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RiptideOtter

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A member registered Jul 14, 2022 · View creator page →

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I think its actually quite hard, haha. Took me a couple of tries to beat it once. It says the dodge chance is 75% but i dont think i've hit the moth once when it camouflaged, maybe im just unlucky. The art is really cute!

Good job!

Make sure to make it playable in browser next time, that makes people much more inclined to play your game. Played and rated it just now tough, hope you get a couple of more ratings.

I'm not sure what the difference between the teleport and dash is? They felt very similiar. I actually enjoyed the difficulty of the later sections, eben tough if you really wanted to you can just walk past under as others have suggested. It would be more fun with stakes attached i think.

Good job!

Super cute! It feels super polished, and little things like the different card backs make it seem like a lot of care went into it. Actually finished three rounds, increasing the number of pairs each time before i knew it haha.

Good job!

Nicely done for your fist jam entry! I like the basic idea. I would have loved some more mutations (stuff like walking speed, colour of the sprite etc.) to make each critter feel more unique. Still, it was fun to root for my little guys to grow strong and old.

Good Job!

Love the basic idea! The beehive background in the shop behind the more expensive upgrades is really nice as well. I think even with a couple of small tweaks like stackable upgrades this could be quite the fun spin on an idle/clicker game. 
Good job!

I played all 3 levels. Worth it for the critter conga.

The movement feels a bit jittery, and i feel like i sometimes got weirdly stuck after dashes, but i enjoyed myself.

Good on you for submitting anyway!

I can definetly see the vision. I messed around with this for a couple of minutes and thought about where i would take this design wise, so i still had fun with it. Hope you had fun working on it too.

This scritches the 'number goes up' itch in a good way! Actually played it all the way trough.

I couldn't send two of my piles to the done pile, but maybe i missed something.

Really enjoyed this over all, good job!

Loved the little animal portraits up top. I think its a really cute twist on a classic, executed quite well overall. 

Good Job!

Very cute! 

I do wish there was an option to speed up the walking a bit to cut down on idle waiting time, but for the amount of levels provided it wasn't really necesseray. Played all of the levels, felt really polished.

i feel like without the ability to die or suffer in some way for being hit by critters, theres little reason to engage with the apple mechanic. I do appreciate the twist on the idea of pacifying critters tough.

I also thing the assets are super cute!

Hm, any other control methods you would have liked? I feel like using keyboard keys would have had the same kind of problems, but i'd love suggestions. 

Thank you!

Thank you, very kind!

Thanks for the feedback! I usually don't do much updating on Jam Games, but i am considering it for this one.

If i do decide to come back to this a leaderboard would be very high up on the priority list, i think it would add a lot of replayability. 

Thank you!

Hm, i think maybe the cloud getting smaller as you suck and then growing again could work? Or maybe a change in colour or smth? A bar would probably work aswell, but it might end up looking cluttered.

That sounds awesome, kind of like an idle game that has a different spin then "clicker".

Took me a second to realise that the buttons are actually moving around the crew members, but when i got it i tought it was a really cool idea! It did feel a bit unresponsive at times if trying to control multiple members at once, but nothing too bad.

I feel like the layering of the crewmates shouting could get a bit annyoing with time.

Good job overall!

I feel like getting any sort of speed is kind of tough. Shooting when the leaf blower points straight down seems to cancel my sideways momentum sometimes, which takes some joy out of it.

I do really like the idea tough!

I think this game is great way to waste a little time. I would have loved to see something like a meter for the suction ability, cause i felt it was on a cooldown, but was never quite sure. 

Personally i would have loved more upgrades like the last one that passively help you gather more stuff but thats just personal taste. 

Nice and polished experience overall!

The movement kind of seemed to break for me after playing a while, but maybe i reached a map edge or smth? I would have loved a few pointers like the obelisks for the pyramid as where to find the other needed stuff as i felt quite clueless arriving at the pyramid with items missing.


Still a cool experience overall!

To be fair it was more me, wanting to work on more important parts, not me being truly happy with it, so i get it :D

Thanks!

This was an awesome experience, favorite game of the jam so far. Only complaint is that the platforms yeeted me twice, but thats really minor. Honestly, if there was some kind of "collecting memory fragments" elemt to this where there was a story to uncover or something along those lines i could see myself enjoying this as a full little indie platformer. The music does a looot of lifting for me here.

I like the approach to the Naturalist wildcard! I feel like this game might be a tad frustrating as the main character can fall back down quite easily. It also looks like you might have used assets with different resolutions, or stretched some of them out leading to blurry visuals. 

I feel like there is a lot of polishing that could be done, but the idea and foundations seem fun!

Even if simplistic i think this game is a bunch of fun! The addition of a leaderboard ist a very smart choice here. 

I feel like some relatively quick additions that could have really polished this experience, would have been some sound effects for hitting the red and green zones.

High Score System actually made me play it twice, entertained me for a few minutes, good job :)

I think this is a classic idea executed nicely! I had a lot of fun while playing, even ended up finishing it which cant be said for all jam games. 

I think there are some tweaks that could be made, but those are subjective and didn't really affect my rating. While i think the parachute is a nice idea in practice i found myself not using it as much, as going up is just more fun which led to me opting to go again, collecting more upgrade parts on the way up. Maybe this could be exchanged for a magnet upgrade or smth else instead. 

Would have also loved to know how far up i went, as i was quite surprised when i suddenly reached the sun. 

Still, these are very minor critisisms, i had a blast playing this!

I really love the pixel Art in this. I also love the small details like they eyes of the reaper following you a bit or the particles. I love the addition of a high score board, tough it did not seem to work for me sadly. 

Would have been nice to have some indication of when i'll get a combo, as is it felt a bit random.

I think for 3 hours of work this is super awesome. The intro alone must have taken up a chunk of that time. I think an option to retry quickly would have really helped a lot here.

Like the idea. It did make me smile, which is a big plus! Even if there wasn't a lot of "gameplay" in the usual sense, the experience was still fun.

Really cool entry, really charming. I loved the audio especially. 

I think it might have been nice if there were some more hints or pointers considering its a game jam, because i did feel sort of lost at some point. Maybe i just picked the wrong flight destinations and got unlucky. That said, i think this wouldn't be as big of a problem in a non-jam situation as i could spend more time with it.

I also like that you can toggle the shader. I think it adds to the feel but its nice having the option, same with the skippable intro.

Thanks for the detailed feedback!

The triangles were made pretty early in development, and by the end i just kinda deemed them "good enough", they could use some polish/clarification tough. For the colours i tried limiting myself, i do see the advantage different colours would have had tough.

The advice for the audio setting is highly appreciated! I noticed the problem, but didn't get around to tinkering around with it some more, definetly something learned for next time. 

Yeah, that "cheat" is real weird, i am limiting maximum velocity and it just ... exceeds it anyway. Honestly, it does make you so fast, you can't really control where your going, so i didn't stress too much about it. Almost a contender for the Icarus Wildcard haha.

I had trouble understanding when i can, and can't suck stuff out of people, but once i got past that, it was pretty fun. Something about it kind of hooked me, and made me complete one playtrough, which isn't a given for jam games with me!

Yes, i think for my next gamejam i need to work on "readability", or a tutorial!

Retry button was in the game, but i broke it while implementing the winning screen. Kind of ironic i guess.

Woah, making a genre fun for someone is huge praise, thank you!

Thank you! Awakening that Nostalgia is a plus in my book! 

Yeah, i feel like im getting better at setting a realistic scope every jam, but there for sure is stuff missing that would have made for a much more polished experience. 

Reading what other people think of my game, and talking about it with friends, is probably my favorite part about participating in GameJams, so if you're offering you're more than welcome! https://itch.io/jam/mini-jam-129-poison/rate/1999956

This is definitely my favorite of the ones i played so far! This one makes me super curious what you would have done with a week of time!

Sadly everything but the background turned invisible for me after a while, but that aside i really like the idea! Presentation and Sounds are nice aswell.

I really liked the presentation, and i enjoyed it a lot. I think some kind of grace period when wall jumping would be nice (similiar to coyote time).

I love the presentation and sound design! I had trouble understanding when i can and can't add new cards.