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Scruffiest_Bear

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A member registered Apr 06, 2018 · View creator page →

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Thanks a lot for the feedback!

Yeah, I was considering toning down the visuals for a while, but honestly I don't think the gameplay would stand up if you could see clearly :L Obscurity is a pretty easy way of doing horror, but its still pretty effective... like how the second you got a look at the shark in Jaws, it stopped being a terrifying threat that lurks beneath the deep and was just... a big silly rubber shark :P 

If I keep working on the project, I think it would be interesting to see if I could put together a clear and readable visual style and still make the gameplay mechanic frightening.

To weigh in on the suggestions regarding obstacles, I actually quite like how they work- the game kind of plays like the water section of frogger. I do also think a bit of urgency would add to the experience, though. 

Making obstacles lethal and reducing the count is one way, but I think that would remove a layer of depth: at the minute, there can be interesting choices to be made regarding flying through obstacles to reach a bunch of clouds on the other side, which makes navigating the area quite interesting. 

Perhaps adding a third game object that is rarer but lethal would be a good solution? You could have a warning appear at the top, and have a red object fly down quickly, perhaps. Or even just making the natural rate at which the player falls might make things a little more tense.

In any case, if you decide to keep working on the game after the voting period, upping the danger is definitely a good way to go :)

I freefell for a while, unsure of what to do, until I figured out what was going on: you have seek out the things that lift you up, and avoid the things dragging you down as best you can. Once I had that down, things seemed pretty easy. I was pretty much on top, wondering how it was even possible to fall. It all seemed so simple back then. 

But then I was blindsided. 

Something came out of nowhere, and I was knocked from my lofty perch.  'No problem,' I thought. 'I'll find those things that lift me up, and I'll be right back on top. ' But few came. Those that appeared were blocked by more obstacles, and just by trying to reach them, I fell only further. Just before I hit the very bottom, a chance wind that I couldn't even anticipate came from nowhere, and lifted me back up from the brink of oblivion. 

Only then did I understand the true nature of things: sure, there's a knack to it. Put yourself in the right place, and you've got a good chance of making it. But really? It's a whole lot of luck, man. Lady luck giveth, and boy does she taketh away. Boy, does she.



I also played your game and thought it was really good. Nice job, man!

Haha, awesome! If anything was done frantically, then my mission was accomplished :D 

Thanks man, glad it was able to do you a spook! When I was working on it I knew it was either going to be creepy or so low quality it just became funny... pleased it was the former for at least some people :P

I don't know if the problem is on my end but I wasn't able to start the .exe - unityplayer.dll not found. If I remember right, I think you need to have an .exe file and an accompanying folder to share a unity windows build- if this is the problem, the easiest fix would be to zip them together and reupload!

This game raises a few questions for me.

Firstly, why don't ALL games have grappling hooks? Secondly, why is "grappling hooks in space" such an underused genre??

Seriously fun mechanics here. grappling hooks are always a solid win in my book, but putting them in space really just elevated the grappling hook game for me. Using them to reel myself into enemies and smash them with my face is possibly the best use of a grappling hook science has discovered so far.

I can genuinely see this game play premise having some legs, if you wanted to pursue it. Spend a little time polishing the movement (like letting you release mid-grapple to change momentum without zipping straight into objects) and add some interesting level geometry (space derbies? Asteroid field?) and this game could be seriously swell.

Sidenote- loved the attention to detail of having gravity inside the ship. It's a small thing, but starting out with standard WASD controls it makes stepping out into space feel really exciting and new. Its clear a lot of thought was put into capturing that feeling.

Cute little game! Extra points for the inclusion of bears.

Love the frog fractions style plot twist! It's a really cool idea to have the shift from one style of game play to another be seamless like that. 

I think the lack of player feedback is the area this game could use some improvement in. The visuals are cute in a B-movie style way and I loved the dragon getting yanked through the floor like it was a stage play, but without impact sounds or visual damage indicators, its really hard to know what is going on or what you are supposed to be doing. For your next project, I'd definitely spend a bit more time on ways to let the player know what effect their actions are having, and what is happening to them.

I really love the aesthetic of this! 

I think its pretty common in a game jam to see games that try to do a lot of different things but lack polish, since people want to hash out their ideas as quickly as possible and move on. Here, its clear that you took a relatively simple single-scene idea and spent plenty of time treating it right, and the results look and sound great. I was also confused whilst playing, but it was such a joyful little scene to watch play out that I didn't mind too much. With a little extra time to spend introducing the player to mechanics gradually, this game would really feel complete.