Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Serket Studios

19
Posts
5
Followers
A member registered Jun 04, 2022 · View creator page →

Creator of

Recent community posts

Thank you so much for giving our game a try and thank you for all the high praise and sharing it with others. We're thrilled that you enjoyed it

Fantastic game!  One of the best I've seen so far in this jam.  Was originally drawn to it by the art style and because it looked similar to "Into the Breach," but it's more reminiscent of those Connect-3 type games.  Everything about this is awesome from the art style, to the title screen, to the sound design.  Everything works smoothly and without bugs.  About the only thing I could ask for is maybe more clarity as to the building types, and possibly a type that will also remove corruption to add elements of strategy for extended play.

Otherwise, hats off to the devs.  Good luck in the competition.  I'd be surprised if this game doesn't place.

Well, I don't know how it works in other engines, but in Unity, you can change to box collider instead of capsule to avoid the sliding down the sides of objects.  Also adding a PhysicsMaterial2D.  If you wanna force the player to engage in combat, then having sections that bottle neck to where you can't jump over.

Man, I really wanted to love this game so much, and think it could have been among the best in the jam, but for a few really bad issues, such as forcing the UI to be full-screen mode - and even then, it took a few tries before it would load properly.   The lag on WebGL made it impossible to time certain jumps.  Lew got soft-locked to the door in level 5 and the players kept sticking to the walls (physics material?).

Otherwise, the concept was really well-planned and well-executed, with a really cute art style.  I like that you had four different characters, each with their own abilities, across two different play modes.  The music and SFX were on point.  Again, was really rooting for this one, but it just became unplayable for me.  Sorry.  Maybe others had better luck.

Man, apparently the Capulets and the Montesques don't want these two people falling in love, what with how many dang archers they have trying to shoot at me.  Either that or they just tryna' keep a bird down and prevent them from making an honest ducat.  Lol.

Anyways, interesting spin on Flappy Bird.

This was a really cool game.  I love how changing the number of neurons in each sub-section has a noticeable impact on the UI, such as turning off the music or rotating the camera.  Really nice game-juice there.  :U

One thing that confuses me, am I the only one who got stuck on the level called 24?  I feel like I had all the right requirements and certainly not 24 neurons available, but it wasn't letting me continue despite trying every combination.  Not sure if this is a bug or just unfinished and the end of the demo.

Short and straightforward and fits the theme well.  Could make for a decent puzzle game if you pad out the levels, though I don't really feel like there's anything about this I haven't seen before in other games.  Props for doing all the work yourself, though.  I know how hard that can be.

One thing that stopped me from giving it five stars for gameplay is that selecting the cubes was a bit hit-or-miss, having to wait for them to be selected.  I feel as though a bigger selection radius would help since all your cubes are far enough away from one another that there's no risk of selecting the wrong one.

I'm impressed with the art and music you were able to make for this.  It's sort of a shame I just wound up sprinting past most of it to beat the timer, rather than taking it all in.  There doesn't seem to be much point in attacking things when I can just jump over them.  The controls feel a bit slippery.  Not sure what engine you used for this, but it feels like the player's collider keeps getting stuck on things.  If this were Unity, I could recommend ways to fix it.

So first thing I will say is that, for your very first game and jam, this is actually way better than you're giving yourself credit for, and far from being ashamed, I think you can hold your head up high knowing that you made a really awesome project in the limited window you were given.  I had a lot of fun with this game.  It felt exciting fleeing from the monsters, trying to round them up to attack each other.  I like the wide range of different creature types you had and the art style is really enjoyable, with neat effects and I'm impressed how you managed to get each character to have their own unique behavior and attacks.

I think you have a solid base for building a great game and I encourage you to keep at it.  Best of luck to you.

Absolutely brilliant game.  One of my favorites in the jam thus far.  

Love the hand-crafted art, especially the old-school buttons.  The sound design was on-point, and the concept was well-conceived and well-executed.  The only thing stopping me from giving it five-stars across the board is that it was a little hard to tell which were the special terrain tiles I was meant to visit; and also, due to lag on WebGL, it was sometimes hard to tell which way the wind was blowing.  I think a wind sock or compass might have made for greater accessibility instead of relying solely on the particle effects.

But otherwise, excellent game and a clear contender for victory, IMO.

That's a fair criticism and results from the fact that we used an asset pack for the background during prototyping just to quickly churn something out.  The line and trail renderers took me a couple days slaving away over a hot Editor, but I'm chuffed to bits with the result; whereas the characters themselves were just placeholder box and circle until more than halfway through the jam.  Reason being, we wanted to focus more on solid gameplay, with the art being polish on top.

For a more-expansive build, we'd definitely remake everything from scratch to unify the style, as you point out.

Fun, interesting, creative.  A few others have noted it's a bit hard to play by yourself, but I suppose that's where the challenge lies.  (I'm imagining Small Ant playing this with his feet for some reason.)

I think one thing that might have made it more accessible would be to have the option to use dual joystick controls on a gamepad instead of WASD and arrows - or even a mouse.  I'm guessing you made this in Unity, in which case the new Input System should render that a simple addition.

I like the core idea and the plague-doctor theme.  Colony management tends to be one of my favorite genres  and it was a lot of fun for a brief while.

This game has a great deal of potential, though I feel like there are some bugs and rebalancing issues that need to be worked out.  For instance, it doesn't seem to matter much where I place my units, they will always give the same effect.  I realize creating synergies is harder, but would add to the gameplay value as you force players to plan more.

Also, maybe I'm missing some key strategy, but I tried to min-max my resources and quickly discovered that it was easy to get more than enough food and gold early on.  Placing a population building will always make everyone instantly sick, whereas placing plague doctors will instantly remove all but 1 sickness, rather than it being a gradual effect over time.  The result seems to be that you will always game over at population 25, which is a little disappointing.  Was hoping to be able to juggle it a bit longer.

The art style is nothing to write home about, though I realize not everyone is an artist and I'd much rather sacrifice that for solid gameplay than the other way around.  Decent job overall for only a week.  Best of luck to you.

Interesting.  I vaguely recall hearing of "Beyond: Two Souls" but never really played it.  The original concept for the game was more reminiscent of things like "Ice Climbers" (more specifically their version in "Smash Bros." where they're tethered to each other) or "Army of Two" in which you alternate controlling two characters.  The idea to ghost through walls came later.

We'd actually planned to put enemies in from the start that can only damage one player or the other and were hoping to include that in the jam, but ran out of time; so we figured it was better to have polished, self-contained mechanics than broken things that only appear once.  In a more-expansive build, that would definitely be a feature for sure.

Something else we'd considered from the start but didn't have time for was toggling certain things to only be viewable in ghost mode.  Like needing to summon the ghost to see certain traps and enemies (or even clues and collectibles).  We nearly had gamepad controller support working as well, but the aim system was buggy to the point of game-breaking so I decided to scrap that last-minute, even remaking the sprites for the tutorials as well right before build-time. 

Again, better to give players a satisfying, bug-free experience than to have them think about what they'd been missing out on as they play the game.

This game looks very cute and I like the fact that you plug things in with your face, with your eyes being a socket.  Sadly, I got soft-locked between the mobile battery pack and the crane.

Really neat.  I like the visuals a lot.  Has some great ambiance and all fits nicely together with the theme.  A bit curious how you made it look that way, to be honest.  The core gameplay loop is intriguing and required a lot of thinking, which is good.  The turn-based nature felt a little slow and it seems like the path is forced.  Might be interesting if you could go in multiple directions and have a bit more slack to explore instead of always moving up.  Otherwise, a really solid entry.

Very amusing and clever idea.  I'm sure lots of meme messages will be posted, though I suspect you'll also get some offensive or abusive ones that the community will likely throw away.  Seeing as I don't know the first thing about programming multiplayer, just that alone was enough to impress me.  Though, the game opened up in a size wider than my screen, which was a little annoying.  Something to look into.

I realize this is a game jam and it's a lot to ask of people to make a game in only a week, especially between work, obligations, and so forth; but right now, what you have is less a game and more of a simulator.  That isn't necessarily bad, but if you compare it to something like Townscaper or original Minecraft, there just isn't much for me as the player to do besides Tetris together pieces in a way that's aesthetically pleasing; and even then, my options are limited.

From a technical perspective, I admire the skill it took to actually make this work.  I know from my own experience that creating such an algorithm isn't easy.  Not sure if you used wave-function collapse or something similar.  What you've made looks fantastic, though, and it all works seamlessly.  I like how all the terrain grows out from the ground and the art style is very cute.

This was actually one of the entries I was interested to try, as the screenshots reminded me of Bad North.  I feel like if you keep going with it, either adding more tiles or some problem to overcome, you'll have the basis for a really great game.  Best of luck to you.

Thanks very much.  We wanted to make something that felt complete unto itself for the game jam, but you're right that we've had lots of ideas about how to potentially expand it if we choose to go that route.