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soeyzandiego

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A member registered Sep 24, 2020 · View creator page →

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Thanks Lukas!!

Adorable art and concept! If you do plan on expanding this after the jam, my main suggestion would be to make interactable objects stand out more! You don't want it to be too obvious of course, but maybe something subtle like the cursor changing when you hover over something you can move. And you could go even further with that by adding interactable objects that don't actually have to do with the solution, giving more chances for the player to try different things. Great work! I really really like the monochrome colors for each level :)

Loved the overall presentation of the game! Very charming with the animation and music, I especially loved the slowing/pitching down of the music at the lower level; that was an awesome detail! 

These are some nitpick things, but (noticeably for the earlier tools), I was expecting it to break right where my crosshair was, but it seems to be based on the actual rotation of the tool? It got noticeable when I would try to make a sort of stair-like breaking pattern to get upwards, where I'd be aiming towards the upper block, but it would break the lower one instead. I also wished the caves were a little bigger, especially towards the end, it felt like I was having to go back up again and again, it kinda felt like I was 'resetting'  and I would have liked to just grind out as much as I needed to get the next tool---completely understandable though given the size of the game and the timeframe you had to make it.

 Overall really polished and a lovely game! :)

Really awesome work, as always! Communicated so much through such simplistic visuals and a short time frame. These two characters really feel like friends making it through a dire situation. I'm sure you've been getting a lot of feedback about the movement already and I don't know I have any more specific feedback, but I will say that in the moments that I did get a hang of the jump/timing (and I think this was mostly in the races), it felt really fluid and like I was vaulting across buildings! Despite the difficulty, still a very great experience overall :)

Nice job! Lots of content for a jam game. Something I might suggest is making traps/enemies a little clearer. The spike especially blended into the floor and sometimes I didn't see them. I also was unsure when things were just decoration or traps, I had thought that the candles would hurt me, and it might seem less like that if the torches were mounted on the wall or something. The holes in the in floor also seemed to have really large colliders, and it felt like I was being stopped before I reached the "edge" of the floorboards. At times I felt unsure of the environment and how I was/wasn't able to navigate it, but otherwise, great little game! Clean art and audio.

Nice work :)

Yes, that is a bug! Something got messed up with the collisions. Thanks for playing and the feedback :)

Very cool idea! The way you worked with the fishing hook and the puzzle mechanic was very clever, however I do think it is counterintuitive to the average player. It took me a bit to figure out how the hook actually worked and what it did with the fish, I think describing it as "swapping" in the instructions may be a little clearer, but I was able to eventually figure it out. I also wasn't entirely sure how the fish were collected, as I kept trying to put my hook on top of the fish and that doubly confused me because that would move the fish. Once I figured it out though, it was super fun! Great visuals, very charming!

Nice work :D

Very visually polished! Complete set of sounds is also something really nice to see in a jam game. Something that may incentivize the mechanics is spending the money to upgrade your boat, like speed, or some sort of defense against sharks. I also would suggest clearer visual indicators. Like having another way to show the player which areas are safe/dangerous other than text, such as different colored water, or highlighting the boat, or something of the sort that doesn't force the player to constantly check the top right corner. The audio queue for the shark was a great indicator that I was in danger and also definitely got me engaged! But it might be helpful to have a queue for whenever you're in a danger zone in general, and not just near a shark.  The water looks fantastic btw!

Nice work :)

I really like this!! The game has a very charming humor that came through with the narration and end screen messages. I'm not sure if this was intentional or caused from an error, but my game closed after dying to the shark in the first section. If that's a bug, then ignore this haha, but do be careful with closing the game intentionally, it can be frustrating if it happens to often and seemingly for nothing significant and the player might feel punished. I would also suggest in the spear section that you either give the player more than three spears, or resetting the level as soon as they miss one. I had to play the section a few times, and what ended up happening a lot was I would already have missed a spear and would have to wait out the whole sequence until the end when you reach the shark.

Very nice!! I adored the short story. Congrats on a successful first jam :D

Has a really cool atmosphere! It felt a little hard to control and navigate, I would suggest adding sensitivity adjustment as well as widening the player's field of vision. Visually, the environment creates this really mysterious and creepy tone that could be awesome for a fully fledged game.

Nice job!

Very well done for how much time you had to work on it! Definitely would be an awesome concept to further explore. Mechanically, the implementation is great and I'm sure would set you up for success if you ever plan to update the game! One really small suggestion I have is making the ship menu exitable by pressing tab. Whenever I tabbed into the menu, every time I attempted to press tab again to close it, and it felt unnatural to use the mouse to close out the window.

Nice work! :)

Very nice! Quite polished and developed for a jam. Clean UI and overall visuals. I was a little confused initially, because the submarine is facing the opposite direction from which the keys are bound to. I pressed the down key thinking my submarine would move in the downward direction so I was really disoriented when my up key my sub go down and my down key made my sub go up. It wasn't a huge deal, and I was able to figure it out eventually, but it made for a really confusing start to the game. You could either switch the up/down keys or flip the sprite at the beginning (which I know may not be ideal since the sub is submerging haha). This is also just a nit-picky thing but I would suggest making the dock station interactable with keys. Since the player is only using keyboard buttons to play the game, it feels unnatural to take your hands off the keyboard and move it to the mouse, especially in this situation in which both hands will be on the keyboard.

Awesome job! Very clean :)

Thanks for playing and thanks for the feedback!! :D

Thanks for playing! And thank you for letting me know, I'll fix that asap!!

Fun idea! I found it very hard to aim, given that the move keys immediately set the rotation of the player. I really like the idea of different progressions if you choose to drink the radiated water! However, once I drank enough that the controls were randomized, it was completely unplayable since I had no control over the player. The progression thing is a really good idea, just need to careful what types of changes they'll make to the player!

Nice job!

Very cool concept for the theme! Makes for fun puzzle-platforming, and could be soooo much fun if expanded. The one complaint I do have though is that it seems that I had to be in a very specific location in order to interact with objects. The interact arrow would appear, but I had to fiddle and move around to find the exact place in which it would work. It got quite frustrating, but that's really my main piece of feedback. A lot of polished content for the time frame of the jam!

Great work!! :)

My main critique would be that it feels like there's a little too much to manage. Managing the health, enemies, radiation, and defusing ALL within the 120 seconds is a little overwhelming. I think still having enemies, but finding another way for them to affect the gameplay besides health might help. The particles + effects are quite nice and a very clever movement control given the limitation!

Good work :)

Very cool first game jam entry!! Simple and fun, I like it. I like the mix of 2D and 3D art, and I quite like the way you showed the player's direction with the arrow. I suppose it's not really necessary in this game context, but I think it looks cool :). My main critique is that the movement gets a jittery after you've touched any of the radiation. It's not deal-breaking, but it definitely gets a little annoying and would be a tiny fix that might make things feel a little smoother.

Nice work and (what I'd call) a very successful first game jam! :)

This is a cool idea, makes for fun gameplay! I think it could use some tweaking though. My main suggestions would be to either have some look ahead on the camera, or some sort of indicator of where enemies are relative to you. It was a little hard to tell where enemies were coming from and I often found myself running directly into them because I didn't have a enough time to respond once they appeared in my field of view. It might also be fun to spawn more vending machines as the game progresses, instead of having to go back to the same places to get the coin and soda. I also think there is some sort of issue with the camera and/or the player jittering while moving, but it's not a big deal, bugs are expected in jams :)

Nice work :)

Thank you for the feedback!!

Awesome idea! As others have mentioned, it's a little confusing to jump straight into the game. A way to remedy this might be to have levels, where new components are added to manage. And just a small tip for Unity, always set your canvases to "Scale with screen size" so that UI elements are the right size in whatever window size you have :)

I quite like the UI layouts, just need some adjustments for readability!  Nice work! :)

Presentation is amazing! Very atmospheric and definitely feels like you're in a space station. I think the movement could use a little tweaking. I think it might help to have some air resistance to the player. Of course, not too much because you want to keep that floating feel, but I think having some force against the player might make the controls feel a little tighter and not so slidey and uncontrollable.

Great work! Very polished for the time frame of the jam!! :)

This is a really cool concept! However, I think it's incredibly daunting to the average player. The tutorial screen is quite overwhelming and a lot to remember. I think naturally it won't be intuitive, but a way you could help ease the player into the game is to have levels that add new components of the reactor as you keep going.

Awesome idea, nice work!

Love the concept, hilarious! I think it might help to have a wider camera angle, it feels like the truck is very close and you don't have a great view of your surroundings. The first time I played the first level, I wasn't able to see the goal until I was too close to realize I needed to stop. 

Fantastic interpretation of the limitation, nice work!!

Really liked this! I love games that implement the scroll wheel. My one suggestion would be to have some sort of indication of where the player will be facing if they use the side button or right click. It could be just an arrow pointing backwards from the player, I found that I didn't want to use the rotate 180/90 because I didn't have a great sense of where I'd be aiming and it was a bit disorienting.

Fun to play, great work!

Nice little game! As others have mentioned, the boss battle wasn't very challenging. The art assets didn't really fit together well, but that's totally understandable having to grab assets from different places. The only other thing I'd suggest is to allow the player to move diagonally. I'm not sure if it was an intentional design choice, but I personally felt it's uncomfortable not being able to move diagonally.

Nice work :)

Absolutely love this!! Perfect use of a minimal control scheme and lots of fun!! The only thing I'd suggest is maybe adding an input to restart the level, so you don't have to wait till you fall if you realize you already made a mistake. Not a huge problem, but might make a players a little less impatient.

Great work!!! Super fun to play, fantastic design and gameplay.

Absolutely love this!! Cool mechanic with the shelf's weight and I adore the art! My main piece of feedback is the controls, I think an acceleration of the movement might make it feel a little nicer. I felt like I moved very quickly the moment I pressed the key and there was no gradual buildup, so it was quite hard to get precise jumps.

Amazing work! Definitely one of my favorite submissions :)

Interesting concept, but I didn't really find incentive to ever drop books, because I didn't really need to move around. I could just stand at the center and if I had enough power, I wouldn't need to move at all. Super cool idea, I like it!

Cool game! Super fun! My one suggestion would be to move the 'mass menu' to some other place, like constantly on the screen or something. I mostly don't see the reason for it to be a pop-up menu, I actually do like that you can move it around to a convenient location, however it felt strange to have to click on the player every time I wanted the menu.

Nice work, I really enjoy the concept! :)

Nice little game! I have a few suggestions. While it's really not that big of an issue, I think moving the player's health to a separate UI might look cleaner, having it constantly spin around the player can get a little distracting and block the view of enemies occasionally. I also think the controls are a little slidey at the beginning, as more weight is added it's get's much easier to control. I'm not sure if that was intentional, but it was more frustrating than it was challenging. I also felt as if the shop upgrades largely didn't make a difference, and it didn't matter which choice you made, they ultimately had the same effect so the making a decision didn't really feel meaningful.

But other than that, simple and cute visuals! Nice work :)

Thanks for playing :D

Thanks for playing!!

Cute little game! Like the animations and loved how your body ragdolled when you lost, although I think they started to pile up a lot and could despawn after a certain amount of time. I did wish I had just a little more control while jumping, I get that part of the challenge is to use the weight but it was hard to judge where I was going and I wish there was some wiggle room after you jump to be able to move side to side.

Nice work :)

Visuals are very clean! I would suggest being able to skip/speed up the end screen, as it would get a little tiresome to sit through it every time I lost. I would also use some type of indicator to tell the player when they're have enough wisdom to use a flash like turning the wisdom counter a different color or something, I didn't even realize the flash was a mechanic until the I read the description of the game and it made the game much easier to play.

Good work! :D