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PurpleSloth

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A member registered Dec 04, 2018 · View creator page →

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Thanks for the details. We'll fix this in the next patch =)

Glad you liked it =)

The pronounciation of a few of the neopronouns isn't totally esablished or fixed in quite a few places. Additionally to what we know from our bubble we looked around at the pronounciation suggested by different sources. I think we ended up going with the 'kse' pronouciation, because we already have ze, which is pronouced quite similar.

We finally got around to finish this game. The full version can now be played in either English or German. Let us know what you think :-)

Thanks for the kind words :-) We finally got around to finish this game. So you can play it in English as well now.

We finally got around to finish this game. The full version can now be played in either English or German. Let us know what you think :-)

We finally got around to finish this game. The full version can now be played in either English or German. Let us know what you think :-)

We finally got around to finish this game. The full version can now be played in either English or German. Let us know what you think :-)

Hallo Lux,
Wir sind bereits dabei das Spiel zu übersetzen und haben nur aus Zeitgründen zur Jamdeadline nur die einsprachige Version fertig bekommen.
Danke trotzdem für das Angebot =)

Thanks for bringing this to our attention, we were able to fix this problem for the post jam release =)

Yes! Due to the limmited time during the jam and the jam being in German we were not able to include an english version with the jam release, but we are currently working on a postjam version that with fewer bugs, additional features and a fully voiced and written english version.

Daran müssen wir auf jeden Fall noch arbeiten. Durch das dynamische zusammensetzen der Räume entstehen viele kanten bei denen wir aufpassen müssen, dass Spieler:innen nicht durchfallen. Die Zeit hat leider nicht gereicht, alle abzulaufen und sicherzustellen, dass es unmöglich (oder zumindest schwirig/unwahrscheinlich) ist durchzufallen. Bei einer Postjam Version wollen wir da aber nachbessern =)

Sure will =)

Ah frustrating.  If you want to see what else happens afterwards feel free to check out the playthrough https://www.twitch.tv/videos/823194325 starting at 2:51:15.

Ah, I found the sprint feature but totally missed the light attack, so I'll definitly will try that one out again =)

Originally I had some trouble testing this entry, due to performance issue, but luckily my teammate has more VRAM, so some more testing was possible.
I really really like the create core premisse of the game and the world you have created, even if there is some clunkyness in the colouring and navigation at times. Both the main game loop and the way the concept applied to the theme felt  unique, great entry =)

Oh no, how frustrating! I'm glad you still had fun and were able to salvage some of the game though =)

A Pico8 game! No jam is complete without one!

I definitly enjoyed playing this after figuring out how it worked, It takes the theme quite literal, which I like and the scenario works really well for it.
The one nitpick I have is that - at least at the speed that I made decisions and execute them - 30 days feel like quite a long time period to reach. I think I paused after hitting day 13 or so  after half an hour^^
Might continue to see the end though =)

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Very clean and polished game with a great artstyle!
I also liked the difficulty for the level, even if multiple levels with a curve that starts easier and ends up thougher would have been even better, but there is only so much one can do in 48h =)

I had trouble itneracting with anything except for the corn-foe, whom I was able to slay, so I'm not sure I have a complete assesment of the prototype.
The graphics are very cute and I think concept definitly has potential and I'd be very interested in seeing how this develops further (if it does) =)

I really enoyed the way that the choices impacted the experience of the game and how the juxtaposition of items/groups/concepts to sacrifice made me think about their value and the impact of potentially loosing them. I saved language till the end but did end up sacrificing it o nthe last door, so I dont actually know what the last message said and will have to play the game again!


I really enoyed the way that the choices impacted the experience of the game and how the juxtaposition of items/groups/concepts to sacrifice made me think about their value and the impact of potentially loosing them. I saved language till the end but did end up sacrificing it o nthe last door, so I dont actually know what the last message said and will have to play the game again!


As someone who utterly enjoyed universal paperclips and likes subtext and commentary in games I liked pretty much everything about this game! Well done =)

This game looks incredible cool and, the level is interesting to traverse and explore, especially thanks to the change over time and the UI is especially neat.
I did have a hard time FPSing thought, since the orbs seem to not be thrown at the center of the screen and without a crosshair I basically didn't hit anything I didnt directly stand in front of. The navigations were also a bit floaty for my personal taste.

This game works well and it is interesting to see an android build in a jam! I really wanted to take davantage of the fact that it was possible to pause, but think without un/pause hotkey it's hard to do so^^

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This game looks and feels very immersive!
I'm not entrierly sure what the sun-orbs did and I stumbled across the end by accident a bit, so a bit more direction might help, but that is though to nail in jam games =)

I enjoyed this, the game was quite relaxing and it has a nice and clean look to it. I think having not all houses be hungry from the get go and a timer or loosing a life when one house stays hungry for too long would create some sense of urgency and give the game a bit more direction. But then again: I really enjoyed the relaxing vibe it has especially because there is no pressuring element =)

This game was quite though! But ther was definitly a learning process that felt rewarding. I think making it possible to lower the "misstake bar" by following the correct path for a while would make it a bit more forgiving. Definitly like the interpretation of the theme though!

I enjoyed playing Jury rig, but wasn't quite able to figure out what made the game end, sicne neither the timing nor the points seemed consistent. Is it  a specific number of engins failing?
I think having fewer engines (at least for the beginning) and clearer fail conditions would help this game become a fun acardy game where you have to make quick decisions in some kind of space-invaders like fashion.

Such a brilliant entry! I utterly enjoyed playing through this, especially given how many possible approaches there are to solving the level =)

Ah I'm sorry you had trouble with the framerate. Given the short amount of time we wern't able to spend much time on optimization past creating low poly assets. I hope you still enjoyed the game some =)

Thanks =)

The tower definitely ended up being more challenging than we had anticipated. And it is entirely optional in terms of progressing the game. Since many points of interest in open world games are optional, but incentivise exploring the world we wanted to have a few similar experiences in the 3D room (a few other ideas like being able to turn the light off and on had to be scrapped in the end, but we definitely wanted to make the AC joke, this being the ubijam and all),

The art style is absolutely gorgeous! And the Meow-piano is also such a great touch!

It took me a moment to realize that advancing the dialog is triggered by clicking, after initializing the dialog is done by pressing 'e' and there is a small issue with sequence breaking, but some of the text is super cute and very funny, so going back and playing through it again was very enjoyable =)

The concept is great and the minimalst coloursheme realyl helps the game. 
I particularly enjoyed the difficulty curve.

The one thing that didn't seem to be working for me is the r-key. Is it supposed to reset the current level?
- radow

Testing this alone doesn't do it justice so I'll have to find someone in my flatt to come an play this with me =)
- Radow from Team PPS

Very cute goldfish! Definitly need a plush version of that ^^
I really enjoyed the twist of replacing the ability to jump with the gravity inversion. The spike hitboxes were quite punishing at times, but I liked that the timer wasn't super though, giving enough time to try and do each "jump" properly instead of failing due to feeling the urge to rush.
- Radow for Team PPS

The assets look really good and the game explains itself naturally. I generally like games that give you the opportunity to chase a highscore, but my runs usually ended by running out of pizza slices so it felt like there was little I could have done different, so maybe adjusting the spawnrates could help here (or I am missing something?)
- Radow for Team PPS

Using the room as menu and as level at the same time is a great use of the awesome assets created for this entry. The game has a clever and unique mechanic, but the level could be a bit longer and become mroe challanging in the end.
-Radow PPS

It took me a bit to figure out how to adjust the slingshot, but that is totally on me, as it was actualyl described on the controls page.
I really enjoyed the concept and felt it fitted the theme perfectly. The once thing that could be a bit smoother is setting up a shot, but this might work better when using a controller?
- Radow for Team PPS

Really Enjoyed playing this entry. Especially the fun items and the details on the different swuitcases were a nice touche. The game also felt very smooth to play =)

Really enjoyed playing this. It's absolute classic with a few nice touches (the red orbs you had to avoid). 
A Fullscreen mode would have helped, as one lost control of the missile when the cursor left the iframe.