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putti

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A member registered Feb 02, 2022 · View creator page →

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I really love the graphics and everything having their own sound effects and interactions with the inventory items.

My favorite game of the jam so far.

Nice and funny idea for the theme.

I corrected a paper (scan, fix spelling and print) but didn't know what to do with it then. I thought I should probably put it into the drawers but it wasn't really in there when I closed the drawer. I would have enjoyed some feedback for completing a task. (Then again, I may just didn't finish it because it belonged somewhere else.)

The boss coming in with a stack of these was pretty funny.

The idea is really fitting and fun and I love all the individual pieces of paperwork. Who hasn't been through lots of these before? My favourite was the doggo picture, I hope I signed something saying that I get to keep the doggo. It's also good humor to sign ridiculous things like furniture building instructions or test prints..

The sketch and paper sounds were really satisfying as well as the general main mechanic: just scribbling around trying to sign things.

Nice idea for the theme and quite fun!

What stood out the most to me was the ideas for the goal, the model for the player ship and the skybox. I also like that you included a minimap with the track overview.

Racing gameplay-wise it worked fine but I feel like it would be even more fun if hitting the race track edges would just make you slide along them a bit slower in a smooth way. Atm, it's very jittery.

Really quite fun and polished gameplay! 

I liked the balls behaving differently. Just intuitive-wise I would have thought the normal golf ball (being heavy and physical) being able to push a button/spring over a ghost ball (something I'd expect to may not have physically manifested and potentially rather ignoring real object interactions).

The main menu and ingame option to mute sound is really handy. Just with the ingame burger menu, I clicked it after playing plenty levels already and didn't think it would cancel my progress. I expected it to either ask to return to main menu or in best case open a pause menu, i.e. with just audio sliders or credits or so.

I totally agree, the game name, basic rules and goals should be on the screen with the games. The character does mention the game titles when transitioning through games but that's passing and also doesn't explain rules/goals.

Thanks for the compliment on the character, I had lots of fun drawing the different expressions. The character really is a team effort combining writing + art + voice acting. I wish I had more time to draw some more body poses too.

Like in most jams - there was just not enough time to get everything in.

I was excited to see a FPS. The mouse sensitivity made it less fun than it could have been though. I feel like the environment could have used some love.

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Unfortunately, doesn't really run on LibreOffice Impress. It shows the slides but any interaction is super lagging behind. (I didn't rate it because I couldn't play it as intended.)

Interesting story to the game. I like the restricted colour palette. I wish there was more feedback when rubbing, i.e. sound effects and particle effects.

Thank you!

Agree, when looking through the submissions there are such big games for the time frames with so many assets and everything. It's astonishing what some people/teams get done in the time. Also some are so good at game ideas that actually fit that 48 hour scope. To me that's super hard.

Aww, that's really sweet, thank you! We hope to get around completing this.

Thank you! We did put a lot of energy into these things. But yeah, in it's current state it's hard to understand it or rather impossible because there are bits missing to complete the game loop.

Thank you! And yeah, not knowing how to play is on us not having a tutorial but also the gameloop isn't fully done.

Thanks a lot!

Thank you!

And I think it's not too hard for you, we just didn't properly finish the gameloop and couldn't make a tutorial either.

Yeah, the game loop is just off from being finished.

Thank you for the compliments! It's definitely aiming to be a strange game.

Thank you, that's very sweet. We tried our best making it look good even though we couldn't finish it all (there are some placeholder UI elements).

The voice box is inside the neck/throat that can be accessed after lifting the pinkish big plate on the torso (it's above the ventilation parts).

We overscoped by a day and didn't get to make a tutorial, so that's totally on us ofc!

Thanks for the compliments.

Thank you so much!

I added a note. We basically overscoped by a day. We'd love to keep working on this game because we had a more unique twist that didn't make it in. But we cannot work on it right away due to work and other project commitments.

Thanks for the nice words! The vending machine definitely got a lot of love and time by Yän.

Thank you for the kind response! 

Unfortunately, we didn't have time to communicate the objective in the game better but you did it by knocking down the block towers. Somewhen towards the end of making the game and unnoticed due to a lack of test time the game end got bugged else you would have likely gotten it.

Ohh, that's a very clever idea and yet another take on the theme which you end up having plenty of in the game then actually! Glad I'm not the only one who didn't get it though. I'm sure it's easy for you to do some type of onboarding for it though! Thanksch for the reply.

I was confused at first but then was able to land on a platform and basically have a tower defense game protecting the drill which was fun. The onboarding was a bit weird and more confusing than the actual drill-protect gameplay. But it's actually a really cool idea and nice execution on the theme. Great job!

Very crazy but also very fun!

It's easy to understand but still gets strategic about at which position to shoot something down. It's super fun with these physics and the audio and especially visual polish are incredible. Very cool and addictive game. Love the UI as well, super cohesive with the rest of the game. Nothing but good things to say!

Very charming game!

Such an extensive game jam game, congrats on making this in this short time window! Looks very polished and I love the audio! There is plenty of cool mechanics and ways to customize the ship. I feel like pausing for the shop takes the wind out of the action a little wondering if there could be a quicker way of using the shop and maybe a slow-motion with it rather than the full pause. Really cool game!

I like it a lot but personally would probably prefer if it stayed more static with the puzzles: solving it first by scaling, then sending out the ship but not having to react quickly. That's obviously a super subjective preference. It feels very chill to play supported by the nice audio. The visuals are good and fitting but I do think there is room for going into a more complex art style, especially with the background and the target planet. Very solid submission with fun puzzle gameplay.

Such an enjoyable game! Love the quirky character and all these well-crafted assets. A very fun and quite polished game. Great job!

Really creative idea and it looks and sounds very appealing. I was a little overwhelmed at first. I'm happy there is information in the game but feel like maybe some type of more step-by-step onboarding would have been nice. It's definitely a very cool game, that could easily have a browser and mobile version too. Great job!

Really cute and funny visuals, writing and audio. Interactions felt quite nice. I'm not fully sure about some of the mini games goals. I get the first one is a clicker, the second I have no idea and the third I solved once intuitively going for a balanced scale but I didn't know which weights to reach in general. It would also be nice to know how much graters are needed to "eat" the cheese. I think it's a great game, just needs a little more explanation (or I overlooked things)! 

Finally got to play your game. It's definitely great fun, love the visuals and sfx and ofc it's purrfectly on theme. I feel like completing a stage (round) could have a little bit more polish. I've been a bit blind for it being rounds for a while and thought they just respawn until I saw the UI on the bottom left. It's overall a fun gameloop and interesting to see perks doing the opposite where it's hard to judge what's better and just a matter of preferred playstyle. Really cool!

It's really good but I wish I had more lives before a game over and an alternative higher-contrast colour scheme might help. Generally speaking I like the retro style, I just wonder if it could be easier to know what's going on with a little more detail, like 2x the pixel resolution might still look retro enough. Overall very cool game jam game with a fun gameplay loop.

Aww, really cute and very creative about "tetris" blocks that actually expand if they have enough space. Wholesome art and sfx. I wish there was little goals other than just a score. Very adorable and well-themed submission!

My favourite game of this jam so far. Love the game play loop and type of puzzle. Also great onboarding that doesn't feel tedious and is just visually teaching the rules. Art and SFX are on point! Also great level design. I don't really have any other feedback, it's already so polished and fun.

Really cool to gate things by size. It seems like a normal 2d platformer at first but then it becomes clear that it also matters in which order you do what to get as much yummy as possible. Good job!

Haha, obviously very relatable. But hey, you got a game out! We tried super hard to not scope-creep this jam and it semi-worked but it's really hard to ignore the voices of doing MORE. Love what you did as a backup game!

Really nice concept and good onboarding/tutorial. I think it's a pretty good proof of concept that just needs some custom art and juicy feedback. The controls work fine but I think some redundant keys wouldn't hurt. I.e. scrollwheel up and down to change the size (current up/down arrow), space to continue (current enter), etc. I also wonder how it would feel like if you can transition more smoothly between small, normal and big form? What if you could lerp between them, visually but also regarding the different properties/"skills" the 3 states have? It might be worth exploring. In any case, great game!

Really cool game. Especially loving the audio and art, including the settings menu.

Just some little things I noticed: 

- The ingame UI still reacts when in pause menu.

- The frog's ranged attack would possibly be nicer if contextualized differently, i.e. the frog tongue shooting out instead of bullets.

- Bonus: Some type of upgrade system and/or pickups.

Really adorable game!!

Thanksch Goodie, your input definitely helped and helps us a lot! Let's hope we get the time to revisit this to fix the pain points. There seems to be some clear points of frustration that happen to be quite easy to do fixes for.