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SixRadish

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A member registered 19 days ago · View creator page →

Creator of

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Thanks for playing! I totally agree that nailing the timing for jumping and flying can be a bit demanding. I had to test it repeatedly myself before I finally got the hang of it.   (´_ゝ`)

Thanks for your support!(≧∇≦)/

I originally set it up so that the player could enter flight mode at any time during a jump or while falling. However, I ran into a tricky issue: when jumping from one platform to the next, if the jump timing is slightly late and the character falls off the edge, it automatically triggers the flight state. This makes the movement feel very clunky and unnatural. I wasn't sure how to handle it, so I ended up tweaking the parameter that allows flight during a fall. Do you happen to have any good ideas for this?

My original goal was to create a night scene where only the cat's glowing eyes were visible, so I ended up neglecting some visual details. Your feedback was incredibly helpful!

Regarding the movement, I initially used an elliptical collider. I only realized after finishing the levels that the movement felt a bit too slippery, but I wasn't sure how to fix it. The link you provided completely solved the problem! Now I can adjust other parameters for better control instead of just relying on changing the collider. Thank you so much!!!(≧▽≦)

Thanks for proactively sharing this post! I’m so glad I got to see your game—it was a real breath of fresh air! Here’s my own game as well; feel free to give it a try!
https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4715572

Overall, this is a highly polished game, especially in terms of its music, art, and gameplay.

I do have one minor suggestion: during the first phase of the boss fight, consider introducing more interactive events. For example, successfully dodging twice in a row or landing two consecutive hits could reward the player with a skill or an item. This buff could help players navigate the second phase more easily, giving them extra breathing room to observe and learn the boss's attack patterns. This would also prevent players from zoning out if they get stuck in the first phase for too long.

Ah, I see! That makes perfect sense now. I’ve been searching for various guides but couldn't find a solution, so your explanation is a huge help. Based on your description, I can completely imagine the amount of engineering work that went into it behind the scenes. Looking at it now, all the time spent was definitely worth it! (≧∇≦)/

The combination of the music and visuals drew me into the game almost instantly. I have to say, the idea of changing the rotation speed to alter the platform's movement speed is absolutely brilliant! The sci-fi space backdrop paired with the robot protagonist makes everything feel completely logical and perfectly cohesive.

The weightless feeling during the jump combined with the screen rotation is incredibly satisfying! The green fireflies in the background also do a fantastic job of setting a dungeon atmosphere.

I'm curious, how did you manage to implement the rotation for the entire platform? I can only rotate individual objects, but I can't rotate the platforms built on the tile palette.

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I totally get it! The game development process is truly fascinating! Looking forward to your future updates!

\\\\٩( 'ω' )و ////

I’m not much of a chess player myself, but that doesn't stop me from thinking that creating board game mechanics is an incredibly cool thing to do!

Honestly, I really liked your writing! Haha. The color scheme and pixel art perfectly capture that Wild West cowboy vibe. Unlike typical clicker games, you’ve included two extra collectibles, which completely transforms what could have been a slightly tedious mechanic into an upgraded clicker experience that’s visually engaging and constantly keeps the player's attention.

I do have a few minor suggestions:

  • The music is a bit quiet, which makes it easy for players to miss the mail notifications. Adding a visual cue to highlight new mail would be a great improvement.
  • The dog has a lot of untapped potential for future features! For example, it could help collect tumbleweeds, or even evolve into a human to help the player turn the windmill.
  • It would be great to have more ways to spend money, such as buying surrounding buildings or plants.
  • Clicking the windmill could use some clearer visual feedback to make the interaction feel more satisfying.

I really love the concept behind this game! It’s quite easy to pick up after just a few playthroughs, and the background music fits perfectly, creating a fantastic overall experience

I do have one small suggestion: what if you changed the Q/E keys from fixed-angle rotations to a system where the rotation angle depends on how long the key is held? This would give players more control and allow for a real sense of flow once they get the hang of it. I truly believe this tweak would make an already great game even cooler!

That’s awesome!! Your feedback is incredibly helpful to me! Thank you so much for taking the time to play through my game!

(๑>ᴗ<๑)

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      In simple terms, it's a game where the cat wreaks havoc while its owner is at work! Maybe I played too many Soulslike Game. My friends around me thought they were a bit difficult.But after my own testing, I think the difficulty level is moderate. I'd like to hear everyone's opinions. Thank!!!My game link


     By the way, I have another question. After I submit my competition entry, if I want to update the game content, do I need to edit the submitted work in the creation center and simply replace the uploaded file? If I make the change and save it, will it have any impact on the competition?