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Robocop278

54
Posts
A member registered Mar 12, 2021

Creator of

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Wooo Lil Tony! That's my boy! 馃ス

Super cool visuals, and once you get the hang of the boat it feels awesome to drift around the level! Slamming into a buoy at full speed is also super satisfying. Great entry!

Killed so many goblins that I completley covered the map in one huge oil slick, 10/10

Very nice movement and I love the look of the menu/transitions! I think it could use some music but beyond that it was pretty neat :)

馃槑馃憠eyyyyyy

Felt pretty slick using the flip to juke out the boxes 馃槑

Like you mentioned in your description, I did indeed come across areas where it seemed impossilble to progress, but the stlye of this game is one of my favorites in the whole jam and I think this could be a super solid platformer with some polished level design!

The penguins are quite cute.

I like the artstyle you went with! Wish there was a little more to play with, but the concept is solid!

The KILL button sliding in was hilarious, great game and fun art!

Love the animations of the main character, and the climbing up walls was very cool!

Love the visual style of this game! Once I got into a groove I was really enjoying the movement! I thought for a bit that the game was just one big loop, but was glad to see there was an end!

Love the personalities of the characters, following along with their dialog definitely kept me hooked!

Very cool that you were able to include a level editor! Would've loved to have more items to play around with to build different puzzles, but still very impressive!

Very beautiful game, both visually and auditorily! Perfect for winding down the night and relaxing, nice job!

I seem to be having issues running this game. When I boot the game, I can go through the Unity splash screen, but then I'm just stuck on a black screen. Any ideas on how to get past this? It seems that other people were able to get into the game just fine 馃

I like the vibe of just seeing your spy's footsteps, makes me think of the map as a blueprint/diagram of a building the spy is looking to break into, and you playing is the spy planning his path. Pretty cool!

I was having a really awkward time talking to myself, and then I blundered by yapping over the moment of silence and nuking 2,000 listeners.

10/10 I was not made for radio

Very fun raising my goon. I present Lil Tony GOON-Lil=Tony-H4sIAAAAAAAAA1NgYGCQYACBCCcGhkVAHObM0HDWmeGAtgsDQx+QP8MRLM3Q4cTQ0OnMwMDlAuE7OAAJoFyD/dkzZ+wY4KDB3tjY2B7GPnvGxw7EBwDxvQ6UaAAAAA==

Very cool visuals! I do think I may have ran into a bug; It seem that the characters are not locked on the 2d axis, so I ended up pushing up against a plaform, sliding towards the camera, and then falling through the entire map.

I think the movement of the main player could be a little smoother, but this is a cool entry! I liked getting to play with different powerups, I do wish you could stack or combine a few of them though to get a unique build.

Pretty funny concept, would love to see this expanded with more features and multiple missions/objectives!

For anyone having trouble getting past the intro, you might have resolution conflicts and the continue button might be off the bottom of the screen. You can temporarily set your resolution to 1920x1080 and it should get you into the game. Also I recommend clicking and dragging through the list of hairstyles, scrolling is a little slow.

Very cool physgun and shadow mechanics! I did have one question about the end puzzle though (spoilers ahead):


I saw that each button had a number above it, specifically 8, 4, 2, and 1. I also saw the opposite wall had the number 13. I figured the solution was to press only the buttons that added up to 13, but when I tried that nothing happened. Eventually I brute forced the solution as pressing the 8, 2, and 1 buttons, which would sum up to 11. Is there another part of the puzzle I missed?

Pretty fun and straightforward concept! I think this could have benefitted from an ability to get you back to the floor faster like a ground slam or something, I would've loved to keep chaining movement together to protect my beautiful floor.

Super cool visual style! Drifting around and catching enemies to charge my super felt insanely slick! I like that there were multiple ways to dispatch enemies, and throwing an enemy into a shield was always satisfying. Having to manage your health with your ranged attacks and super was a really nice way to keep combat engaging and varied, fantastic job!

I really like the visuals in this game! Sadly got stuck in the 5th level as well, as far as I can tell I covered all of the correct eymbols, but the eye never came out of the box. Also, would appreciate if I could move faster than the game lets me, found myself spamming the movement keys in frustration a bit 馃槄

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Beyond the loud sounds that someone else already mentioned, I actually really enjoyed the axe mechanic. The feeling when catching the axe and getting forced back by the knockback was sick! Especially if you planned your path and caught it naturally without needing to right click, made me feel quite slick 馃槑 Nice job!

Had fun grenade-jumping around for a bit! The slide felt nice too, I used it to slide up a wall using the curve at the bottom and thought I might be able to wall run for a second, that would've been neat!

Short and sweet, I like the style of it, pretty slick 馃槑

I love the intuitive controls! I was expecting a tutorial, but once I started moving the mouse around and saw how the popsicle behaved, the game clicked in a really cool way. I think I only had a confusing moment once because one of the scoops didn't sling me all the way to where I was supposed to go, but everything else felt smooth!

Thanks for your super thoughtful review! Your suggestions are amazing, and fully inline with the original vision for the game. If we end up continuing to work on this project I'm sure we'll refer to this review for inspiration 馃榿. 

I loved setting up my ice safe-zones, felt cool slowly transforming the map and gaining the upper hand over the enemies, very cool game!

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Amazing visual style, and the individual mechanics of the game are very solid! I think my only complaints are from the level/game design aspect. I wish that the camera could lead a little bit so you could have a better idea of what to expect. As some other comments mentioned, the "3 2 1" countdown every single time started getting annoying, would have been nice for that to be off as default rather than a setting in the options. Similarly, the music I feel would work better if it just looped once you were in a level instead of restarting when you died. Lastly, I think the controllable character in the game beng a car maybe gave me as a player the wrong impression that I should primarily being going at speed (not necessaritly full-throttle) most of the time, when I found the opposite to be true. There were portions where I felt it best to slow down or even turn around and reverse, rather than risk running head-first into an obstacle or off a curve. Specifically in the slingshot level, there is a part where it seems like I am purposefully set up to readjust to get the distance of the sling right to squeeze through some sawblades on the other side of a chasm. I'd be curious to see if this game could work better with some other sort of character running around rather than a vehicle 馃But again, beyond those complaints, this is a great game! Amazed that you were able to get unique music tracks for each level, and the UI design is stellar!

Holy fuck this is so slick, loved building my combos and chaining attacks together! The punches felt meaty, the movement felt smooth, and overall I just love this so much! You should definitely make this into a full game!

Also got stuck at the train level, but I love the concept! I can see this being a full-fledged game with multiple puzzles and toys to work with!

Thanks for the comment! Yeah I definitely wish we would've had more time to polish the map, there's a lot of odd spots in the road due to our road generation plugin acting up and being hard to work with. If in the future you get stuck again, you should be able to just hold down the accelerator and you'll eventually get forced up and out of the geometry, not optimal but it was a nice last minute patch from our other programmer. 

Thank you! I can definitely share how we did the minimap! I originally thought I was going to have to manually set up a node graph and then use A* to get a minimal path for the driver from their current position to their destination.  Thankfully though, as I was researching online, I came across unity's navmesh system, which was specifically designed to have npc agents walk through designated areas, using A* under the hood. The way you're supposed to use it is that you need to create a navmesh from all the meshes that can be walked on, then hook up a navmesh agent component to the npcs you want walking around your map. What I found though is that you can also just directly request a path from the navmesh, and as long as your source and destination vectors are close enough to the navmesh, it will give you a list of nodes to get you from point A to point B. After that it was pretty easy to draw a line way above the player on the minimap layer to overlay on top of the map!

One thing I did wish I had more time for was getting it working for the whole map, as it currently stands the navmesh was only generated for the roads. I tried making a navmesh for the entire map but it made the game way too laggy. That's why driving off the roads gives you the "recalculating" message 馃槀 

Really funny game, loved killing the witch by striking a pose, and the levels are really well thought out!

Thanks for letting me have the satisfaction of sliding my hands all over my keyboard, never ran into a game that made me play like that, super unique concept!