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PurpleSloth

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

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Really nice entry.

The game wasn't too difficult, but definitely fun to play.  Figuring out synergetic playing card orders for the selected animals immediately put me back into a balatro headspace. 

Execution wise the game feels very smooth, no hiccups, everything  does what you expect it to do.

The absolute highlight is the card art. Love the creature design and the clean yet playful overall look.

pona a!

sina pona e ona la mi o musi sin a!

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a a a 

pona o tawa sina tan pana nimi mi.
mi jan tonsi [pi utala kulupu insa].
tenpo poka pini la mi wile ala len e nimi mi.

taso sina kepeken e pali mi la mi pilin pona a.

The game is well executed, with nice audio, a fitting minimalist style and a responsive UI. 

On the game design side of things it could have done with some kind of twist or additional mechanic.

There are quite a few entires that explore the "sokoban but weired movement/boxinteractions" genre, but this one does that really well. What convinced me was that the different box interactions were really cumbersome at first but quickly become intuitive. You can almost feel your brain setting up functions to think in terms of the introduced movement metrics, which is very satisfying.

The game profits especially from the undo mechanic as solutions often require measuring out a distance and being able to quickly try out a solution and then adjust it avoids a lot of potential frustration.

I enjoyed the pixel art and humor and generally like automation games like this.

Audio, readability and user input handling would benefit from a bit more polish.

The levels worked well as a proof of concept, but I would have liked them to deviate more from genre staples.

Great game. The core mechanic seems gimmicky at first, but the game proves that it actually carries quite far. The amount and consistently high quality of the levels and  the demanding, but  super satisfying difficulty curve make this game a real treat. 
 

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a. musi ni li monsuta lili tawa mi.

mi tawa pini loje.  ona li pini nanpa tu anu seme?   nanpa pini lon li seme?

ale la pali pona a!

pali pona a!

mi toki tawa jan lon musi ni. ona li sona ala e nimi "soweli". toki pi jan ni la mi wile mu e "a a a" a!

kin la lon musi ni la mi kama sona e nimi "ike la". ni li pona tawa mi a!

pona o tawa sina a!

kon pi musi ni li pona tawa mi a!


tenpo pi mute lili la sitelen li weka tan tenpo lili.   tenpo ante la sitelen li weka tan tenpo suli.   taso mi lawa ala e ona :(

sina pona e ona la musi li pona mute tawa mi

wawa a! sina pali e lipu nimi pi jan wawa a! pali pona a

ni li musi mute tawa mi a!

mi pini e musi ni la mi moli ala e soweli a.

nnn taso mi lukin ala e ma len.   ken lami o wile musi sin.


pali pona a.   ni li musi mute tawa mi.


kin la sina wawa tan ken sitelen pona lon lipu ni a

Someone just posted in the discord that there is a solution to level 3. I suppose that means I have to go back and try again :D

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I like the initial concept of balancing the timing of when to place which seed where in order to juggle all sheeps.

There were a few UI and QoL aspects that could use some improvement (it felt unnecesarry that selecting the seed type is done via mouse and an undo button would have been handy).

I did not find a solution for level 3.

Very nice entry.

I really enjoyed the pixel art graphics, a very solid amount of levels for a jam, the different movement modes seemed a bit odd and clunky early on, but by the end I had gotten a very inuitive feel for the different movement metrics and what routes through the levels they allowed for, which was very satisfying.

Almost all other mechanics interacted with the core mechanic in interesting ways. I especially enjoyed the spider webs, as they served as both obstacles and helpful level elements. 

nnn taso tenpo mute la jan li sona ala e ni: ijo li lon anu seme

taso lipu ni la nimi "pilin" li pona mute.  mi ante e ona.

pona o tawa sina a

Very impressive game. Got past level 11 in my first session, need to come back for the rest.

I'm not usually the biggest fan of sokoban, but this game really runs with the concept and does some wild stuff.

Super cute and super polished!

Oh, thanks for letting us know. We have a new build almost ready to go and will adjust the link before release (might still take a while).

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Hey Rhys,
while a dedicated mobile version is not somethign we are currently looking at the web version can be played on mobile devices, thanks to the two button control setup:

use one finger to look around and 2 to move forwards.

Keep in mind that performance might not be ideal, depending on the hardware.

I'm not sure where you got the idea, that the game tells you what your gender is? The game explores a set of terms and identities and poses a set of questions that can help people explore their own identity. It doesnt "tell you what gender your are".

Oh, thanks for the headsup. Havn't come across that before - will try adn investigate.

Hi,

we've gotten this question quite a few times. When creating the game we wanted to make it clear that the list of terms we presented was in no way exhaustive. One way of doing that was to leave out some terms that would have been good fits and masc ended up being one of those left out.
However given the amount of people that have been looking for a masc room and were curious what it would look like, we would probably include it if we ever went back and added further rooms. Its absence is in no way ment as an invalidation of masc identities.

Thanks for headsup regarding the inverted controls. I will look into what causes that and try and include a fix in the next patch =)

For hitting Exit?

Good time! WR atm is currently at 28s 850ms
https://www.speedrun.com/de-DE/wyg?h=Exit&x=9kv3qjo2

Hey yeasstt,

thanks for the feedback.
Your observation regarding the lack of a masc room do make a fair point. At the time we felt that leaving out some of the terms people would immediately think of would make it clear that the list of terms covered in the game are necessarily incomplete. It  is not intended to delegitimize trans men.

Hey that is an awesome offer!

If you are interested in working together to integrate a Spanish translation join our discord(https://discord.gg/BYWrpVjm9M) or write us a mail at info@purplesloth.studio and we'll figure out the details =)

cheers

radow

❤️

Totally. The momentum loss system is sadly a bit oversensitive. We have a less volatile system for a planned postjam release, but at this point I'm not sure when we'll be able to release that.

Well there is some trickery.

We spawn and despawn rooms out of the players view based on their position in relation to the room they are currently in and use portals that we project render textures onto in order to achieve some of the other effects.

In the queer tunnel the whole world truly turns around the tunnel axis thought =)

Oh wow, those are some nice times!

I'm not sure if we'll be able to turn this into a full game (even thought a lot of us were really hyped about  trying to do exactly that), as we have just started working on a larger long-term project. But we have been and will continue to work towards releasing a postjam version of the game in the coming weeks.
Glad you enjoyed it this much =)

I like games that talk about game design. Especially in a game jam, where most people playing the game will likely also be game devs, that makes a lot of sense.
This is a nice implmentation of the "create the dungeon for the player" idea, that quite a few entries went with, but it goes further than most by asking the player to actually provide stat values for the foes and the twist of optimize the dungeon from a dev perspective works well.
10ish endings is quite ambitious for a jam game, especially a solo project.

Great entry, I hope you got some sleep after working on this for 44 hours straight!
Cheers.

Such a cute game!
Pulling off 2D in 3D can be tricky, but this game does it very well.

Gameplay side it's a very simple platformer. The movement feels pretty good, but there could have been a few more parkours. Is there a hidden fourth piece of bread for the fourth human btw? We thought there might be, but we couldnt find it.

The idea of playing as a duck that feeds bread to humans in the park is just adorable and the dedicated quack button makes it ever cuter. Great work.

The first round definitly was something. The moment you take off the bucket and realize what the game is... laughed quite a bit.
Trying to actually beat it on subsequent tries turned a bit tedious, but it's a memory game so fair is fair.
I really liked the store design and the preview of the items in the select screen, but the UI could use a bit of work as the text on the buttons was rather hard to read.

Fun entry, cheers!

Yay a fellow racing game.

I much enjoyed the design of the eldritch beasts!
The game is quite tricky. The best I could get was 1/6 (I assume 0/6 is ideal?)
Cheers

Interesting idea. Our team was thinking about someing quite similar in our brain stroming session, so it's extra interesting to see the games of people who went with such a concept.

On my first try I came across a bug where I could just move the cube through all walls, but after reloading the game page everything worked as intended =)

The minimalist and clean presentation of the game works very well and the small accents such as the pulsating player cube and the audio make the game feel quite polished in this regard.

Gameplaywise I would have liked for the game to get progressively harder or have some other tangible goal, like a par value to go for.
The controls worked well and reaching the coin felt like a good amount of difficulty if it spawned on the other side of the map: not unfair, but challenging.

All in all a nice entry, cheers =)

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I quite enjoyed this one. A unique idea that took me a good 10 tries to get. There is an exploration and an execution element to it, which I like.

The jumping could have felt a bit smoother. Especially with the darkness and when trying to look down in order to avoid looking at ones future self... past self? ... future selfes looking at the current self?

Ideally I would have liked it if strategic choices such as strategic stalling would have been more relevant. But at least for the last section strategic routing worked really well and the rest was timing the path back right, which was quite exhilarating.

Nice work altogether, very fun =)

Hillarious take on the theme. 
The game works well, but the view cones on the pidgeons could be a bit smaller, atm it feels like they can snipe you from outside the screen and the only solution is to learn the paths.
The visuals and animations are top notch. Very impressive especially given the limited time!
The sounds were fun but some kind of whimsical background music would have made the experience even better =)

Thanks! Glad you enjoyed the game =)

It would probably have been helpful if we had included some explanation on how the wall-running works in the game, as a few people seem to trip over that on their first attempts. Definitely something to look at for a postjam version.