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Slick Games

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A member registered Aug 20, 2020 · View creator page →

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Thanks very much! Yeah I had a load of trouble with my path planning... Sometimes the kids pick a route that they actually can't complete! Maybe one day I'll get a solid AI system working in a Game Jam! 😂

Thanks very much! I have to admit that I bought an asset pack for the art, but glad you think it works for the game! :D

Thanks!

Thanks for the feedback! Yes I think I need to extend the AI system to build in a better idle state than just standing still! Also, I should add a "spreading dirt" state so that it beomes an activated action rather than a passive thing...

Thanks very much!

Thanks very much! Glad you enjoyed it!

True, but in which case you could make is a walk button instead? Or a run/walk toggle? In a recent game I made (Dave the Space Pirate) I do exactly that - Dave starts off running but there is a run/walk toggle so that the player can choose a slower speed for more delicate platforming elements... It worked quite well :)

Ah there was a pause menu! I never think to look for one of those in a 2 day jam game! :D

Good fun! Really cute! Controls felt tight and polished, and levels were punishing but not impossible (though I found the minecart mechanic really tricky!). I think that the world map should have used one of Kenney's asset packs, as it was the least polished part of the game, but overall I enjoyed it! Well done!

Really cute! I liked the interactions, and the puzzle element to each island! The music got a bit repetitive though, and I think that you could hide the help text after the first level (or even better, give the player the option to close it). Also, I noticed that click-dragging would trigger the "click" action too, which felt a bit awkward as it meant that sometimes I clicked on the solution accidentally and didn't understand what I'd done to activate it! I liked it though, well done!

Really fun game! I enjoyed it! I like the exploration, the keys, the variety of enemies and obstacles that you have combined to create interesting encounters. I don't like the use of a run key though, as I basically just held it down for the entire time. I was going to say the same about the duck-jump as I found myself always using it, but then there was a jump-pad-into-spikes combo that meant I needed to consider my jump height...

I like the idea but found it really hard to pull off my intended jumps - I think I would have actually preferred less choice in terms of which gun to use, and maybe the option to use a controller? 

Thanks very much!

Thanks for playing! If you hold down the attack it charges up the axe, dealing more damage and penetrating enemies! 😁

Oh don't worry - I completed the game! Though it sounds like it was just luck as I must have clicked that submission button 30-40 times! :D

Quite a unique and unusual offering! Not sure how you came up with the idea but it works! The gravity option is my favourite :D Not sure what the submission page did or was supposed to do though? Music was nice, and I liked the use of assets.

Thanks very much!

I made a similar game for this jam in 2020 so I know how much effort this will have taken! I would have liked to have had some sounds and music as that was sorely missing - also the crash at the end was a little frustrating! Quite fun to play though, but you can easily cheese large parts by just attacking through the fence/wall. Some basic path planning for the enemies would alleviate this!

Oh! And I loved the voice acting too!

So you basically made Silent Hill for PS1 in 2 days?!? Insanely good - the first jump scare literally made me swear out loud! Atmospheric, great use of assets, tight controls - loved it! Ony improvement I could suggest would be to not have the killer just t-pose around their house! :D

Interesting idea, kind of let down by frustrating controls... when I clicked on a rune I expected that rune to change, but it seemed that a random other rune would change instead. I initially thought that clicking a rune changed the runes on either side, which would have been fine as it introduces a puzzle element, but that also didn't seem to be the case? Either way, after clicking about for a while I finally managed to get a combination that was accepted but wasn't the best for the scenario so I was booted back to the menu... The game also needs some serious polishing, and some music!

Are there also blocks that reduce time? Because that's how I lost - I had loads of time left but then it started jumping around all over the place :(

Fun to play, liked the use of assets. I think it needs more sound effects, and maybe some sort of UI element that tells you that you need 5 bulbs. And then, once you've got them,  there should be some sort of arrow telling the player to move on!

Really interesting idea! I played on my Android phone and it worked really well! I got down to B200, though I have no idea if that's decent or not!? I would say that the ball collection and firing is probably the weakest part of the game - I couldn't figure out how to do it initially! You might want to hold off starting the timer until the player has dropped a couple of rows down so that they get the idea first? Also, I couldn't figure out the logic behind the timer - it just seemed to do whatever it wanted!

Very cool - I liked the use of the mechanics in the platforming elements - dashing through those spikes was very satisfying! The music was a bit quiet and I think that it needed some more sound effects. Also some more variation in the level design would be nice - the spiky part was excellent though, something more like that in other areas would be good. In 2 days though? Really good!

Really interesting idea - loved the humour! I would have liked to know what the equipment did before deciding whether to swap it out though. Also the assassin was SO much tougher than everything else I ran into beforehand! I ended up at the giant with only 3 hp!

Thank you! I was thinking that its a bit too easy... I have a few more enemy types that I want to add in to spice things up a bit, but now a bit concerned that i'll make it too hard!

Hehe - I couldn't work out a better shoot button! Most games give you the controls to jump OR shoot, but not often both so I couldn't find a standard option!

Thanks for playing! Could you elaborate on what you found odd about the controls, and why you found the sound design funny?  I assume you played with a keyboard instead of a controller? Which keys would you have preferred to use?

Thanks! I wasn't sure it would work, but actually I think its not too bad!

Thanks very much! 

Nice and chilled game, felt good to play (I like the camera shake!) and well balanced. I would suggest tweaking the starting volumes as the music was too loud by default and the SFX too quiet, but I appreciated the controls that allowed me to change that. I also liked the system console log as a way to see what was going on in the fight sequence :)

I would have liked to have access to more upgrades in the shop - I seemed to very quickly only have access to buy potions and nothing else. A stronger attack, better armour, higher capacity for potions would have all been nice additions to purchase.

What a fun and funny game! I struggled a bit initially with keeping the mouse inside the game window - I was clicking the wheel and dragging left and right instead of going around it in a circle - which meant that I was right-clicking and it did nothing... but once I worked that part out I was unstoppable! Love the sounds, love the music, graphics are cute - good job!

Thanks! I'm so glad that people like the movement and controls... I spent a lot of time trying to get it right!

Thanks very much! I appreciate the feedback! 🙂

Thanks very much! I was a little concerned that the movement wouldn't work, but I think it turned out OK...

Thanks very much! Yeah I thought making a 3D platformer would be an interesting idea, quite pleased with how it turned out! I definitely felt the lack of buttons though!

Thanks!!

I survived for about 3 weeks before I was happy that I had worked out a pattern that would work indefinitely, at which point I had to go back to work ;)