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Rebello

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A member registered Aug 23, 2021 · View creator page →

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We've joined. Looking forward to it. 1st January will be a tough one given the New Year's Eve celebrations but at least it's a 5pm start for us in the UK. Thanks for hosting it again.

Thanks Anna! Glad you liked it. We had an extra team member for this jam who's working on networked multiplayer for his own game so we decided it would take us out of our comfort zone a bit to give it a go! We had a lot of fun making it.

Thanks for playing our game. The controls aren't everyone's cup of tea for sure, sorry about that. They're the classic "Legend of Grimrock" style Dungeon Crawler controls but given that this isn't that kind of jam we should probably have gone with a more familiar player/camera controller. Glad you liked the puzzles. We had to include death in there somewhere, otherwise there was no "risk" contribution to the jam theme! We find moving the push box puzzles satisfying to make too. Hope you had a good jam.

Thanks for playing our game to the end, very much appreciated. Yes, it does crash right at the end as you go through the portal. It was one of the last bugs we didn't manage to fix in the post jam 2 day bug fixing period. It's a shame because that's where stats about how many deaths you had and how many biscuits you retrieved would have been shown and also where our online leader board as supposed to be. Doh! 

There were 7 biscuits and we show them all in the YouTube play through video we added to the page. You might have missed the one right at the end that is behind the portal. Our artist and level designer Dan loves to put in those curve balls, expecting you to be focused on the shiny thing in front of you and not noticing the small archway in the distance hiding the last biscuit.

Sorry about the full screen thing. We did have Unity's default full screen button support but we found that sometimes it wouldn't go into full screen properly or come out of full screen properly. It happened often enough that we tried to hide it behind the itch.io full screen button (which isn't really full screen as you saw). It might have been because we decided to go bleeding edge and use Unity 6.3 alpha (my bad).

The multiplayer was a real stretch goal and nearly broke single player, but we'd not done any multiplayer before and we wanted to dabble with it for this jam. It was a real learning curve in how state is sent over the network and shared between clients and what works cleanly and what was a real pain in the "engine" (FishNet does not like you reparenting things it seems).

Thanks for all your feedback and for playing so much of the content we made for jam. Hope you've had a good one.

Thanks for playing our game and for the feedback on the game on the camera movement. You weren't alone on having issues with the way the camera moved. We'll definitely have to look into it past jam. Hope you had a good jam!

Thanks for playing our game, even though you're not keen on the genre. I completely get it, the grid based movement can feel very restrictive and anachronistic given the controls and camera movement on most modern 3D games. We were trying to appeal to that niche community who like the classic style but probably for this game jam we should have made that an option and defaulted to a more modern player/camera controller. You might be right on those start menus. We never noticed a problem in testing but I'll bet the raycast targets ended up being individual letters after we added the animation effect to them, instead of the region of the virtual button. Anyway, sorry it got in the way of playing our game and we're thankful you persevered. Hope you had a great jam!

Many thanks for playing our game and giving us some feedback. The controls are the classic "Legend of Grimrock" style Dungeon Crawler controls and you're right, they're not 100% familiar to most out side the genre, especially with the resetting/recentralizing camera when you stop free looking. Maybe we should change things up a bit with that and not reset the camera, or have it as an option, either way thank you for honest critique on that. Glad you liked the atmosphere and visual style. We were going for a Sci-Fi Moebius look and we're happy with the result. Best of luck in the jam!

Thanks for that and for playing our game. We love making games where you explore the environment and solve puzzles and it sound like you enjoy playing them too. Hope you had a great jam.

Wow, thanks for that. We spend a lot of time on our graphics generally in game jams but this time we did spend a fair amount of time on the audio design too so your feedback is very much appreciated. Hope you had a great jam!

You're spot on with the Legend of Grimrock analogy, that's exactly what we were going for. It's not everyone's cup of tea but it works well for us and lets us focus on trying to do some level design, innovate on mechanics, or do wacky things like adding in multiplayer! We really appreciate your feedback and for playing our game. Hope you had a great jam!

Thanks! The 2 player option was a stretch goal but we'd never done any kind of multiplayer before and that's the kind of opportunity game jams give you. The deadline forces you to try to finish something instead of procrastinating about it for weeks on end and never actually finishing anything. This time we squashed our online multiplayer anxieties by forcing ourselves to try to make something work. It may not have been the best gameplay addition but it added an extra layer that of gameplay that isn't there with just single player. Thanks again for playing our game and hope you have a great jam!

Thanks for the great feedback and playing our game. We're glad you liked it!

Thanks for the feedback and for playing our game. We did put a lot of time into getting the graphics to look the way we envisaged, probably to the detriment of other things, but in 7 days something always has to give. Best of luck with your jam entry.

Thanks for playing our game. I completely get that need to rate other games too. We tried to keep the the complete game content so you could finish it in about 15-20 mins if you were keen enough and we added the play through video in case you just wanted to skim to see the mechanics later in the game without having to play through any deaths/restarts. Best of luck with your jam entry.

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Great work, especially for a solo dev. I'm guessing you drew all the graphics by hand yourself which is great. The visual styling is very self-consistent and works well for this game. The controls aren't bad, although I found the dash a bit hard to control. I felt compelled to try to complete the next level each time and since each are small enough the retry after death didn't feel like I had to redo too much, even on the later levels. The music was a good choice and overall the audio added to the experience of the visuals. I loved the intro sequence with the cartoon still frames. Not quite sure what it was telling me but it looked great and didn't intrude on getting to play the game. Well done!

Very nicely presented with self consistent artwork, good choice of font and a UI theme that fit with the visual style perfectly. The audio worked well too, nice background music and effects. The risk was there too which matched the theme. The only downside was that the gameplay itself was thin on the ground. Most of the time I felt that the character at the door was most likely the wolf and I couldn't really discern from the clues whether I was right or not so I never felt like I was making an informed decision. Maybe the clues were too subtle for me! What you did do was deliver a finished, bug free experience, that was delightful to look at and listen to. Great job!

Nice ideas going on here...not quite executed to the fullest potential though. I think the patrolling parents needed to be a bit more vigilant - one of them was asleep! I'd have liked exploring the house to have been more or a thing, and that maybe the parents would hear you and investigate. Anyway, good job and good luck in the jam. (I loved the door effect btw)

Nice entry. Everything felt smooth control wise. Might need more in terms of mechanics to make it more playable. Graphics were ok but could be better IMHO. Really needed an end game or scoring system. Good job and good luck in the jam

I think you nailed a lot in this fun little game. You got the risk/reward loop very nicely. I only wish there were more levels of upgrades or mechanics to flesh it out. I made a lot of cookies anyway. Good work and good luck in the jam

Short and (dare I say) a little hard right from the get-go. Might have been cool to have a bit of a build-up to  that level. I did like it though . The controls were smooth and good to have controller support in there. I wasn't sure if sometimes I was missing landing on a platform or if the colliders were off. Loved the music!. Very well done as a solo dev. Good luck in the jam

I quite liked your entry. The mouse control needed locking in but everything else felt pretty solid. The Wilhelm scream was very funny. Dood work as a solo dev. Good luck in the jam

I think this was all about the artwork for me - very nicely done too. The game play was a little glitchy in the browser for me so it didn't feel quite so relaxing, but the idea was there. Good work and good luck in the jam

This had so much potential to be a fantastic jam entry. I love the biscuit thief and chase idea. The little snippet of music really sucks you into the chase. The risk of getting caught was there but needed  more development, and it needed more mechanics to round out the experience. But the idea was clearly there. Well done as a solo dev and good luck with the jam

So Simple, so much fun. With a lot more variety in the signals given by the eyes or the posture of the monster this could have a little more longevity in the game-play too. Pretty neat for a little game jam game by a single dev though. Well done and good luck in the jam 

I 'almost' gave up on the start screen - that was risky in its own right! I'm glad I persisted. The environment assets were a good choice. I thought the movement controls felt ever so slightly off, but the gameplay generally worked well. Good entry overall. Good luck with the jam 

I liked your game a lot - very fond of puzzlers. The graphics were pretty cool and the audio felt somehow suitably oppressive. Pretty solid gameplay (although I'd have like a bit of a tutorial for some of the mechanics). I thought you could have done more with the risk theme, but overall very impressive for a solo dev. Good luck with the jam

I love an adventure game! I think you pulled it off very well too. While I appreciate the retro graphics I prefer a more updated visual aesthetic, and the audio becomes grating after a while. I thought you could have worked in the risk aspect of the theme a little better, but all told a good game. Congrats and good luck in the jam.

That level of difficulty could verge on being a fun killer. But there was definitely risk! Sadly I didn't get far enough to see a biscuit. Everything felt solid though, so good work. Always respect a solo dev too, so good luck with the jam 

I liked this a lot. I love a platformer and the puzzle aspect was well done. It felt quite polished. I thought you could have increased the risk with the concept of fall damage, to make you really feel the risk of those drops. I's also have liked more interesting artwork but now I'm being picky. Overall a very good game for a solo dev. Good luck in the jam!

I thought of Mastermind as well. Nice and simple. Good job

Simple but fun. I wasn't getting the risk aspect too much but that's ok. Kinda wish there'd been more levels. Good job and good luck with the jam

I do like a 3D platformer. You got collecting and risking your coins in there quite well I thought.  Good work, and best of luck with the jam

I do love a physics-based game, and I would love to have rated this higher but I found it just a bit too tricky to navigate and move objects around to exactly where I wanted them to go. I think if you end up fighting the game like that it tends to dissuade the player from sticking with it. Cred for getting done what you did though - it wasn't totally unplayable. Good job and good luck with the jam

I thought this was a pretty cool entry all told. Movement mechanic felt smooth to me and it's fun trying to avoid stuff. I did think the risk factor was a little tenuous, and the lack of sound was almost deafening, but I liked your graphics a lot. Good job for a solo dev. Good luck with the jam

Simple, real simple. Did I have fun...hell yes! You get a special thumbs-up just for the Briskit pun, and the squelch of hitting a turd was right there on the hilarity meter. Good job and good luck with the jam

I found the jump mechanic really hard to get to grips with, but that's not such a bad thing as it brings something a bit different to this genre.  If you're working on some visual indicators, even better.  Graphics and sound worked ok too. Good job and good luck in the jam

I liked the concept of the risk mechanics, which I've not seen too much of so far. I played the WebGL version so found the controls very sensitive. I also wasn't sure if the feedback for the player completing a level was working. Good job on your entry though, and good luck with the jam

A bit too fast and furious for me, but I get what you were aiming at. I wasn't sure if this was an actual multi-player game or not but it's be amazing if it was, being a solo dev. Good job and good luck in the jam

A bit too fast and furious for me, but I get what you were aiming at. I wasn't sure if this was an actual multi-player game or not but it's be amazing if it was, being a solo dev. Good job and good luck in the jam

One of the better entries I've played (and enjoyed) so far. Most aspects seem to have come together very well for a 7 day jam. I liked the risk system and the visuals and music seem well polished to me. Nice job, and good luck in the jam