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Plide

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A member registered Aug 20, 2021 · View creator page →

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Very fun! I love the idea of avoiding attention as a celebrity! Only feedback is that the hit boxes are disjointed-- the entire character sprite has a hitbox when only the feet should in this perspective. The voice acting is a great touch!

Really enjoyed the art! The characters and environments look amazing! The boss theme was a perfectly goofy theme, so I love it. Admittedly, the boss has way too much HP. 20 hits with periodic exposure with hard to aim fruit is a bit much! Once I figured out the strategy, it ended up being a slow battle of attrition. The exploration was very fun, though! I loved some of the areas, like the part where you do a big jump as the fox to then have the squirrel do a maze. I did get stuck on the jump to it for a bit though, because there's no hint to use the SHIFT key to run faster, which the jump is impossible without. I love the bit where the squirrel runs on the planks high up in the air!

Thank you for the tip. Now knowing what to do, I was able to beat the game on hard, solo! Thank you for making this game!

Not sure what to do on the level where the giant robot chases after the closer player-- all pushing all of the crates in did was spawn crates on the X's!

Not sure if this game has an ending. I got to a level where the red robot immediately falls if you don't hold the thruster and right, then I had to jump off a buddy onto a higher ledge with a lever on the top right. Whenever I touched the bottom-right corner, the level simply reset. I tried a bunch more times, but it always just reset. Simple yet fun concept, though!

Love the art! The red dragon is quite hard to control, though. The red dragon moves much slower than the big blue dragon (who you'd expect to be the slower of the two) often getting his tail stuck and refusing to turn around, something usually effortless in most games! There were some nicely done button challenges!

Thanks for your feedback! This was most of the team's first project and many merge errors happened! One of the programmers had a really cool version of the boss, but unfortunately, it wasn't merged correctly and I had about an hour to fix the minimum viable product's boss. That aside, if I were more of a programmer for this project rather than the sound designer, I'd have loved to have added much more! 

The music I composed for this was also all used in different contexts than originally composed for. The home music was more expected for inside the home rather than outside, the "forest" music was meant for more of a dense forest where you'd progress through many enemies and the boss music was originally supposed to be music for attacking or sneaking your way though the bandit hideout. 

Thank you for playing!

Whoops! I forgot to mention movement is primarily on the arrow keys. WASD I put in as a secondary control option alongside SPACE, SHIFT and E. I'll update the description to show controls as well!

True that! I ended up submitting on behalf of the team very last minute despite being unfinished because otherwise, we wouldn't have had this submitted!

This comment contains spoilers for those yet to play!

I really enjoy the cleverness of some of the puzzles, like the ones where you mix colors! Though, what did seem very strange was that the giant skull blocking the door had to be purple for some reason in order to progress. The button is red with the tiniest purple tint, so I assumed the skull had to be red. Moving around super fast with the characters is also funny, so I love it!

I really enjoy being able to shop and buy items on the fly! Having to decide between saving up for more powerful armor to benefit in the long run or choosing to splurge on single-use items when needed is a great choice! I do think the movement speed is far too slow, though, and the item that DOES increase movement speed lasts for a comically short time-- much of the game is spent walking in empty halls! That and WASD + VB seems like an odd control scheme. I played this game by myself, so the weird claw grip I had to do to have access to movement, attacking and NAVI was uncomfortable. Having an extra bind to space and shift would be great so Rickard can be controlled with a single hand! I also encountered a lot of audio stuttering on the web build since it was exported without threads. If in import settings you enable threads and on itch.io enable SharedArrayBuffer support, you can get a build without audio crackling. I do love exploring, though! It's such a pleasant surprise to find the bow/sword upgrades!

Cool exploration! Though, I did find a soft-lock on my first attempt. I pushed the button next to the lift that makes it go down, then I pushed the other button that makes it go up when I wasn't on the lift. After pressing the other button again to lower the lift, the lift would never raise again, no matter which buttons I pressed.

Fun game! Reminds me of Fire Boy and Water Girl. I played this by myself and found that for the most part, the best way to progress was to simply group the characters together. It'd be cool if more levels made use of things that required separation, like jumping on top of each other or working like a bungee! I love the D.I.Y feel to the sound effects, like how some of them are made with mouth, or the best one of all: "KEY ACQUIRED."

Thanks for playing some! A fun fact about the music that plays on the train/title screen: It's a cover I made of the classical song Csikós Post! (Being that its in the public domain, I can freely do so.) The rest of the music is original.

I have an idea to make a game like Faceball 2000, which was a first-person-shooter on the Game Boy. Obviously, I'll keep in mind all of the limitations, like the controls being up/down to move forward/backwards, left/right to turn and B to shoot. There'll be no shading to match how Faceball 2000 looks and a shader to quantize colors to just 4. If this is allowed, what'd be allowed in terms of frame rate? Faceball 2000 ran at around 5 FPS, which I know many people cannot tolerate, but would 20 FPS be ok? 30? 60? Uncapped?

I left my buddy Fohh...

and all I got for it was this mug trophy!

I love the movement mechanics. They remind me quite a bit of Mega Man X and Zero! I love chaining dashes together and especially dash jumping! Only feedback I have is that it seems like the music doesn't follow the NES limitations accurately, as there seems to be FM synthesis in the Music, something the Genesis was capable of, but not the NES (it has 2 pulse channels, a triangle channel, a noise channel and a DPCM sample channel.) Slashing enemies feels great, and thanks to the forgiving hitboxes and great movement, you can kill most weaker enemies without breaking the pace. So satisfying!

To be honest, I'm not too sure what the slide was meant for either. The lead developer told me to add crouching sprites and I programmed in the crouch, then he later told me to add sliding sprites, so I replaced the crouching sprites with sliding sprites. The crouching sprites end up going unused for this reason. Maybe he had plans for later on that weren't communicated, but I didn't have any ideas for the slide either, so it's kinda just left in as an unfinished mechanic.

I had a fun time shooting the drones! My final wave was 8 with 215 drones killed. A mouse sensitivity option would be great, since even at highest DPI of my mouse, it feels quite slow. There's also lag whenever I am shooting bullets. It's still a perfectly playable framerate on my computer, but not quite ideal. It may be because I still use a slow hard disk for storage or some issue with Wine running this game on Linux. If they aren't already, do make sure the bullets are being instantiated with preload() instead of load(). Moving the cannon feels great and it's really fun watching the drones blow up! Great use of the theme, too!

Thanks for your appreciation! Fun fact: It's more specically a Game Boy Color styled game since the vertical resoultion is 144 pixels and the music and menu sounds use the wavetable channel (unlike the NES' triangle channel), as well has hardware pitch sweeps for some sound effects. They're just tehnicalities at the end of the day though. Thank you very much for playing our game!

Artist / Sound Designer here, I'm glad you enjoyed the art! It's pretty much my first time doing 8-bit pixel art; most of what I've done before was 3D stuff. Thanks for playing!

The zips were compressed using XZ compression. If WinRAR or the built-in Windows zip extractor doesn't work, try 7-zip. If not, I can try compressing with Deflate for future builds, which is very universal, though it takes up more space.

Huh, I've never noticed it during testing, would changing loading the scenes (the individual attacks are scenes) from load() to preload() fix it? I'll upload the updated version (fixes lots of bugs players have found) after the jam voting period ends as well as the project files. Otherwise, do you have any tips to avoid preinstancing stutters?

Do you mean the black screen that happens before the boss? That's due to rendering a frame including all shaders (while the screen is fully black to hide this) to prevent stutters when she does each attack for the first time. I forgot to make the object responsible for pre-loading the shaders queue_free() after the fade in starts, so there is some additional lag on lower-end devices for 4 seconds (that's how long each effect is active for). I'll fix this in the post jam version. Thank you for playing!

Thanks for letting me know! I was able to complete all levels! One thing that may need to be fixed is that the game's speed is extremely slow if you run it at 60FPS, but it's nice and fast with an uncapped framerate. I haven't used Unity in a long time, but I believe you can just put the ball's scripts in FixedUpdate() instead of Update(), or multiply everything by Time.deltaTime to have the speed not depend on the frame-rate.

Fun platformer! While it doesn't reinvent the wheel, its levels are well designed and the obstacles get creative! I got 5 deaths with a 02:51.99 on my first play through.

Same, I waited for the lights to turn off then go past, but that still just reset me to the beginning. I'm also running this on Wine via Linux, and while I'm getting a fine frame-rate, I still can't do anything to get past the first set of lights.

Seems like you just roll the ball to the right and find a blue panel on the cyan floor. Is the blue panel supposed to do something, maybe create a bridge or teleport to the next level?

It's ambitious and impressive to see a multi-phase boss in a game jam! I do feel like the attacks need more telegraphs, since I pretty much had to just take random hits due to the lack of cue for any of the attacks (slowing down the projectile speed or making the player's movement more responsive could be a good alternative). 100 HP for the player does seem excessive at first, but with the lack of cues for the attacks, I only had like 15 or so HP by the end, so I guess it was actually a fair choice. Would love to see some audio, there are some websites that have public domain (free to use) sound effects and music if you don't feel like making your own! jsfxr is also an easy-to-use web tool for generating sound effects. Really enjoyed the creativity with some of the attacks, like the one that flips the screen, the pushing walls or especially the lava crushers!

While idle games aren't really my cup of tea nowadays, I love the effects as you get faster! The particles are especially nice!

Very satisfying visual and auditory effects when punching an enemy! I love their animations as well, as it's very intuitive when the enemies will attack, thanks to the good animation design! My main gripe is that the arena is much too big, as it's really easy to just circle camp and hit-'n-run the large cluster of enemies following you, and the difficulty scaling only effects enemy spawn rates, not their speed. Very good 3d models for a first time! I love the flat-shaded low-poly style!  

Love the use of both FM synthesis in the music (plus Sega Master System noise) giving it a Sega Genesis sound, in combination with a visually coherent pixel art style! It's nice to see 16-bit chiptune, as I feel it's especially underappreciated in games, since many 16-bit pixel art games use modern sound design.

Had a fun time platforming! I can see the One-Way-Platforms were inspired by Super Mario Maker, which it's always cool to see references to games! I'm not a fan of SHIFT+ SPACE to high jump; I feel it'd work better to make high jumping the default, as there's no reason not to high jump, since you can just press SPACE lighter if you want a shorter jump. The game at times feels like a clever Mario Maker level, and that's a good thing! I especially like the obstacle where you hit a button in the middle of a spinning blade zone!

Very fun top-down magic shooter! I like the lighting effects, and the bosses are very well fleshed-out in terms of attack patterns! Some feedback I have is there not being animations and sounds for lots of things (like damage), but that's understandable considering the time. That and sometimes when dying to spikes, it's really easy to die again and switch elements more than you want to. (perhaps a slight pause could help with that). I love paper-like style for the bosses, very endearing! Overall, a great game! I hope this game places highly in the jam!

That's a good idea to add a visual (and auditorial too) indicator to collecting a checkpoint! A fun fact is that the checkpoints were ONLY indicated by a small point-light with no particles until pretty much right before submission, but I added particles since someone in the server said the lights weren't a very clear checkpoint indicator.


About the bug where you have to close and re-enter full screen, was this happening with the Web, Windows or Linux build? When running the Windows version with Wine on my linux system, the audio gets glitchy after transitions, but it works perfectly on actual Windows computers.

Oh yeah that weird bug in the geometry there. When modelling the level, I accidentally extruded one of the platforms there along the normal of the surface instead of the global Z axis, so while I tried to align it, it's not perfect, meaning its possible to get caught there. Good catch!

1337 street, leeksvile 9001.

Thank you so much for the kind comment! Your game also really fun! I can't wait for the rating period to start to rate your and other's games!

Pretty fun and relatable (in an exaggerated way), if real conversations were simplified to cards like this game, that'd be awesome!

There is a soft-lock when the emotion meter runs out. The game just freezes with the girl having no dialogue. No inputs do anything, other than alt + tab out of the game or alt + f4 to close.

The jam has started, but the theme is still blank. What is the theme?