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rburing

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A member registered Mar 13, 2020 · View creator page →

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Make mesh in Blender, add skeleton with a short bone chain in the middle (yes puddings have a skeleton), weight paint, make jiggle bone in Godot, add BoneAttachment3D, add RemoteTransform3D to push transform to AnimatableBody3D with collision shape that's a bit longer at the bottom than the actual pudding (to prevent tunneling and to prevent being pushed out downward), and that's about it :-)

Very promising start of a game, and great art style. The tiny pixel font is unfortunately quite hard to read.

At the beginning it's not totally clear that you should press space to start the game, so you might want to add some text saying that. Also, before the level starts it's written that you have three lives, but these lives don't seem to play any role in the game. Anyway, definitely one of the games of all time.

Addictive! Nice work. Best I could do was 33: 

I got 22 points and then a donut spawned pretty far away from me. I don't think it was possible to reach it, so it seems unfair to the player, at least that was my impression. Also the game restarts before you can see your final score, so I had to make a video and take a screenshot of it.

Nice game, but a difficult one for me, I only reached level 3. It takes a while for the enemies to show up for the first time, I felt like that time could be reduced. Two other small comments: the portal integrity health bar looked reversed to me, and the level failed/passed SFX sounded a bit out of place compared to the others (which were great).


Nice one. The bouncing was unexpected and fun, I would like to see more of that!

Nice concept. I had some difficulty with the platforming, especially the variable height jump without coyote time.

I didn't manage to figure out what to do here after (trying crazy stuff and) reaching all the 6 doors that I could see.


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From the tutorial I first thought it was going to be easy, but damn the multitasking gets difficult! Very nice idea, and well executed. I liked how you had a bit of time to change the arrow while a character was on top of it. At the end I won even though I didn't reach a green percentage.

Nice little shooter. Some music and sound effects would make it even better. Some enemies that would not chase you were a bit easy to snipe. I felt like the halloween theme was not very present in the gameplay, but it was there in the art.

Nice concept, music, and level design. Impressive that the team made everything without external assets. I think it would have been nice if  there was a bit more of a puzzle to it, like maybe trading some items or obtaining them in other indirect ways.

Ayy, a fellow broomstick game! It took me a while to complete this one but I really enjoyed the concept. The speed broom ability is very fun, and the happy kid sound effect is great. I was mashing the space bar sometimes, so maybe it's possible to improve the controls somehow.

Nice art! And quite polished. Interesting choice to make a Sudoku game. The connection to Halloween seems purely aesthetic, it would have been nice to have it integrated into the gameplay somehow.

Nice little escape room! To get more players you could make a web build without fog, or just with depth and height fog instead of volumetric fog. You could also translate the description to English (e.g. using machine translation).

Nice art style. I would have liked a full screen button (see e.g. the top right of the screenshot below for why).

I escaped! I liked the graphics.

The transition effect (visual and sound) is very satisfying, nice job.

Nice interpretation of the theme! I would enable the fullscreen button in the itch.io settings, because the game doesn't fully fit on my screen.

The world wrapping around is a nice twist! The jump and shoot keyboard controls were not very intuitive, I had to look them up in the description.

Nice idle animation on the monsters. After the win screen you could still continue walking (though there is no point).

Nice quiz. I think the intensity of the CRT effect should be toned down or made an option, because for me it made it hard to read the text without squinting.

Nice audio. I think the world spinning is a bit taxing on the eyes because almost everything on the screen is rotating. I guess this would have been fixed by the lighting around the turtle like you mention in the description.

Spooky! Nice concept.

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The spinning level is a nice idea. I would have liked WASD controls (as an extra option). The music is extremely low volume, I didn't realize it was there until I read it in the description.

Nice prototype! Did you have any plans for the next tests?

Nice music. The first time I opened the game I overlooked the start button and started clicking the rooms which didn't do anything, so maybe the UX of starting the game could be improved.

A nice complete experience. The platforms that break without prior visual indication (before you stand on them) can prevent you from completing the level e.g. on the first try, so in that respect it was a bit of trial and error which I'm not sure was  intentional.

P.S. When the animation to enter a door is playing you can still jump and move left and right.

A creative take on the theme! I like the game over screen. I picked up the wrong cake by accident quite often. It would happen less if the cakes were a bit more spread out, e.g. on several tables.


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Nice duck sprite and level art. The jump key didn't always work for me which was a bit frustrating. I didn't manage to get past this section:

Is it a skill issue on my part?

P.S. Also the background music is positional so it eventually fades out completely as you progress through the level.

Chonkisimo! Nice duck art.

Nice game :-)

Very stylish visuals! Love the concept.

Very nice art style and story.

Great arcade game! A lot of fun. I would have liked WASD controls and a fullscreen button. The hardest part was submitting my high score (RIC).


Incredible chonky duck art and animation.

Nice game. Sometimes the enemy health becomes a floating point number for some reason. Also the enemy AI could be a bit smarter, e.g. not healing when already at full health.

Chonky concept. It would have been cool to have some more interaction with the map, like a tube that you can only enter up to some size, or fruits hanging from a tree, or some ramps.

Very chonky character art. I ended up only using the rocket. Maybe the other bullet type would get some use if it worked particularly well against a specific type of enemy or something.

It seems that you clear the levels even when you don't hit any key at all, or if you constantly hit keys. Good start for a day's work though!

Shouldn't there be a sound effect when you're adjacent to an enemy, or something like that? Right now it's quite punishing to have enemies without any way to know where they are except for dying and replaying the level (assuming the player is blind).