Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Sherbert

59
Posts
6
Followers
A member registered Sep 03, 2020 · View creator page →

Creator of

Recent community posts

Fun snek game, just a small bug, if you input down and then left in quick succession doki can turn back on herself

We were dealing with a bug that was causing keyboard to not work properly, but it should be working now.

Speed tech for games is always cool, but I felt like there was a little too much usage of the shadows in the level design. If they were supplemental to the platforming it would feel a lot less overbearing.

Cool game, wish the ui more clearly communicated information to the player, sprites can be super helpful with doing that. Hopefully you can fix that crystal persistence bug because its definitely game breaking.

Fun game! We had pretty similar approaches to the theme but its cool to see your interpretation. As other people have said the colliders for the minigames could use a little work, as well as making sure your minigames are easy to understand. With a couple changes I could see this being really fun :)

Thanks for the feedback! Did you read the tutorial, I wanted to not explain each minigame but I hoped I explained enough to understand what to do.

Cool game! I enjoyed the grab mechanic as the alternative to the usual item storage system used in point and click adventures. I wish it was a little more intuitive and quick but when it worked well enough for me to finish the game.

No bugs there, you put the signs over the puddles instead of playing a mini game, sorry if that wasn’t made clear in the tutorial.

Thank you for playing! It’s great to hear that your main criticism is that there’s not more. Maybe I can beg my artist to come back for some more content later lol

Thanks for playing! Was really hoping to make a simple but addicting flash like game and I'm glad people are enjoying it.

Platformers that limit the control of the player always present some unique experiences. This game feels like it has some interesting mechanics to offer but are locked away behind knowledge checks I can't quite figure out. Feel like it would have benefited from slowing the game down like 25%

Fun idea, cute art. Game suffers from being too difficult and this comes from someone who plays a lot of platformers and rage games. My big advice for you is always get a playtester especially for a platformer.

Lots of fun! Could of used checkpoint style levels (level is built kind of in stages to prevent to far of falls at once) but honestly some good fun

unfortunate, it seems moving to the downloadable version fixes the issue. Understandable if you’re already done with my game lol, thanks for playing though 

I never saw text disappearing before, did you play on webGL or download?

Maybe it is just my personal preference but the delay after attacking was so painful it was hard for me to find a flow with the game. An arcade game most importantly should feel good to play, you've accomplished that with the presentation, but the game wanting you to finish kills quickly but simultaneously avoid the cops felt like a balance that was hard for me to enjoy with the feel of the attack. I would love to play this game with a more fluid feel.

Couldn’t even edge to this, I exploded immediately!!! Clean up on aisle MY PANTS.

a lesson to learn on my part. Thanks for playing :)

There is music and SFX, the sliders in the main menu and pause menu control the volume of each, set them to whatever volume you prefer.

Unfortunately there is a bug stopping you from progressing after wave 4. Thank you for the feedback though!

There are some changes I want to implement to make the charge shot and switching weapons more viable. Thanks for playing!

The idea of catering a night club was really unique to me, but I wish there was more feedback from the NPC's on whether they enjoy the music. A tipping system where if you cater to a specific NPC's tastes they will give you some money would be nice.

While the idea was fun I found myself being quite confused and frustrated at the control scheme. The camera maybe needs a wider FOV or some slight control on where its being pointed as sometimes I felt that I was unaware of my surroundings especially with how unwieldy it can be at times to move the spy.

As a Tetris enjoyer this was very fun, I wish there was a bit more of a reason to actually go to the annihilate mode instead of just playing Tetris until you get to the boss. Also hard drop still leaves some time to move the blocks after pressing hard drop which made me mess up block placement multiple times. Would love to see this as a more fleshed out arcade game on steam.

Auto battlers are always cool to see different iterations of and this one was no different. Minigames to buff your minions is a great idea. One problem though is hiding the stats of minions in the pick stage, you don't have any control over the actions of your minions so you should try and make the player feel like they are making smart, informed decisions when picking minions. One other thing is the puck minigame, its a fun idea but the physics need a bit of tweaking, make the pucks slide more, and bounce harder, as currently the are to light and when impacting another puck both carry some momentum. Also giving the pegs some more bounce would be great. Overall I love the idea.

I think the idea of a frog hiding amongst flies was super unique. The camera zooming in and out very quickly when tapping LMB instead of holding was very disorientating. I also think that increasing the pierce of shooting a fly could be increased by one or two flies. Overall a cool game.

Thanks for the feedback! I have a lot of ideas for content and QOL but we'll see if I ever get the chance to get back to it.

This was probably one of the best submissions I've played. I love physics based weapons in games so this was a lot of fun. I think that introducing some projectile enemies in the waves could have made the game a lot more fun though. Also I wish the weapon was slightly less unwieldy in the later waves, if you could turn it into a weapon where you click and hold down while spinning that in my opinion would make the weapon feel more weighty while not making it to easy to use. The boss was cool but I wish that it was more difficult with me not getting hit a single time. Increasing the projectile speed or making it spawn a small amount of enemies would have probably helped. Overall this was a great game. If you have the chance to check out my submission I would appreciate it.

I don't understand how but the game made me a little nauseous, this is coming from someone who can play Minecraft VR without nausea. 

I thought the idea was pretty fun, would love to see a post jam update with everything more polished. If you have the time to check out my game that would be much appreciated.

(1 edit)

Its a cool idea to mix the idea of a tycoon game and tower defense. I wish the game was a bit less buggy because it seems like a genuinely fun experience. Would love if you could check out my game if you have the time.

Thanks for the feedback. I just realized I forgot to say in the tutorial that tapping the spacebar twice quickly will switch to the element after the next one. I do agree with you that it’s a bit too slow though.

I died very soon after hitting 0 seconds so if you didn't turn off death when hitting 0 seconds that may have caused it. Fun game overall though. Would love it if you could check out my submission if you have the time.

After a shortish cute tutorial the game drops you in a large level with very limited idea of what you should be doing. The only thing that helped me figure it out was experience in previous puzzle games. The very first thing you have to do is move the big robot in front of some lasers so you can progress, the only problem being that the way to move the robot is imprecise and annoying. The big robot is extremely slow which may have been done to emphasize his size and weight but really just makes the game feel like its wasting my time. Then there was a bug where the big robot would not push a box all the way down then it pushed the box up with me above into trapping me in the box pushing against the wall.

Game was really fun, I hit 0 seconds and didn't get a win screen so I don't know if that's a bug or there is just no win screen. I think a different system aside from a timer would be fun, and procedural spawning instead of the manual spawning present in the game would help the game have more variety in a run.

The idea was cool but I wish the night sequence lasted longer, making you survive longer as the cat could lead to more tense exciting game. Some changes to make the escalation of the items spawning slower and the placing of those items more deliberate could help the game be more fun.

Thanks for the review! Is there no audio for you? If so you can adjust the audio in the pause menu with the sliders.

(1 edit)

oopsies lol, its a debug folder unity automatically generates apparently, I don't really care if people can access debug information if they want so I won't bother mods about it. Hope you enjoy the game though.

It's all right man I get it. we all start somewhere and software security is the last thing you think you'll need when you do your first game jam.