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Shade Interactive

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A member registered Sep 11, 2019 · View creator page →

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😂😂 typical indie dev.

Never tried any of those softwares before ( Moho and affinity designer ). Ever since i tried the pivot based animation with sprites in unity and saw that it not only took too much time for me but also gave me horrible results ( as the beginner that i am ), i just stopped and never looked back.  😬

Yeah, the whole Unity thing that happened was uncalled for.  For me though, i wasn't doing much with unity at that point in time... well, apart from opening my game project, leaving it open for days and then finally shutting it down, repeating the circle again and again so... 😂😅

I don't quite get what you meant by " 2D has less going on than 3D ". Do you mean there's more 3D games coming out than there are in the 2D space?

oooh, i see

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The yellow ones on the games icon. I thought they were coins cause of the yellowness of it

Just checked out the website, i'll give it a try for a month and see what happens. that'll have to be sometime next month though.


Do you make all the arts and animations for your games yourself or do you have a team that helps out with that?

and also what made you switch from using Unity.

Sadly never used Game maker before, i might try it soon but once i see any requirements for payments there i'm balling out as soon as i can XD.

I was pulled in by the games description, however, i felt the gameplay doesn't quite emphasize that. the shooting was slow mainly cause i have to keep clicking... felt like my mouse button was about to pop off.

I recommend making the shooting a " Hold to shoot type " rather than a regular click.

The game also felt way too easy cause the enemy spawns didn't challenge me at all, i was expecting enemies to move towards me a little faster, and spawn a little more but that sadly didn't happen.

The inferno ( ish ) power didn't seem to have any effect, not sure if the other two did anything... honestly, the game really doesn't need a power system at this point, just fixing the shoot mechanic and enemy AI would go a long long way for this. the game already looks great and has a nice description ( I say that cause i enjoy very fast paced games so.... )


looking at your games gif again and seeing the gameplay, i'd say just take out the power totally if necessary and the gameplay score and health UI could also need some attention... ( But its a Jam submission so... )

Lastly, no COOKIES ! ! !

Oh i use unity... Unity all the way.

How about you, i don't remember seeing an engine logo.

Nah, not yet.

The Web build won't be available till mid July. I'm working on some issues with the current build and  i'm hoping to make this a major update  as well, so i have quite a few things to iron out before then.

You can follow my page if you'd like so you can get updates on when i put out the Web build.

Level 3 has a nice touch, i liked the not so subtle cam tilt when i landed. 

i found the movement a little too slow foe my liking, so i didn't get too far in this one

Good idea adding in a volume bar to your game. Much appreciated.

Mind Blown!!!

I love the quick loading screen, the Green on dark colored background was a great choice. However, i would keep it a consistent color. Maybe i didn't see too good but if the loading bar at the start of the game was green then you should switch it to yellow so it fits the rest of the game. Same goes with the pause menu UI though it looks great as well

>>  ( UI Design Looks amazing, simple and cute, it pretty much speaks for itself. i also like how when i switch to another tab, the game automatically pauses itself. then on that, the background is greyed out..... )

I understand the cat ( Dies ) when it doesn't get a bottle of milk before reaching its destination so maybe indicate through UI, how many steps the player has before that happens.

This is just personal preference but i prefer it when the game either instantly restarts or maybe with some delay or prompt the player to press a key ( "R" )

I also didn't know jumping two tiles at once was an option.

Great game great art work, i really liked it.

Hey man, its awesome that you tried your best.
i would change it from collecting gasoline to maybe... cookies? so it at least fits the theme in a way. also the coins don't... quite... have a use.....

none that i know of so cutting them out totally would be an awesome idea.

it would be a good idea if you made the play button stand out a bit. a subtle animation or square graphic that is slightly transparent, something that makes your players know its clickable and not just text.

its nice you also added SFX

in all, collecting cookies and keeping the player alive is a lot better than collecting gasoline... just my opinion.

Man the Background was so distracting, please turn down the opacity.

i didnt quite get what to do though... i pretty much got stuck at the third or fourth level

Amazing music!

i literally sat to listen to the music for almost 10 minutes before actually playing the game.

i really like that you mentioned a giant cookie at the beginning of the games dialogue. can you please emphasize the cookie so it stands out from the rest of the background... it will help so i know that the cookie is the main aim ( Even though its a cookie jam ). thats something i would do... making the cookie HUUUUGE.

it also helps cause the environment is very dimly lit

lastly i feel the dark areas are a bit too Blacked out for me cause it kinda makes it hard to see whats happening around, outside the halo. maybe lower the opacity a bit, just a little bit


In all, i love the soundtrack for the game, the art style is also great and gameplay feels nice.

Nice Game.

Nice!!!

it feels a lot better not... i have to say i was very relieved to see that there was no plate to click on anymore.

thanks for the update!

Understood.

Thanks a lot for the clarification...🙏

Thank you too, i'm really glad my feed back helped you out😁


I'll try out the game again a little later.

Let me know if anything's up, at least before the jam closes officially.

Hello, after submitting, i noticed the "submissions" button had disappeared and both my submissions ( Tide-Breaker Overdrive and NEON ) were disqualified, so I wanted to ask for a some clarification on why it might have happened.

I double checked the rules and saw that the use of pre-existing code/ assets were allowed, so I assumed it was okay to submit projects that already had previous development history or jam submissions, as long as the rules were not broken and theme was applied.  After finding out of the disqualification, i went back to re-check the rules on both the discord server and here ( on itch ) but still didn't know why it was disqualified.

Can you please help me understand what specifically caused the disqualification? I’m not trying to contest the decision you and the team have made, in fact, i only want to play games, have people play my games and have fun doing so.

Thanks for organizing the jam!

alright, nice.

can't wait to play the polished version

Oh Wow... i really wasn't expecting that sort of movement!!!

its all so squishy and fluid like... just that alone makes the game  feel 5X more engaging. However, i would consider adding maybe an animated panel that points out which character you're starting as just so the players know just where we're starting from. I had a problem locating who/ what i was for a few seconds, i had to quickly scan the area to find out where i was.

im a little embarrased to say i didnt know what to do next though so my time spent on this wasn't much....

But Damn! that character movement is Gold!!

Why'd they have to be so Hungry!!

Interesting concept.

i found it quite hard having to feed these cute cookie companions leading to a gameplay that felt a little more annoying than engaging. I think the main problem stems from having to go all the way up and to the left to click on the plate and then on the cookie which had to be dragged and taken to the hungry cookie companion...

i think a way to solve that issue is by just taking out the plate entirely, stopping players from having to make the long trip back and forth and replacing it with a button ( "E" ) for example which then spawns the cookie at the mouse position or just click on the cookie companion.

i also recommend drastically slowing down the cookie companion move speed... if the companion is so fast then possibly make them bigger so clicking on them won't be such a pain for your players.

in all, its a nice concept.

ooooh Right off the Bat, the music is amazing and the art style makes it feel surreal.

This is a nice looking game, though i find the Jump mechanic a little unforgiving. ( maybe some coyote time ). I nearly got through the entire game without using my gun at all, i just jumped my way through the game, when i remembered though the enemies didn't stand a chance at all cause i made it my mission to totally obliterate all enemies that dared to stand in my way.

I also love the little push back applied to the player when shooting the pistol though it also felt a little much to me.

In all, this is a lovely platformer i plan on playing on multiple occasions. ( when complete )

Endless Scroller, Nice!!

I like the music and sound effects, it fits and  the money hungry tooth fairy idea is kinda hilarious. However, i did find a few things that seemed to break my flow with the game.

Obstacles

Seems like the obstacles  were hand placed. Personally, i would have gone with a more random placement. this is cause though this is a game jam game, i felt it was a little too repetitive, so having that random feature for the obstacle placement ( especially ) would make the game feel a lot more engaging.

Movement

Also, another feature i would iron out would be the movement, mainly when moving backward. my move Speed seems to slow down making it hard for me to properly evade the falling obstacles. 

Falling Stars

For the Falling stars, since the background and overall look of the game is bright and cheerful, maybe make the falling stars black or dark grey so players know its an obstacle and not a pickup object... i literally rushed to get those falling stars at first until the first damage.

Over all, i think you did a good job with the Damage feel, else i would've just kept collecting those stars till i eventually died XD

very understandable, thats how games made for game jams go, i think its basically meant for rapid prototyping stuff.

I can't wait to see  what awesome stuff you'll add to the complete version.

Nice Game, cool concept overall, however i couldnt play for as long as i wanted cause my pc just began to slow down, not sure why, so i wasnt even sure what my goal was in the game till i saw the very first comment.


i actually thought if i died i would continue as a different person in the game but...

I think its a nice concept, although i found the game more punishing than rewarding where it felt like i wasn't quite making visible progress.

For starters, having a tutorial would have been awesome, though i quickly figured out the controls.

When i first got to the 3rd level i expected to get to  a slightly more complex level design, i was hoping to see something a bit more engaging, maybe being chased by a new red square enemy type or something with the level looking like a maze.

In all though, it was good idea which needs to be stretched a bit to see its true potential.


Best of luck, i totally understand that Game dev is freakishly difficult, so best of luck on your future projects. I'm looking forward to seeing more from you. 


Keep on making cool stuff.

Hey man, loved the look of the game, the character was also very loveable.
i'd like to see what the games all bout though,  i feel its going to be a cool game

Hey Steve, i'm really glad you enjoyed the game, even at its current stage of development.

Updates for a proper demo will be out soon.

Thanks for playing.

Great game! I had fun playing it.

Would like to see a full version of this soon

Looks annoying in my mind but would be a cool way to make it a mechanic that reslly makes the game fun.

Thanks Ishmhora, i'm glad you had fun playing it even though it was a bit hard at first.

I'm still trying to find a work around for the bullets spawning from the center, i was having issues which mad the game really uninteresting to play when using the game pad. 

I'm also working on a better spawning system for all enemies so the player knows where enemies are spawning from.

I'm working on making Tide - Breaker a full game so if you enjoyed it i'll be posting updates on my youtube channel and twitter soon.

Definitely will Gerald, in fact, i'm working on making Tide - Breaker a full game.

I'll link up my youtube channel so you guys  can check out the game's progress. Thanks for the feed back.

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"Bullets loop around the map. You can also loop back time to avoid enemies and readjust the timing of your bullets."

Sounds and looks really cool, about to try it out now.


Right off the bat, the main menu was so good. i got hooked on the game, my high score was at about 59.970 seconds. really good game. i loved it, though i didn't use much of the rewind mechanic though, mainly cause i quickly found out it doesn't restore my health, rather i regain health by killing enemies, another feature that makes love the game a little more, encouraging that chaotic type run and slightly punishes the player for using the rewind mechanic a little too much by spawning enemies that are protected and only damageable via the looping bullets..... Brilliant game my man, Brilliant game.

only got to play this game the day before but i see myself playing this a lot more.

lastly, my version opens up in a smaller screen, not sure if that was intentional or...

Thanks but it was all from the asset storr

This is really awesome!! i was surprised when i started the game, i wasn't expecting the snow ball to get bigger. 


GREAT game!! XD

The attacking was meant to decrease as you hit the mouse button, apparently the way i implemented it was a bit too slow.

i'll definitely be improving on the games mechanics as soon as i can, Thanks a lot for the feed back!

I actually wanted to it to be a survival game but i didn't really get to implement everything i wanted to, especially concerning the fact that this was my firs try on implementing a battle mechanic to my game :).

Thanks a lot i'll try to make the game feel and look much better as soon as i can.

thanks for the info, sounds like a good idea to add a little something to make the character a little less angry