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prankard

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A member registered May 26, 2016 · View creator page →

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Nice :) Kudos on getting both endings! Glad you managed to stick it through!

Ohh another Corgi Engine. That's the same asset i used to help program my game! It's interesting to see the different takes with the same engine. I feel like they both are different games in their own right :)

Good game, but it seemed platformer orientated rather than metroidvania (as much as I played, but had i been a better platformer perhaps I would have seen more metroidvania elements).

Hard as nails! Those spike on a wall block you can just touch and die :'( So many death, very mario maker-esc. I got the first key and ended up trying to backtrack to see where it went and ended up trying to cheat and going the level section which I found on the pause menu (when looking for a map) and tried to load it in case it magically could warp me back to where i could use the key! But no dice, I had to quit.

Enjoyed what I played, just hard as nails. Spritework/tilework and audio were all lovely and even the level design (although incredibly difficult were still fun/challenging). Kudos!

From what you had I actually found it quite enjoyable!

Also I made a amateurish metroidvania mistake and went right first!

Hey this seemed interesting but didn't run very well on my pc (gtx 960) so I haven't rated it yet. Any way you can add an option to turn down the settings (post processing etc).

Good luck :)

I love the fact this game actually had story and comedic lines. It was nice feeling.

Shame about audio, any audio would have been a very nice improvement and easy win to add more to the immersion as @fallingwallgames said :)

I love the part where in the level when you revealed a new item and I knew that was the place I wanted to get to, but couldn't reach. that's actually something nice I completely forgot about in my submission.

Anyways, I enjoyed playing this through.

The suspense of the ending though... Part2?

I love the fact this game actually had story and comedic lines. It was nice feeling.

Shame about audio, any audio would have been a very nice improvement and easy win to add more to the immersion as @fallingwallgames said :)

I love the part where in the level when you revealed a new item and I knew that was the place I wanted to get to, but couldn't reach. that's actually something nice I completely forgot about in my submission.

Anyways, I enjoyed playing this through.

The suspense of the ending though... Part2?

Love the art style! And the feel of the characters/movement. 

However as it's an early prototype it's missing a lot of the game. But it has promise and I like the style/movement of the character of what is there so far. I just wished there was more to play.

Keep it up :) It could be something good

Sorry I couldn't play this one on my machine so I haven't rated it yet.

The fps is super low on my machine (i'm on an old nvidea gtx 960) and the GPU was on 100% which slowed down the game to a standstill where I wouldn't only see 1 frame of jump animation.
Would be great at a later day if you could add an option to turn down the settings so I can play it <3

Good luck!

This entry was missing sound and was short. But it was a demo and I'm glad you managed to finish enough to submit what you had. The sprite work was really nice and i liked the story and the boss fight although short he did telegraph his attach which was nice :)
I felt bad I had to kill the guy who told me how to kill him! But i mean, you gotta get the cheese right?

Would have loved to have seen more, but it's only 30 days! Keep it up :)

Ohh, flashy menus and an options screen? How much time did you have left over?

Enjoyed this entry. Nice touch on locking the player near the beginning with the long drop to help restrict access. It end up feeling a little linear as a whole but I managed to get first end screen on these metroidvania games so congrats!

Nice idea, like the 3d metroid feel/vibe and the jump dash powerup was fun to use. Would have been really useful to show us a prompt of what we got or a little hint/space to try it would. I was a little scared to jump after getting the dash, although in hindsight i probably would have just spawned back to exactly the spot i left off. And it also would have been nice if it auto switched my weapon after getting the water gun.

Anyways, loved type of 'locked item' instead of lock room which worked well too!

Kudos, good game

Slow start on this game, felt slow controls. But was hoping for upgrades to speed me up later in the game. But got a little confused wandering around the large map at the beginning of the game. Would have liked a smaller area to explore at the start, or a map to help to know where i was going, had been.
However, once I got past the start I really enjoyed the devouring mechanic and enjoyed what I played. I managed to get Spit but died getting to the save point just after that which made me (not quite so ragey) but rage quit.
Overall, enjoyed what I played, loved the tilemap and the devouring mechanic :) Good work!

Enjoying the title screen groove, I sat on that page for a little bit before starting :)

Liked the crocomire style boss and I appreciated the good telegraphing of his attacks.
Really enjoyed playing this one. Controls were hard because it was quite a unique movement - which i enjoyed, (making jumping forward by default was an odd choice lol) but it was also hard being combined with some pretty tough wall climbing/jumping sections. I think that's one of those things you don't see when you're familiar with your own game.
Anyways, loved what I saw and enjoyed it, could have benefited from a map and less jarring transitions into new sections, but 30 days is only 30 days.
Also the guns swapping with 1-4 made me realise what I needed to do with the pistol but got stuck after that and couldn't figure a way to crawl or use the orange orbs.

I liked the sprite/artwork, the movement was cool and the dash was fun.
Health regeneration was a little confusing/hard to tell what was going on. I noticed the large enemy helped with that. I was also a little confused about pressing F to enter the room/new section as I didn't understand what it was I was entering and made me wonder if I missed other routes/areas because of that.
I did feel that I kept getting softlocked near the end when entering a room with 3 levels not being able to jump 3 tiles high or get to the lower level, however I did manage to pride myself in beating the larger green enemy which was nice hidden touch.
But still super cool you managed to put it up/finished the jam in time as I found it hard myself to finish the game jam :) Good work!

Thanks for taking the time to post feedback. I’ll have a hunt for the health bug soon and try to get that in the next patch.

If you go to the options, turn off v-sync (so that v-sync is white and not orange). The game performs as expected.

It looks like the suspension or motor on the back wheel overcompensates without it. I had the same issue.

The game should be hard. But not that hard ;)

(1 edit)

Yep, that's the ticket. Changed the V-sync to white (i think that's off) and then the first FPS counter reaches about 53 steady (second one runs about 20).

Now it runs as expected. That back wheel doesn't bounce as much or at all, which is what was throwing me off throughout the game.

Maybe something is accounting for the real framerate, not the fixed framerate? Just guessing.

Managed to finally complete the 3 laps first time no problem :)

BTW: If it is a FPS issue. You could try making your game run pretty fast by lowering the quality or screen size and then turning on V-Sync maybe.

Also, I'm running on i5-2500k, gtx 960, 16gb ram if that helps at all.

(1 edit)

Hey, so the gitch I had in the first playtest that felt really unfair, I couldn't quite recreate. It was due to something like this:
In this video at 11:45, you can see me jump off the curb slightly. And because the back wheel is bobbing up and down, with the extra height it goes a bit more mental. I stop and it managed to settle itself in this video.
However, in my first playtest, this happened off the first curb jump at the bottom of the map, and I stopped/slowed down and because of the bobbing, but it just got worse until he spazed out a bit like in 1:24 and died.

You can find my second playtest video here:




I try and break the game for the first few minutes, going for the infamous curb I struggle with. And then spend the rest of the time trying to complete the challenge.

Here are some highlights:

00:35 - A bit unfair, but not totally unfair death there.
The turn was caused by me, but the aftermath was over the top.

01:24 - Unusual bounce, this felt unfair

01:55 - Unusual physics but I'm ok :)

Unusual physics at:
02:45, again, a bit unfair but somewhat my fault.

03:20 - To clarify, totally my fault, acceptable physics.

03:45 - My fault, but maybe make this curb flatter to more gentle, as it's hidden in the petals. I think it's unfair to make the user experience this on the second turning.
The curb jumping later, is where the user should be falling over.

03:55 - LOL!

6:05 - My bad, but the way it pops up off the curb seems like it's a bit random

08:05 - Again, i could have died here, which felt like it wouldn't have been my fault, unless I'm not getting how to do the curb. Maybe i should be leaning into it?

08:40 - My fault, but the second/third bounce is weird.

12:35 - Damn, that didn't feel like my fault. And on the third lap. So this is what happened to me for the maybe third time in the first playtest. Which is what made me stop playing.



Please take this feedback with a pinch of salt, it's still up to you to decide how the game should behave and how hard the challenge should be.

Good luck finishing up for public release :) Kudos.

Hey, I'll have access to the same PC tomorrow morning (that's about 11 hours away here). I'll try my best to recreate the bug for you with the fps counter.

Sorry for the criticism, I was/am aware it's a prototype and made solely for a jam. But it seemed like something you could take further so wanted to give some constructive feedback as I did enjoy the game :)

I'll report back tomorrow.

I QUIT!

Great game, hard. But not as hard as those videos reveiews before me made out :P

However, there were a couple of bits in this level that made it feel more unfair than me being skillful.

1. Hiding the curb under the pink leaves on the straight made me fall off my bike. Which I thought was a bit harsh.

2. The falling off the bike appears random. Sometimes they get into some bouncing fit. It's happened to me a LOT after jumping the first pavement and then going towards the second pavement. Just standing still makes the bike fall over. This happened to be lap 3/3 twice -_- which is why I stopped.

Overall, beautiful graphics. Hard but good concept, just a little unfair in a couple of cases which I would fix before release.

P.S. I pretend the character is 'Ryo Hazuki' from Shenmue with a funny hat on. It makes it more enjoyable.