to this lack of time actually :)

Thank you very much !

I love the neat visuals and the soothy atmosphere of the game ! Clever gameplay idea also, and the platforms revealed by the yellow layer at the end of each level is a nice detail. 

Maybe one point, for the level with the long jump (level 4) it feels quite random because we still haven't switch the background even once at this point in the level. I don't know it was intended or not.  And also is there any way to restart a level ? 

Fun game, with neat visuals and music ! I like the increase of difficulty overtime.

Thanks ! Glad you appreciated it :)

Thx very much for your comment ! I'm glad you enjoyed it.

Great idea. We could easly imagine some kind of level progression with more complex mathematical solids. I just had some difficulties with the collisions in the angles, but otherwise it's neat !

Thank you very much for your instructive returns & suggestions !

The countdown would be a great addition indeed, but I think this issue is very specific to each level, considering the initial position of the ball is always the same atm. Perhaps for each specific level, I can place the blue ball departure at -90° or -180° angle from where you are supposed to go, so there will be enough time (90 -> 1s or 180 -> 2s) to anticipate the first movement. What do you think ?

I agree about more in-between levels, to "teach" how to beat some obstacles with very easy examples. 

I'm glad you appreciated the grid, that was the goal :)

lmao when my timer hit 3h00, I was like : "is this even a game ?" XD I surely need to be more efficient. Perhaps by structuring the idea upstream in a context of short jam like this.

Oh I understand XD. Thx for your answer !

That's really cool, I love musical games. So much work in this one, you managed to make 3 maps it's generous ! And I appreciate the level of details you put in, like the menu's color change after selecting a level. 

Maybe just one point, sometimes I feel difficult to identify on which part of the music the arcs are supposed to match (beat, main melody or other) , especially in the 2nd & 3rd map. Idk if it was expected, but in some parts of the level I'm basing my inputs more on what I see, not really what I hear. (But perhaps it's because of my horrible sense of rhythm XD idk if other peoples will feel the same).

I'm interrested to know how do you make a map / place the arcs ?

To be honest...both (and from Pluton), but please don't reveal my secret.

More seriously perhaps I just had good RNG on the spawns. I reached this score only once after all.