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sharpfives

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A member registered Jan 01, 2018 · View creator page →

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you inspired me to revisit this game after about two years of putting it off :) i believe i fixed the performance issues with scene transitions. if you could try again and let me know if it's any better, that would be wonderful!

Thanks for playing! Sorry about the bug - if you recall, do you remember what you did in the kitchen sink area before you weren't able to select the knife? I'd like to be able to reproduce it and fix it

Thanks for playing! Sorry about the bug - if you recall, do you remember in what order you selected the kitchen items? I'd like to be able to reproduce it and fix it

This was soooo great! Super fun and ridiculous :)  When I first started playing I felt like the physics were sooooo bouncy, but after I spilt juice all over the place it was just so hilarious that i wanted more of it and it fit the crazy vibe of the game perfectly. The scoring system was a little unclear (not sure how I ended up with a positive score, felt like i was dropping tons of fruit!) maybe the end score should be quantified in terms of total amount of juice made? Loved this!

This was so great! The puzzles were light and enjoyable and the animations were very detailed. And the attitude on that fox.. loved it!

Super cute! Loved the story and great use of facial expressions and text dialog system. Minor comment - while i really enjoyed the acoustic background music, I felt like the text "blips" were a little harsh on the ears and didn't quite match the music. Again, great job!

Well hot damn! This was so much fun! All the level layouts/controls were very smooth, transitioning between areas felt great, and nice twist with the zombie dudes at the end - my heart was pounding! One minor suggestion - could you have used the up-arrow for jump / down-arrow for fall? Initially I died a bunch getting the 3 keys (jump, swing, throw) memorized, but got the hang of it eventually. 

thanks for playing! :)

thank you :)

thanks - which track? i'll put them up on bandcamp soon, and the thriftshop backing track was from freesound.org

the graphics and use of screen resolution are super impressive! i'll admit i had a hard time figuring out what to do, which may be my unfamiliarity with games of this style. it might be nice to have a short in-game tutorial to hold the player's hand getting started. nice work!

good stuff! i liked the layout and the flow of the game. one small suggestion, it would be nice to be able to select items from the bottom menu and use them directly on objects. nice work!

thanks :) phaser 3

thank you! if you wouldn't mind coming back to rate it, that'd be amazing! i'll be sure to check out your entry as well :)

thanks for checking it out early! if you wouldn't mind coming back to rate, that'd be amazing! i'll be sure to check out your entry as well :)

thanks Marco! appreciate you checking it out early! if you wouldn't mind coming back to rate it, that'd be amazing! :)

not yet :) thanks for playing!

this is fixed! good catch finding this.

thanks for the bug report. if you wouldn't mind please report it on the github page so that it can be properly tracked: https://github.com/sharpfives/the-gems-game

Thanks for the very kind review Paul! Great catch - I am indeed a Scrubs fan, tried my best to channel my inner Dr. Cox :) i originally had the ghost guy's "dickish-ness" ramped up WAY higher, but wound up dialing it back because it was just a touch harsh lol.  

The squirrel-chase does seem to be a common sticking point. It's kind of a throw-away puzzle, but i liked having another use for the feather in addition to beating the jumpy boss (and just making it quicker to get around the levels). Maybe the dialog with the squirrel should change after your third unsuccessful try, and have him hint at needing an item to go faster? ::shrug:: maybe that would prevent some rage-quitting

And, as always, thanks for the helpful feedback:

  • Got stuck after dying while the "jumping" beast was building up his laser
    • well that's not good - i'll look at fixing that.
  • Spelling error after solving campfire ("thanks for you help", should be "your")
    • Check!
  • Can walk/interact with the level while in "backpack" mode?
    • Didn't even realize that was possible, but yes it should be fixed.
  • Sometimes seemed like I "lost" gems?
    • Weird - let me know which scenes this happened in and i'll try to reproduce? the scene with the hostages you will definitely lose any acquired gems if you don't complete it in one pass through

Thanks for the very kind review Paul! Great catch - I am indeed a Scrubs fan, tried my best to channel my inner Dr. Cox :) i originally had the ghost guy's "dickish-ness" ramped up WAY higher, but wound up dialing it back because it was just a touch harsh lol.  

The squirrel-chase does seem to be a common sticking point. It's kind of a throw-away puzzle, but i liked having another use for the feather in addition to beating the jumpy boss (and just making it quicker to get around the levels). Maybe the dialog with the squirrel should change after your third unsuccessful try, and have him hint at needing an item to go faster? ::shrug:: maybe that would prevent some rage-quitting

And, as always, thanks for the helpful feedback:

  • Got stuck after dying while the "jumping" beast was building up his laser
    • well that's not good - i'll look at fixing that.
  • Spelling error after solving campfire ("thanks for you help", should be "your")
    • Check!
  • Can walk/interact with the level while in "backpack" mode?
    • Didn't even realize that was possible, but yes it should be fixed.
  • Sometimes seemed like I "lost" gems?
    • Weird - let me know which scenes this happened in and i'll try to reproduce? the scene with the hostages you will definitely lose any acquired gems if you don't complete it in one pass through

super fun! the combined shooting/jumping mechanic worked really well and made it tricky but addicting. minor suggestion - maybe include some obstacles that don't kill you but just impede your movement?

good call, the boss hit box was extending outside of the sprite by too much. i fixed that along with a bunch of other bugs, hopefully this new version works out better for you! thanks again for checking it out :)

thank you! :)

thanks for the great feedback, much appreciated! i uploaded a new version that fixes a bunch of spam clicking issues and other general bug fixes. probably still not perfect, but hopefully this version will work better for you!

thanks for the feedback! i posted an update that should hopefully address some of those spam clicking issues with doors and dialog boxes.

sure thing

ah! sorry to hear that. i believe it's a WebGL issue of not being able to render textures of certain sizes. i'm going to look and see if there's a workaround to not use WebGL and fallback to canvas only. in the meantime, could you check to make sure chrome is up to date?

thanks for the feedback! i'll see if i can clean up that area and make the hitbox a little larger. you currently can only hit him while his eye is open, for what it's worth.

there's another item you can get to help you beat that guy :)

Chrome only supported for now.  If you wouldn’t mind, please try out the executable downloads as those should all work. 

thank you!

thanks for the feedback! i'll take a look at fixing that issue with the demon coming in after the scene is done.

Well damn! As usual, your pixel art is super well done and refined, and all the animations feel crisp. You've got the platforming mechanics and rhythm down perfect. The mechanics/physics felt just right - clearly carefully calculated in terms of spacing of platforms so as not to make it too easy or hard. I was using a keyboard to play - was a little awkward at first but after a few minutes felt totally natural. The wall hug/drag feature was nicely done, and i totally see how it enables smoother backtracking through levels, although the most absolutely fun thing for me was chaining together several enemy kills with the slow-motion attack to achieve some big jump that i couldn't get to otherwise. That feature felt super smooth and satisfying. Minor criticism: the "continue" feature doesn't seem to be working on the macosx build - if i close the application, it only allows me to start over. haven't gotten through to the 3rd crystal yet, but i'll send more notes then! amazing job!

it's connected to your browser using the localStorage object. If you open Chrome and go to View > Developer > Developer Tools, go to the Application pane, and open the Local Storage view. It'll be under the key "saveData".

thanks for playing and for the kind words! :)

thanks for checking it out! sorry to hear about the lag, sounds like it could be a browser performance issue. if you wouldn't mind, let me know if the executable downloads work any better than the in-browser version.  i tried running the downloadable windows .exe on a pretty old, low spec windows laptop and didn't have any issues, so that might prove better. hope it works out and you get to experience it in a better light.

thanks! :)

thank you!

thanks so much for playing and for the kind words :)