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PuzzleZach

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A member registered Apr 30, 2017 · View creator page →

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That's an issue with UE4's HTML port -- it's non-existent in the download. Not sure *why* it wants to be a little odd like that haha.

Quite the challenging game!

Each level something grows -- it could be the lane, could be the player, or could just be the world the lane is in. It is more of a storyboard prototype than a full game.

Could explore it in the future, but I say that about all my games. ;-;

The physics were a surprise to me as well and I moved my design to accommodate them -- I believe it's because of the marble mesh. I might experiment with the Kenney golf ball and see if it that was the reason.


and indeed it does loop. I was going to add some extra stuff to wrap up but lost a day dealing with import issues in UE4 (you need to set physics settings to 'complex as simple' for it to recognize the asset collisions.)

A fun little game with some brilliant ideas. Some of the building text does get cut off for the lumbercamps and farm houses but it has a solid foundation for a larger game.

when snake is sus

Not sure what else to say -- it runs fine! :D

A short but solid game with some interesting challenges. Really like the slimes and how they pushed the player towards the next room.

I thought I commented previously but I really like this game. It fits the theme, has some interesting mechanics where you switch between modes, and there is so much else you can do with this game's future. Would love to see more clues from the imposter.

Fun fact: I had a roof originally but realized it took too much time out of my schedule to set up lighting the way I wanted, so everything got scraped. Definitely have some ideas for handling that in the later builds, because creating shadows and darker rooms will add to the unease of the player.

I'm a bit out of practice with uploading builds so I ran out of time debugging last minute issues. I plan to make sure all future jams I make are available for online play (as well as downloads for WIN/MAC)!


Post-jam I will be working on the web release and just implementing soo many updates that people have suggested. :)

Appreciated! One last thing, do you have any plans to expand upon this? 

Great mechanics and constraining the player's movement to make them think about where they will go and how the shifting gravity can impact memories.

Amazing voice work, scripting, and planning this plot out in such a short time frame.

A phenomenal game with deep lore, game mechanics, and a difficulty curve that keeps you engaged while also providing ample clues.

A nostalgic game with a few twists and turns. It took a while to find the right path, so maybe environmental clues could help guide the players.

Very interesting game with a unique system. There is a lot that can be done with these mechanics, especially connecting evidence together.

A clean artstyle, unique levels, and great use of the reality mechanic. Can see this becoming something akin to Journey if it is expanded upon.

Overall just balance things out and improve the dashing ability and things should be good.

Beautiful graphics and interesting gameplay, if only the controls were more fluid (yes it is a robot, but adding extra movement would make platforming more accessible).

A solid experience all around. More story elements would be nice as well as finding additional items and/or clues / puzzles besides keys.

Pretty stellar graphics and gameplay, as well as an unusual story that left the player uneasy.

Interesting idea. It felt like the jumps were set too large to bypass (with bombs in the way) so you had to switch to the ghost midair. A bit awkward like others mentioned. The hitboxes are also quite unforgiving with such a floaty character. Hoping to see the post-jam version come out soon!

Some positives and drawbacks when it comes to design. The slow pace could be warranted if there were consequences such as platforms falling if you use them twice without a break. Would be nice to be able to go faster over long stretches as well as having additional blocks to work with. Was unsure what the fountains or grassy blocks were for.

A fun game with lots of potential. Was not clear at first in which order you were supposed to mark the coins. Would be fun to see more types of coin models in a future release.

The fall damage should probably be removed and platforms could be highlighted when you can pick them up so its easier to get set up for puzzles. Overall there is a lot that can happen next with this.

Fairly polished but unsure how my choices impacted the game in the longer term. Would love to see more direct results.

Short but superb polish. From the art style to animations, everything looks great.

The see-through shader has so much potential to expand upon and the mechanics could be extended to having fake coins as well. All around, hoping you continue with this project!

When I work on the full game I will definitely be easing the player into looking around the environment and having more cues for what walls are fake. The bug is related to Unity's controller, but I think it's fine to leave it in since players will think they are clever by peering into a storage room they can't access and seeing a skeleton or something lol.

A hidden gem from the jam. Environmental design, art style, and theme are all perfect. Its incredibly impressive how this was set up.

Lots of room for growth, especially when it comes to boss telegraphing. The instantaneous teleporting on top of the character could have some kind of tell so the character can adjust to that. This could easily be part of a series of boss fights where the player has to deal with various kinds of bosses.

Loving the art style and opening animations. Definitely some challenging gameplay to get used to. If this was a full game, the demo would definitely be a mid-story boss fight haha.

Great use of assets, environmental puzzles, and implementation of the theme. Some way to view the current objective or inventory would help but is not necessary.

A slow sense of dread takes over as you wonder what is real and what is happening. So many ways to go from this demo.

The second wave was definitely longer than it should have been, took quite a lot of clicking nonstop to clear them out. Adding the ability to place down traditional tower defense buildings or at least create barricades / traps would help the player do actions besides clicking. A "hold to fire" option could also be added for more accessibility.

An interesting take via seeding, would love to see some more hints in seeds about where to explore next.

Like others said, level 3 does not seem to work properly. Tried out various ways to get the Exit to move but it wouldn't.

A solid game with a compelling plot. Lots of options for adding onto this project in the future. Disliked how almost every chest in the ruins was a mimic however. Fighting them offered little to the player besides coins which were never utilized.