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Sean Noonan

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A member registered Aug 05, 2013 · View creator page →

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Sorry you had those mouse issues, for anyone else having mouse issues...

If you’re having mouse issues when running your game, right-click the game application in your file explorer, navigate to compatibility and select Change High DPI Settings. Once here, you’ll need to override the high DPI scaling behaviour caused by the application.

Sure, go ahead!

Thanks for playing!

Yep, probably because there are .bat to allow for fullscreen modes.

We were aware that the view bob was a little off - it was simply implemented but we ran out of time to tune the values to something less vomit inducing. Sorry about that!

Thanks for playing :)

Thanks for playing, we're pretty happy with how things turned out :)

Thanks for playing!

The time mechanic came straight from the theme actually! I thought about how you could join a player to a space, but rather than a physical connection, "what about a connection based upon rules?", and the timer was born!

To address your concerns, the physics were too closely tied to performance. We probably should have gone another route for those, however they probably would have been a lot easier to deal with if I'd tweaked the object weights a little rather than just leaving them based on their default mass (an easy fix that we just ran out of time to address).

Not signposting the exit door was unfortunately something we just ran out of time to do - I only needed another 20 minutes or so, but you know how it is with a time limit.

The environmental story telling didn't get any further than a notepad file. It was just out of scope for what we had to build. Absolutely would have improved the experience though!

We do plan on expanding upon this in the future.

Thanks for playing!

There's something cool here but I don't think the feedback is there to reinforce the mechanics. I genuinely feel like with just a tiny bit of rejigging this could be something pretty special. It was pretty fun to learn how the ball would be effected by the different bamboo angles.

Nice job overall!

It's a shame this crashed so often - I really wanted to explore the mecahnics some more.

A nice and playful idea!

Took me a second or two to work out what was going on, but once I did I got through the game pretty quick. With some refinement of the controls and some tricky puzzles you could probably extend this further.

I wasn't getting any sound, not sure if it was just my machine though!

Took me a second or two to work out what was going on, but once I did I got through the game pretty quick. With some refinement of the controls and some tricky puzzles you could probably extend this further.

I wasn't getting any sound, not sure if it was just my machine though!

Super original idea. It was an interesting mechanic with just enough fuzziness around solutions to make the player feel clever.

I feel like I could have done with more opportunities to help reinforce some of the concepts before progressing, but that's a lot to ask for in a jam ;)

Nice work!

A nice and accessible take on the Sokoban genre.

The movement and jumping is a little bit on the clunky side, but levels are short enough for you to not feel too punished by any shortcomings with the controls.

The music is pretty rad :D

A nice and accessible take on the Sokoban genre.

The movement and jumping is a little bit on the clunky side, but levels are short enough for you to not feel too punished by any shortcomings with the controls.

The music is pretty rad :D

Good to see you got all of your ducks in a row for this jam ;)

Nice little game, reminded me of the old Sega game Flicky (a favourite of mine and I recommend it to everyone)!

Level design wise it would have been nice to start at or near the fountain so I had a better idea of where I was coming/going. And perhaps if the camera clamped to the map borders I would have had a better idea of the map size/where I was in relation to the bounds.

If I would have suggested anything to add to the game it would be for an additional score tier you could get for depositing all ducks at the pond at once. Or maybe that the score was entirely based on how many you bank at once. Either way, I think acknowlegding the chain could be leveraged in some way.

The ugly ducklings turning to swans was a nice touch :D

Thanks again for playing - that was a fun stream!

Agree on the difficulty slider reading the wrong way around. It was a last minute addition and thus was simply a first implementation. Hristo knocked up that menu super fast - total wizard that he is :D
Thanks for playing!

Thanks for the kind words, and I'm glad you enjoyed the game! I agree that the jump needed a little more work (the crouch too).
Thanks for playing!

Core mechanic aside, I think it's an interesting idea and has some lovely presentation. It could easily be expanded upon if you wanted to continue post jam.

Personally I couldn't get into the core mechanic - it's interesting but not something I enjoyed. Oddly I feel like I'd have had more fun with a mechanic like that if it were top down or isometric rather than first person..?

Either way, glad I played :)

It's this option here!

Thanks for playing and I'm glad my work somehow inspired you :)

It's probably evident in the overall length that we spent the bulk of our time designing and implementing the systems, so we were somewhat light on content for the player to explore those systems within. Thanks for playing though!

That's a great looking pistol! You should keep working on this - the assets you've built so far have a nice style.

I'll setup controls for a keyboard only version once the E1M1 jam is over.

If you’re having mouse issues when running your game, right-click the game application in your file explorer, navigate to compatibility and select Change High DPI Settings. Once here, you’ll need to override the high DPI scaling behaviour caused by the application.



Truly terrifying.

Tick tock :o

Chrome reported this as a virus :o

I love how clean this is! Some of the enemy placement felt a little unfair, but it the save system got me through.

I was genuinely impressed with how authentic you made this feel.

This is awesome. A really nice idea pushing the constraints of the engine and well executed!

I would say the difficulty is a little too tough in the early levels. It feels like the difficulty ramp is almost inverted. The melee enemies probably eat health a bit too quick.

It's worth noting that I get a bunch of virus warnings when I extract the zip (that I don't get on other RGM games) - not sure what you're doing to cause that!

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Just played through this! A really unique style and some pretty detailed and creative monster designs, especially given the time limit. I found the default controls a little tough at first, but got used to them around the third level.

https://sean-noonan.itch.io/super

Not currently, but I could look into that for a final patch!

The song at the end was fun :)

A nice 20 minute distraction from the real world. Good job!

Honestly I have no idea. It's free so you could just try it :)

Glad you like it :)

I have a couple of plans :)

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It's on the way! 

(sorry it took so long)!