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Solrun

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A member registered Feb 10, 2017 · View creator page →

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Wow.

Well, there we go. You win. That was like maybe the weirdest game experience I've ever had? I'm not sure how to describe it, but I'll ramble on for 799 words anyway.

Your art was great. Everything was very readable (which is a MUST for a game with 4 crazy cameras facing in different directions). You always knew what something in the environment did. You knew the door was closed so you needed to open it with the button that you needed to shoot. You knew the cubes could be blown up with the bomb and that yellow lasers were probably blocked by your yellow shield. Your weapons told you what they did with both their name and justwhat they looked like in your hands. The colour-coded weapons and their cooldown arcs made it very easy to tell which weapon was in which hand and whether or not it was ready to be used. Very quickly I associated the weapons with their colours so I didn't have to waste time looking at the shapes of the weapons. The room designs were simple enough that you could get a good sense of them quickly and draw them in your head so you didn't really have much trouble navigating the space. I've actually made a very similar UFO for a game jam I did once upon a time so that was strange to see (and also probably the main reason I think your art is great is so that I can pretend that because I made 1 asset similar to 1 of yours 1 time a year ago, that my art is great too :p). The camera vision was disorienting at first, but what a great way to showcase your 4 eyes and aiming in 4 directions. 

I won't lie, I was a little bit angry every time I saw a new weapon. This game was already tough enough to look around you and try to solve puzzles. I don't need the added complexity of another weapon. Not to mention each weapon also serves 2-3 purposes so that's a lot of complexity crammed into each weapon. But I quickly got over it because there were more puzzles to solve and I do love puzzles. I do just want to reiterate that how each weapon interacts with each other weapon is just bonkers. I think every combination is used to solve at least one puzzle. Shooting the bombs with the lazer gun may be optional, but I think the rest are necessary.

I didn't even realize you could jump until I read these comments. I just rocket jumped my way to victory. I also didn't do the button behind the glass correctly. First I tried to shield down, grapple to the shield, then fire a bomb onto the ledge with the button to detonate the bomb and trigger the button. That didn't work, but I did eventually shield down, grapple to the shield, then fire the lazer gun right to the button.

I think your level design was pretty good for most levels. You seemed to utilize the four eyes and four directions to their fullest. The intro corridor was good for making sure the player could navigate in 3D using the four eyes to figure out which way to go. There was a part when I saw the shield weapon where I thought you were going to turn the whole game upside down and I was NOT ready for that extra layer. It was how the shield floated so high up, it looked like it was something on the ceiling. The puzzles required you to be facing different directions so you couldn't just play the whole game from the one normal view and it really forced you to look at the other views and think and visualize the map in 3D. 

There was a bit of a lack of identity in some of the puzzles. Some of them were just puzzles where you had to figure out the solution like where the button was or what two weapons to use together. But then there were some "action" puzzles where you had to figure out what to do, then you had to make a series of somewhat precise inputs in real time to solve some puzzles. Like grappling up and timing the shot right so you hit the button like in your one gif. And a harder example of firing the shield up, then pressing q to get the grapple facing up, then pressing up again to fire the grapple into the shield. I'm not saying either style of puzzle is bad or one is better, it just feels like it muddies the game having a bit of both; like sometimes it's a puzzle game, other times it's an action game.

This game is really just fun to watch the mine cart speed down the track a few times without even trying to brake. Thanks for making esc just reset the game so I can watch the cart fly down without brakes again.

The visuals for this game were some of the best parts. The art of the models themselves was all superb as other people have said and as you know. But there was some other stuff that really added to the visuals too. The views of the mountain were great; you got small glimpses of the crazy track that still lay ahead of you. The part where there was the extra mine cart really added some life to the game and it was fun to have a partner on this crazy journey. The design of the route the track took was interesting. It wasn't all just turn left, then turn right. Among the turns were some nice drops and hills that almost give you butterflies as if you're speeding up and down the hills in real life. The cart's animations like the way it teetered over the edge threatening to fall of and the smoke puffs behind the wheels breathed life into the cart and gave it a bit of personality. Then there was the superb camerawork to capture every interesting moment of the whole trip. Truly, you nailed the camera for this.

I had most of the same issues as most everyone else so I don't need to list them. One other thing I think could have made the game a bit better that I didn't see mentioned as much was in the track route/design. On my first play through, I didn't know where the signs were (obviously) so I got careening down the track pretty fast. Something I noticed fairly quickly was that I now had 0 hope of ever hitting another sign. Not knowing what lay ahead coupled with the fact that I was moving crazy fast because I hadn't hit any signs, meant I wasn't going to hit any signs coming up. There are 2 ways I came up with that I think could address this fact a bit. One way would be to kind of split the journey into 2 sections. You would go through the top section and when you were coming to the end of it, your cart would slow down and almost come to a complete stop before a huge drop. But it wouldn't quite stop and you would fall down the hill and keep going. Then you would very quickly get back to speed and do the bottom section. What this would do is that the player would fall into a false sense of security thinking they were stopping and had won, only for that false hope to be torn from under them (this part is a bit cliche). It would also give the player a break from the constant whizzing past signs that they couldn't attach to (or would break almost immediately if they did hit it) to catch their breath and be able to look ahead to the next sign. This slow part of the map would just be to give the player a break from the constant action. Also, when they slow down, there would be no actual way to stop, the player just needs to think they might be able to stop before the huge drop. The second way to stop the player from going out of control would just be to show the players the signs slightly sooner so they could get ready a bit earlier and have a shot at hitting them. Not all the signs need to be like this. Some signs that you can only see for a few seconds could give the player rewards like extra gold or an extra strong brake or a sign on a curve that otherwise doesn't have a sign, etc, etc. but you probably had ideas for rewards like that anyway.

Cool game. It's a pretty simple idea, but you executed it very well which is what matters.

It's a very visually appealing game with the simple, but beautiful neon, geometry wars art style. The extra effects on your shots, the background, spawning, completing the level, dying, etc, etc. really give the game a lot of polish and make it feel complete. 

Your level design for the most part was very interesting. The levels all felt like they had something new to offer, not just a rehash of a previous level. The levels played a bit like puzzles in the way that you had to figure out what to do before you even attempted to do it. This game reminded me a bit of the game N(or N+ or N++) with the puzzle-like level design and especially the enemy that shoots at you. The levels did tend towards being a tad too difficult and like they had too much going on in them, leading them to fell unfocused. Take level 17 (I think)(see below) for example which I have dubbed "Gauntlet". The main obstacle of the level is to get through the gauntlet so to speak. You need to drop down, run away from the enemy shooting you, but then at the last moment, propel yourself upwards to avoid the spikes and then make it to the exit. Except the exit is locked. So then you just have to go push the pink block from the right onto the button to the left and fly back to the exit (not even needing to take the gauntlet a second time). I think the pink block on the switch is largely unnecessary here. Sure, maybe once in a while a player pushed the block to the right, then realizes the box is stuck and then needs to restart. Or a player is so good, they can push the block to the right, get under it before it hits the ground, catch it, and push it up and back over the ledge to the left side, but I think that is a little far-fetched.

Level 17 (I think)

There are some design choice you made I'm not sure I understand. When I first came to the level with the 6 stacked pink crates I thought "Aha! Those crates are pink, my bullets are pink, I must have to fly up to them, then spin around mid-air, and shoot them to destroy them" but then I shot them and my shots barely moved them. That was ok, at least it moved them a bit. Then I flew into them with my character. And they moved 10x as much as when shooting them. So I said whatever and continued on. Then I came to the point with the yellow obstacles and my bullets DID destroy them. So basically I'm confused as to why my bullets are pink and there are pink obstacles, but they don't interact very much, but then there are yellow obstacles that my shots do interact with. Then also lump in the yellow spikes that aren't destroyed by bullets and the yellow enemy shots that ARE destroyed by bullets (which I too only realized by your comment to Monstr down below). I think having things that can be destroyed by your bullets all be pink (enemy shots would then probably need to be a slightly different shape to differentiate from your shots) and things that can't be destroyed by you all be yellow, it would make the game more intuitive to the player. Maybe you had your own reasons for the colours, this is just what went through my head when I was playing.

Sorry about being super wordy about my critiques, I wish I could make them more concise. All in all, I think your game was well done and felt like a pretty complete game (a lot more so than most game jam games).

Thanks! Humor is basically my specialty and my pixel art is especially basic.

Sorry about the ammo. The ammo crates are actually pretty low contrast even if you see colours fine. I intended to put a black border around them to differentiate then from the background, but kinda ran out of time. That still wouldn't have fixed that the red "ammo" is hard to read on the light brown background of the box. I wanted to just have the box have a picture of bullets instead, but the stuff I tried didn't look great.

Thanks for the kind words. I might have accidentally put more effort into art, humour, and plot. As a programmer. In a game jam about game design. Whoops. I was a bit afraid of it being not fun/repetitive. But at least it wasn't long and repetitive.

Hey, I played your pig punching game once upon a time.

I should actually play Enter the Gungeon one of these days. I could have thrown in some easter eggs instead of just borrowing their art style.

I only wish I would've told the player in game about the 75/350 goals as it's kinda impossible to tell if the game is just endless or if you can keep playing until you reach 350. 

Oh man, I should've made an endless mode, then I could've gotten 6 stars.

That interesting decision between catching bullets and dodging bullets was exactly what I was going for! So seems like I managed to do that a little bit!

Au contraire, the glove is actually super op as there is almost no reason to not just hold left click the entire time (except that it might make the kid's small arm a bit tired).

Thanks for the feedback.

The font - ya, it is a bit hard to read. I know even I have trouble distinguishing a few letters. M and N I think are the worst for me. I seem to recall on the last project I did with this font, I strayed away from certain letters in my text due to that issue. Wish I would've remembered that two days ago. This font just happens to be one of the best on the Unity asset store for free. Others are either ugly or not even actually font, just the letters in a .png so I'd have to drag them in manually.

I mostly intended for the game to be played in fullscreen. I think you would have just lost too much of the room if you played in a smaller window which would have made it unnecessarily hard. I could have made the text scale with the size of the screen and then it at least would have been playable, but when testing it, I just pressed play in fullscreen and it made the text readable so I didn't bother due to time constraints.

For the mouse, it's only an aiming reticle like that so that I could hide the hardware cursor. I found when I just had the mouse hidden, I got a bit disoriented. I do like your suggestion. It would have made a bit more sense to have the mouse just be a little arrow or something and have it stuck to that red circle. I do have the technology, that's exactly what the glove is, it would just be a bit farther out from the player. So, I just tried out your suggestion a bit. I don't think it added more precision than just having the glove aim to where your mouse is (and have no mouse). It still had the same issue I found with not knowing how close your mouse was to your character. When the mouse is very far from your character, you have to move your mouse a lot to get it to rotate to where you want. When the mouse is closer to your character, moving it the same amount will probably shoot past your intended orientation. To fix that issue, I could potentially have the camera skew towards where my mouse is to subtly tell you where your cursor is without showing it. I have heard people say cameras like that can make them dizzy though. Or maybe another solution could be to not aim towards the cursor, but rather have moving the mouse just rotate your aim point around that circle at a fixed speed so that movement of the mouse always moves your aim by the same degree.

Cool idea and a great execution of it.

The art style gives off a pretty creepy, lonely, sad, melancholy vibe which contrasts nicely with the expected joy of riding a pogo stick. Also the little trees and the smile at the end are a little injection of happiness.

The jumping around was quite satisfying. It seemed like you moved around at just the right speed and your jumps were just the right height. The jump was a bit higher than the platforms so you could be a bit imprecise with your jumps and still make the platform.

Your level design was interesting and seemed well thought out for the most part. You made use of the fact that you pogo up AND down so there are hazards whether you are jumping or landing which is really taking the design space of the forced pogo stick all the way. The levels themselves were a bit too hard, however. This was mostly due to how long they were. I would figure out how to beat the first jump after a try or two, then make it to the next challenge, then fail and have to retry the first challenge again. So the game was a series of corpse drags where you have to beat the whole level just to try again at the last jump (the spikes on the roof of the second level took me forever). I would have preferred if the levels were basically cut in half and you just had twice as many levels. I think that would have been about the right amount of time per level. Something like that or having checkpoints in the levels would be handy. Or just if the first levels were basically one screen, then the last 1-2 levels were as long as they are now. I'm okay with trying a 10 seconds section 100 times, but retrying a 30 second section before the 10 second section 100 times gets a bit taxing.

I really like how simple the game is. It just has the one mechanic of using the explosions to move, but it's quite intuitive and you can really do a lot with it. The art style is very simplistic too which really fits. You don't have unnecessary details in the level art to muddy the game. The two-tone style looks great especially with the slowl fade of the goal and the colour inversion when you beat the level. 

The first few levels play a lot like golf where you're trying to beat the level in just one shot which is super satisfying. Then the levels get quite challenging when you have to start wall jumping. I found it quite difficult to get the timings down for jumping, then blasting myself from the side wall to my target (I'm probably just bad). I found that my mouse would fall outside the game window and then my clicks wouldn't register so it would be nice if there was an option to go into fullscreen mode. 

Old title image

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Thanks for the kind words! We all know the kid will be just fine.

Display images are always where I have trouble. Do you know of any good resources or guidelines I could go by? My first thoughts would be that I should probably make my main character bigger, the title a bit small and neater, and a better background. Thanks for bringing it up because it's gotten me thinking about for the past ~2 hours. 

Edit: Alright, it was bugging me for hours so I changed it.

That was pretty cool. But man was it hard to get the hang of.

The art was really nice. The sound effects and music paired with it well. Everything gave off the tribal tiki vibe you seemed to be going for. The key pickup sounds were especially helpful because sometimes you just tried to fling the box all around the room and hope for the best.

The level design was well done. Having the starting area be locked off from the rest of the map was great. It meant that no matter how much you flung the crate around, it was still within that starting room until you figured out the controls (by that time you were ready for the rest of the map).

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I don't know if you know that, but you haven't actually uploaded you game yet. Your game page has no download.

Edit: Wow, nevermind. The second I write that, the game is there.

I got 38 points.

I'm really digging the theme of this game. The sound design and visuals go so well together. Half the fun of this game is just listening to the main character get excited when he finds something.

Thanks! I'm glad someone appreciates my terrible humour.

I actually originally had grid-based movement with space to dig and it felt terrible. Even allowing the player to turn by tapping or holding a direction to move, they all sucked. It just came down to mashing keys til your fingers hurt or constantly walking when you tried to just turn.

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It seems you took some inspiration from Super Meat Boy.

The game was really hard. It would have been nice if you could retry the level you just failed at. Having to start back at the beginning is a little frustrating and then not even getting the same second level the second time makes it very hard to learn how to beat the levels. It would be nice if the levels were in order and increased the difficulty a little at a time. 

Edit: Actually, this just dawned on me today. The levels are all random because the theme was surprise. Sorry, I totally missed that yesterday.

The saw graphics were pretty good and the particle effects were nice, but maybe a little bit too much.

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This is a pretty great game. The art was great, the controls were pretty good, having the townspeople jump up and down when you could invite them was very helpful so you didn't have to check the invite list or try to count all the people swarming around you. The chatter and voice acting was an incredible piece of polish (except you couldn't really make out what they were saying because the music was louder). The game itself was very fun. It was more challenging than I thought it would be. A couple times I lost and retried and just ran around picking up people, thinking it was pretty easy, but then I would get sloppy and Jimmy would spot me and chase after me like I owed him money or something. 

I have to ask - why are we throwing a party for Jimmy? He seems like quite the ungrateful little guy. I mean, I had  Batman and Superman at his party and he was only 42% happy. Why does he love that panda so much? I eventually convinced the panda to come just so Jimmy could be happy, but I can't help but feel Jimmy doesn't really deserve a cousin as great as Marcus Tempest.

I had some trouble figuring out to press space to get things started in the story part because it doesn't say anything about space in the controls. I tried clicking and moving around at first. Then when I got in game, I had a hard time finding where I was. I think I was confused by there being a blond guy in the center of the screen and I thought it was me. I tried moving for a bit and he didn't move. I did figure it out eventually that I was in the top left corner. I think something like a fade out would work wonders to fix that. Like start with a small circle around your character and everything else black, then expand the circle to show the full screen. That is if it was even a problem for anyone other than me.

The visual effects for this were pretty cool.

The hitboxes felt too big on the enemies, making it quite hard to dodge them or jump over them. There are even a few hitboxes on the enemies where you fall down where you can stand on their heads without dying. 

The game was quite surprising. I was not expecting any of it.

Woah that gets hectic pretty fast. Got to 4110 as my high score. Kinda lame how the balls can fall out the walls and that's how I ended up losing. The sound effects and visuals were pretty great. All the bumpers made it fun to just fling the balls all over the place.

I enjoy your sense of humour. Most of the game made me laugh.

Why does this game make my fan go into overdrive? What are you doing? Mining for bitcoins?

Wow, this game is incredible.

The art is very stylized and the sprites are great. There is enough variation in colouring of the sprites to make it not seem so repetitive (slightly different shades of green for trees, different green for the ground rectangles, the addition of tufts of grass to break it up,  a few different kinds of fish and sharks). The fish movement is pretty good. The sharks get a bit jittery when you hover over top of them, but then they swim down lower to follow you instead of staying at the surface. The bosses all looked interesting (Davy Jones' locker lol). The explosion animation was nice. It did seem to go on a bit too long on some bosses (maybe it kept going if i kept shooting them). The clouds were a nice touch with the great use of parallax and transparency to give them more depth.

The combat minigame is interesting. It broke up the game so it didn't feel like you were just flying around shooting everything so much. The mix of fighting styles when fighting the bosses was cool (shoot the boss in the overworld, but then they throw other enemies at you and you have to do the combat minigame).

Being able to upgrade your damage so easily kinda trivialized the game. Once you got to about 100 damage, you could just one shot most of the sharks. I ended up taking more "damage" just from having my max hp raised.

The tutorial was quite helpful. I found out very quickly what I could do and how to do it. I knew that I just killed a shark so I knew I could open my inventory and increase my damage. And while I was there, I checked my health and could heal. if I didn't have fish chunks, I could just fly around until I found some little fish, shoot them  and I'd be good. Then I knew I could just fly to another planet once I finished this one to get more stuff. Some games (especially game jam games) you get too many mechanics and just end up forgetting about them, but each mechanic here seemed necessary and you used it when you needed to.

I never made a health bar. I was going to just have the ships light on fire when they got low on health, but didn't quite get around to it.

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That is some nice and catchy music. Great visuals; those are some damn fine rocks and a very handsome whale. Flying around the rocks was pretty fun and easy to get the hang of; it was all pretty instinctual.

It got kind of disorienting if you spun around too fast with the 10, 000 rocks on screen. I'm sure having the farther away rocks be darker helped a lot, but it was still maybe a bit much.. 

Wow, that is a different kind of game.

I liked a lot of the fine detail. The movement is pretty cool, you actually feel like you're swimming. Same with the fish movement, they behave like they're fish and they look like they're actually swimming. When you flashed your camera and the fish were just standing there, disoriented, they looked like they were cursing you. The animation above them looked like how you censor curse words with symbols (@#$#@#$%).

I think it's an interesting concept to try to save the earth by shooting down asteroids from a warship. I don't know why, but the concept made me laugh.

Very responsive movement left and right on a computer so that's nice.

Pretty great sound effects on the weapons.

Getting the missile weapon actually made the game harder though... All my missiles were turning and angling down to kill asteroids that had already hit the water. 

Having the fish swim to the center of the bubbles when he hits them was a cool touch. Very smooth jumps and always swimming to the center of the bubbles made it easy to line up the jumps (you weren't stuck on the bottom of the bubble or the wrong side). 

Nice explosion animation. A slight bit of variation in the bubble art and a slight texture to the background would have been great. I felt like I was trying to go fast so it might have been cool if there was also a time element to it - like you were being chased and had to make the jumps quickly and then got a time highscore as well. 

Nice animations! Spiraling into the water looked cool and flying out of the water again looked cool with how you sped across the screen with the nice exhaust trail. Game seemed a bit too fast; like I felt I couldn't kill the asteroids fast enough and would just crash into them.

Authors: Team Eight Muffins

Discord: Solrun#6286 & The MagicalMuffins#0115