Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

ScruffyBrush

107
Posts
1
Topics
14
Followers
18
Following
A member registered Oct 07, 2017 · View creator page →

Creator of

Recent community posts

(1 edit)

Thanks a lot always appreciate tips. First time I mess with a physics based 3D game with the engine :)

I noticed that issue but thought it was just because we made the paddle faster last minute.

Turns out it's that I enabled that setting but only on the right paddles!

Glad the bug didn't fully ruin the game :D


Will fix it ASAP after jam voting ends

Think I understand my mistake thought the cash icon was my money but that's how much it pays if I have the requested delivery?
I'll try again this evening :) 

Thanks!

Very interesting mix I like that it's not possible to just pay attention to one of the two games. I like that it's two games that are very easy on their own and surprisingly challenging when combined. Might try to cheese with a friend to see if there's a cute win screen or something :)

(1 edit)

I like the idea needs more balancing. Hard didn't seem possible but seemed really interesting, liked trying to pick the right upgrade and balancing greed on XP vs killing rats.

Normal was too easy, didn't try easiest difficulty.

Love the little touches of the purrs, the eyes following the mouse and cats having sweetspots. Could be funny to have each cat have a different zones they want petted or not.

Also it seemed the music failed to loop.

Made me nostalgic about the on rail shooting levels of Nightfire.

Very satisfying sound design and beefy explosion visuals. Lighting really sets the mood and both gun modes are satisfying

Very fun. Reminded me of old Rampage games but iterated on with its own twist and novelty to it.

Only suggestion would be adding controller glyph (or just wind rose UI design to show which button direction maps to which ability)

The visuals are nice. Sounds has some cracking issues, appreciate having a sound control.

The description says to open the pause menu for instructions, but could also tell you how to do that, ended up clicking every key on the keyboard without finding it but Start on a controller thankfully worked.

I like the cat too

(1 edit)

Not sure if it's just me but couldn't spend the money the UI said I had in the shop. Wonder if you just can't until the timer ends(?) Ended up dying before I could find out.


Good use of the theme and interesting idea. I like mining space games :)

I'm impressed you had time to make a character creator and really liked their cute designs.

As mentioned also the sound effects were funny and appreciated.

I really liked the visuals and the fact there is an input remap option in the menu (I would suggest a different default control scheme but appreciate a lot having a remapper!). 

One thing that confused me is the interactible stations show a downwards arrow but expect you to press something else than S/down arrow to interact with them.

The game was a lot harder than I expected but I appreciate the challenge. I wish it didn't drain HP constantly especially while interacting with hacking stations (Though taking damage in them could have reduced hp instead of waste time).

Really like the character design too and impressed you put it all together with only 2 people, you probably are very good at prioritizing!

Good idea.

I'll add a pause feature and highlight which upgrades are purchasable when your score is high enough for it after jam :)

Thank you!
Think it's physics being a bit random and definitely found a bug on the left paddle specifically I'll fix.

Friend showed me you could put animator callbacks in physics to make them better sync with physics but forgot left/rigth paddles were separate prefabs and to slap that fix on left paddle :>

Thanks for the feedback! I think part of it is it's physics based if I started over I'd probably do it more kinematic instead

Very glad you like it I'll tell the artists :3

It really is

Good job putting this all together as fast as you did! :3

Wee I did it ty!

Love the character sprites by Paumol :3

Got stuck trying to find 3 star ending do you have hints/tips/walkthrough? 


I managed to find 2 objects that didn't seem to have any use (frog and fish toys) wonder where the rest are and if and how they help. Haven't found a way to open the big chain door either.

Cute, love the sound design :)

Makes sense and good job prioritizing the right things with the time you had :)

Very unique and creative spin on the theme wrapped in a relatable and funny cohesive package.

Especially like the sound design. From good use of voluntary awkward silence to the different clicks for button vs tab close, good ear for detail.

Got a laugh out of me too :)

Love the idea of picking your battles and forcing rerolls and seeing your enemy do it as well.
Ended up losing 2 guys but still winning. Definitely got too greedy using up all my rerolls too early.
Some quality of life ideas if you end up pushing it further:

- Instant lowroll/Maxroll
Managed to get into situations where the combat rolls didn't matter and wish I could skip it (attacking a unit that has less HP left than I have dice to rolls or receiving such an attack). There could be a button on defense that says : Take max damage" and one on attack that says deal minimum damage or similar to skip ahead when a roll is pointless.

- Unit inspect QoL
I forgot which of my unit used what dice to attack, the "Attack" label could indicate it or clicking a unit could tell you more about their weapon. Also wish there was a way to tell how far units can attack before confirming a movement.

Intro redundantly mentioning Domino made me smirk, final levels made me laugh good job :)

Think the funny wobbly animation and assets complemented the writing very well.

I like the writing and artstyle, was curious to see more of the story but got stuck on the first gameplay section.

Didn't understand what the different meters did and why the same action on the same background would sometimes lead to progress or failure.

Positives:
I'm impressed you managed to put a whole roguelike together in a week. 
I agree the visual and sound polish is up there. Characters are fun to watch walk around especially like how you made the player character's tail and head animate separately, gives the fox a lot of charm
I really liked collecting dice (especially weapons) and comparing which of them is an upgrade

Areas of improvements:
Block rolls. The way they work is a bit opaque. Didn't understand why I slot a dice in block roll but get a percentage in UI labels when it triggers.

Kiting being so much safer than melee design issue. As soon as I discovered a ranged dice I started abusing kiting enemies to previous rooms or circlestrafing. It took longer to kill things but it also guaranteed I wouldn't take damage. Agree with others' idea to give melee combat an active dodge or similar defensive ability to make it stronger. You could prevent kiting strategy from dominating as much by having enemies that shoot where they predict you'll be by the time their projectile reaches you, locking doors behind the player

I like the gameplay was surprised how hard it got when runners started appearing and lost 2 rounds later after big guys spawned too in my less defended lane.

Think the core loop is fun and impressed there's that much enemy and turret variety in a week.

Things I wish were added would be more spectacle, like enemies exploding, sniper turrets fuming after their slow shots etc. I like all your ingame actions have sound cues, but adding music would be nice too.

A suggesting for quality of life would be seeing turrets damage and range when you place them or click them.

Thanks, the dice mechanics were inspired by games like Dicey Dungeon, Astrea and SpellRogue :)

Thank you :>

Good point I'll try to add more checks after the jam where high rolls pay off

Maybe X or more :)

Impressive :) I would have given up before that!

If you like that kind of game and don't need the nerfs, I recommend trying out Bloody Trapland and 1001 Spikes on Steam :D

This is my favorite.

Impressed how quickly you put together a really pretty sprite for the main character and like the intro sprites a lot too.

Found the mechanics both novel, interesting and fun

Tightly scoped yet consistently polished.

My one tip would be to carry over that same kind of polish and care into the screenshots/splash art to get more people to try it out. I'd recommend two things mainly :

- Make the playable character more noticeable in the thumbnail' composition.

Didn't notice the bat character on the splash art and only saw the bones. I'm surprised how often people try some of my games by searching for their favorite animal species, make sure you tagged it and more bat lovers will find it :)

- Higher contrast with the main character and its environment

When you're playing it's not a problem, you don't blend in the background while in motion and traps are easy to notice. But on static screenshots the character is lost in its environment. Could achieve it by making all background stones darker or swapping some of the palette around.

Good luck hope you win :)

I was mashing at everything at first but really enjoyed the last few guests I had to puzzle into leaving

The sound design and bite animation felt good :>

Thanks a lot! :)

Thanks a lot :3

Thumbnail got me immediately sold on the idea and level 3 and the ending was the payoff I was hoping for, good job :)

Got a hearty chuckle twice and a proper laugh at the end good job.

Love the art, presentation in general and the music.

Figured out some customers seemed more patient then others so I stopped serving entirely when I received an infinitely patient customer thinking I'd win the day easy but then the game over triggered despite having a positive overall score. Was left confused

Wish the recipes icons were bigger it was difficult to identify which kind of milk is which on the bar and they'd sometimes mostly overlap anyway.

I like it in a slow burn kind of way, will challenge a friend to beat my score. Wonder if 12 is good

Initially didnt like it until I practiced enough to figure out you mostly want to have your boots in the shadow rather than stand around it.

The dash ability is interesting but I ended up not using it outside of hail mary try for one more hit and know I'll definitely not get a second one in because I'd get too far from the ball.