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SodiumNickel

52
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A member registered Oct 11, 2020 · View creator page →

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Was not forced to play test this, but enjoyed it. 10/10

It was very satisfying finding each [spoiler] wall, and the final bosses' attack patterns were fun to dodge (or rather, fun to get hit by. I could not dodge the sword or dots lol).

LOL, a little story: the last 15 or so levels were intended to be pushed into a "challenge mode", but I was running out of time before term so I just threw them into the main game and called it a day... oops. Good work beating it tho!

Great animation and game feel per usual! The bnuys (bnuyes? bnuies? whatever the plural is lol) jumping through screen transitions adds a nice sense of urgency to keep moving too. 

The aesthetics with the crt lines look great, and the sound design complements it really well! I did find the most success staying still and just focusing on aiming the laser, but the drifting was so fun that I ended up moving most of the time anyways :p 

Big fan of the environment and overall concept, just looking up at the rest of the mobius strip is super cool!

(totally not half a year late in this reply) BUT THANK YOU! Shout out to freepd.com for the music. I'm honestly impressed you made it through on a trackpad even with infinite lives, glad to hear it was a nice feature. 

And of course, the ending. A masterpiece if I do say so myself :p

LOL, thank you! Probably was even harder because of the lag from browser, whoops.

Sorry about that, should work now. It's definitely not perfect but should be at least be playable now :p

Very satisfying hit sound and screen shake. Perhaps over time you could start speeding game up or randomize where the plants/monsters spawn (as in from the top and bottom too).

I know you mentioned that you would have liked to add actual sprites, but I really like the simple look is has already. It reduced visual clutter and helped make the game fun and relaxing for me, good stuff!

I'm always a fan of people making rhythm games during jams, and this one did not disappoint. I really liked the overall artstyle and little animation when you watered each different plant. 

Would love to see this expanded a bit more, perhaps with things you have to avoid with your watering can to add another layer of gameplay. Great game! :)

Great music and sound design, the root moving sound was especially satisfying.

Thank you! I did spend some dev time just instantiating a bunch of crowns to hear the clink sound effect lol, glad you enjoyed.

We do enjoy a bit of tomfoolery :p and thanks!

Huge fan of the concept and minigame centered gameplay, and the artwork looks great as well! Managed to get to 25 after QUITE a few tries :) fun game

The control scheme is super slippery in the best way possible, I had a lot of fun maneuvering the truck and launching it off the ramp. I may have missed it, but I do wish there was a way to restart the level without exiting to level select.

I love the small animations and sound effects, they work great together. Also, good idea with the little ding that plays when you can paddle again, I definitely would have been spamming left click otherwise.

Same honestly lol, I made the game and I still space out and forget ingredients.

And thank you! Threw a bunch of particle effects in there like this fire (tutorial link, highly recommend), and tried out some fluid sims in blender so I appreciate the comment :)

The movement options in the game were so satisfying. I spent way too long just bunny hopping, rocket jumping, and using the pizza box spring pad. Super fun game and great voice over!

I love the sacrifice animation and sound effect (perfectly over the top). Great interpretation of the focus too, always glad to see someone make a card game in jams.

If you click on the campfire while holding a full kettle it'll slowly heat it up. Once you hear a whistle sound, the water will be "hot" and you can take it off the campfire. Hope that helps!

Cool and unique interpretation of the theme!

I liked the box drag mechanic, it made for some fun puzzles. I do wish the "growing" of the character was part of each puzzle solution though (rather than just a visual element).

Great idea to include the grid system, and the semi-transparent buildings while selecting where to place them.

I love the concept behind this game, super good use of the theme to tell a story. I especially like the little mini games you gain access to at different points in life, it made me play again to find out if the paper airplane had one (as I missed it the first time around).

For the WebGL build it may be an issue with the compression format. A fix that works for me is going to:

Build Settings -> (switch platform to WebGL) -> Player Settings... -> Publishing Settings -> Compression Format -> Disabled. 

Hopefully that works for you!

Thank you! I've been having fun working on learning Unity3D so I'm glad you liked it :)

Great use of the theme with the growing courage. I couldn't get too far with a trackpad, but I am curious to see what higher level enemies there are in further parts of the game!

Great work with the enemy fish AI, their follow and run away movement feels just right. I do wish there was a visual representation (player getting bigger than them or just a color change) of which fish I could eat, as it took me a while to realize some were running away.

I really liked the UI sound design, it was super satisfying to select and place tiles. Cool idea to grow a civilization by combining sets of materials.

Very cool implementation of the theme, I liked the Superliminal-esque puzzle gameplay with objects changing sizes/growing.

Great use of the theme, and I'm a big fan of the side-objective of collecting coins for more characters.

Thank you, I'm glad you liked it! I'm quite happy with how that infinite house effect turned out with the spooky fog for ambiance :o

Thanks! Yeah, in hindsight the chance for them to kick was definitely too high.

For the WebGL build it may be an issue with the compression format. A fix that works for me is going to:

Build Settings -> (switch platform to WebGL) -> Player Settings... -> Publishing Settings -> Compression Format -> Disabled. 

Hopefully that works for you!

The Windows build does work though, so I played it there. The movement was tricky to get down, but very satisfying whenever I got the dice to launch by flicking the platforms up. Overall, a cool take on platforming with a rolling dice, moving the platforms instead of the player.

Very cool idea with the level changing every time you rolled, it made the player adapt their plan each time. I also loved how you incorporated dice into the background+walls art.

Thanks! Glad you enjoyed it :)

The numbers that indicated what side would land face up when you rolled were SUPER helpful. Slight issue I encountered was when the player and enemy move at the same time and collide they get pushed off the grid and can't move.  

Cool concept and use of particle effects! It would be interesting to try playing it on a grid, where the number of dots on the correct dice would directly correlate to the number of steps away from the treasure.