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ShrimpCryptid

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A member registered Jul 09, 2017 · View creator page →

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I wasn’t expecting there to be BOSS FIGHTS! The game has a lot of juice packed in and feels super polished.

divhorce… 😔

I’M SOBBING… they just wanted their child to be safe… Their horrible, toilet-melting, cargo-hold destroying child…

This was a delight to play! I really like how the need for fuel and brain juice adds extra tension to your constantly decreasing credits account. I was able to keep London Jerry’s brain wet in both playthroughs 👍

Just bought, thanks so much for sharing this! Really excited to use it in my games. It looks like the folder for Faithless 9 is empty, is that intentional?

Thank you so much! This comment absolutely made my day ❤️

Mood haha! No matter what, congrats on a finished game 😌

The presentation of the game is so well-polished, I can't believe you even added animated sprites for the action of putting down mines?? and the running sprites and idle animation??? The victory music cues sync with the main loop???? There's a ton of little details about this that I really appreciated (like how you even put the plugins you used in your credits! Shapes 👀)

I would have loved to see more gameplay ideas here too! One easy twist would be to show players the maximum number of points per level and make them puzzle out how to maximize their score, or give them a rating based on a max adrenaline score to encourage replaying the level. Either way, really wonderful entry and I hope to see more games from your team in the future.

if you love that snail so much why don't you marry it 😳

The artwork is so charming! It really ties your whole setting together, and I love the way you set up the objectives with the initial cutscene. Smashing around the inside of your pokeball was a really fun detail. Great execution on a fun concept!

There's two different effects, both of which are made using the Shapes plugin for Unity! Both of them could most likely be done without the plugin, though.

The gravitational pull is a quad drawn between the planet and the dog, and it's using an arctan function to determine its angle using the difference in positions. The width and opacity changes based on the distance, too. This could be done in vanilla Unity by creating a procedural mesh and modifying its vertices, and adding a custom shader/material that creates the gradient with a slider for distance.

The orbiting effect is done with an arc that changes opacity + length based on the dog's velocity, but you could definitely do the same thing with a trail effect. Let me know if you want more detail!

Thanks! The gravitational pull visualization was a bit experimental so I'm really glad it came across well ☺️

Thank you! We did an multi-step intensive analysis of what the game industry was most lacking in and the answer was launching dogs into space 😌

excellent project prioritization 10/10 haha

This description is so delightful, thank you for playing our game!

🥺🥺🥺

The end title cards really sold this for me. It's such a fun touch and an extra subversion of the fishing minigame genre. Nice work!

Neat idea, this is a fun take on this year's theme! I agree with what other folks are saying, the controls feel intentionally difficult and it makes it harder to get into the rhythm of the actual gameplay. I feel like I could get a higher score by leaving the game open for a few hours than I would in a few minutes of intentional rolling... Adding walls to the edge or introducing some other secondary objective or hazard could make your game more engaging!

Love this idea. Making you choose the ways the game gets harder (and also easier) creates excellent tension. Lovely work!

So heads up, it's possible to go out of bounds by rushing into the room Paladina enters from, hopping through a wall, and then falling endlessly into the void. I also somehow managed to win by watching my dungeon legion chip away her health as I plummeted into an endless expanse. Very delightful submission, thank you for giving me the real goblin experience.

Absolutely nailed it on polish! Wonderful work on the animations and facial expressions, it makes getting a perfect score a delight. I would have loved to see a final score of how well you judged, or some natural endpoint for the game, as it can be tough to know when to stop with an infinite loop like this.

I love that you get the good ending by letting the city burn. The emails were my exact sense of humor, thank you for a fun read! It reminded me a lot of Welcome to Night Vale, not sure if that was what you were going for but it made for some great world-building.

who would win?
12 powerful, modern automobiles
OR
one spinny boi

In all seriousness, love this as a concept! Really impressed by how well the cars are able to follow the road, and how well you all made the dynamic mesh building work. I'd love to see a way to speed up the road for long stretches of straight paths!

There's something utterly horrifying about watching a man crawl around on hands and knees eating a gigantic pizza. Fun pun on the classic series name! I'm curious where you all would have gone with the idea if you'd had more time?

big brain play is to make your assets in vector and then use a pixelation shader 👀

Lovely work on your visuals! I think the way the game is played is pretty tough to figure out, and the explanations given by the starting UI didn't really explain it for me. I think the green to red color change registered in my head as line tension rather than distance from the fisherman, since that's a convention used by a lot of other fishing games. I wonder if there's a good way to communicate that distance warning?

Stellar presentation on this one! I love how well you executed this concept, and it was a great interpretation of the theme. The vector art is lovely and music and audio design sell the atmosphere well.

Really fantastic spritework! I think I would have appreciated an additional indicator for up vs. down attacks, since I often got confused when a character would crouch slightly but still make a higher-up attack. 

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Cannot describe the delight and terror I felt playing this game. You have an incredibly good concept and executed it SO so well!! Showing the arcs of the golf balls was both a really nice polish touch AND added to the tension of the gameplay. Really lovely details in the environment and wonderful animations. I'm shocked that this doesn't have more reviews yet (I'd recommend you all try building for HTML next year if your engine supports it, since it's easier for people to try web games). also RIP golfdad12 striking out we lost a real one

The owner of this PC REALLY wants to make sure they can open Discord and Overwatch... cute gameplay loop, it's fun darting around the desktop avoiding the antivirus. Echoing what other folks have said, it would be nice to have an idea of what the antivirus is doing before it gets to a location. I'd also recommend you add a little description of how the game is played to the itch page! 

I'm impressed by how much depth went into the level design! Reusing the same level in multiple ways took a lot of really clever layouts. One of the big pain points for me was having no way to quickly reset the level, and I'd often unintentionally walk into the final goal (especially on the last screen). The animations for the characters were really lively and tied the whole game together nicely. Excellent work!

Just a heads up, it looks like your itch page has restricted access and I'm not able to play your game. Hope it gets fixed!

Super pretty art, I'm really impressed that you got a rigged snail model animating within the time limit! The painterly style was fantastic. FYI, I'd include a note on your jam + itch page letting people know the controls (WASD + mouse), as I had some trouble figuring out the controls at first.

Stellar art style and animations!! I'm really impressed by how smooth the animations are and how much you did in a short time. Would have loved to see an end screen, since I wasn't sure if I'd glitched the game by accident having her run offscreen.  Lovely work!

Fun concept! Would have loved to see more feedback/juice when damaging the Moo'd Slayer, since I often couldn't tell if what I was doing was making progress.

Really lovely art on this one! Managing my swarm of fish was fun, and I liked having more grow in the background while I launched attacks. Having some sort of overflow for the food points would have been useful, since I often forgot to lay eggs.

Never in my life have I been so angry at a chicken

ahhh, thank you! I was really going for little juice interactions so I'm glad that came through :)

This is my favorite entry I've tried so far???? You all knocked it out of the park with the concept, and I'm really impressed that you programmed bullet patterns in a 48-hour jam. I think a few additional polish items like screen shake or SFX when you hit a bullet would have made this a perfect entry for me. Fantastic work.

That was a harrowing adventure I was not expecting. I barely escaped with my (and my dad's) life.  I appreciated the way you set up dramatic stakes for the different challenges, it was a fun detail! One tip I have is to consider making all of your pixel art assets use the same scale for a more consistent look.

Me during an average Mario Kart match tbh, I feel like I'm committing insurance fraud
I liked the feeling of progression and that there was a tangible goal. The sprites for the drivers were a fun detail!