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soppart

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A member registered Sep 02, 2019 · View creator page →

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This is so thorough and definitely scary! I could totally see this being played by youtube horror gamers. The polish makes the game super intriguing and I'm sure the VR makes it even scarier than any other medium.

This game has a satisfying gameplay having to search through such a nicely detailed interior environment. Combining all the pieces you had to search for to unlock the final areas that were completely different from the main area was really cool surprise to reward the player for their efforts! Nicely done 😎

I want to spend a whole day in this world! and I really want to see the whole world as a landscape, a huge world designed like this would be a dream! The grand scale of everything is visually intriguing and makes me want to explore all of it, especially if they can lead you to even more new environments. Super cool!

I love the visuals of this game! the gradients, flat color designs, and pixel art all blend together in a unique and intriguing way. A lot of the character comes through in the animations, especially the 'hurt/ taken damage' animations, and how you can inflict them on your teammates. Very entertaining!👍👍

The UI and art style is very very cohesive and feels like something online I would play as a kid! ^_^  I tried to play all 3 characters on my own, but I couldn't get past the first pit.  Looking back, I think it's because I didn't know the rabbit didn't have a double jump. It seems I glanced over the instructions page in the beginning 😭 maybe a 'help' UI in the game could help. Overall beautiful game though!! ✨

Right away, the soundtrack and polished visuals stood out to me. Then, thanks to the bees, I am greeted with an easy to understand and fun minigame! I wish I could control all 3 so I could complete it myself but I'm sure it's great!! 🌟

I love the integration of UI in the environment! The pink 'read me' followed up by that message was very humorous to me, and the grabbing instructions were helpful so I knew what I was looking for. The hints of sound design really help round out the concept as well! 👍👍👍

I respect the technical feats this project accomplished, I was immediately impressed by the boxes that shatter upon breaking by the hammer. It was also intuitive enough to understand what needed to happen at any given moment. I think that the timer could be more forgiving if it is not tied in with a mechanic, and I also think that the fast timer could also justify a more intense soundtrack. Overall, nicely done!

The feeling of freedom is real in this game when you get to jump and reach where ever you like. It was fun purely from the controls, and I really enjoy the catnip implementation John recommended with post-processing. Really fun stuff. Though I would recommend including a downloadable build, because the webGL build is running on 2 fps on my end. But still fun nonetheless! well done

This game was always memorable to me throughout the semester. It has a great use of color, and is really close to a complete and fulfilling game and visual experience. I could see this formula be expanded into something multiplayer, where people are scrambling around and trying to help each other complete the checklist. Overall very nice work!

This game is so successful in achieving the groundwork for a fantastic asymmetrical multiplayer experience! First off the style and music fit very well to make a coherent theme. The title screen itself already had me impressed. The game mechanics also work well! This is a really great foundation that just needs some balancing. I found that as the devil you can just use change of heart and body-block the other the team from reaching the heart. This can be fixed in either revision of map design or tweaking the interaction between players. I think I'm missing some sort of combat or some more interaction with the devil, like forcefully moving each other. Also two small things-- when the lost one has reduced FOV, I can't move all 4 spaces I would usually be able to move, so I would recommend keeping the camera fully zoomed out but with 'fog of war' so you can see you surroundings but with no further information (if this were to be developed further into the future). Also I appreciate the MBDTF references, but to match with symmetry of the album cover with the anatomical heart in the games's cover would bring that home more. Overall amazing job with this game!

I never knew I needed to play a new and improved QWOP-like game. The graphics with the usage of toon shaders in combination with the 2D characters work really well. I know this is for a multiplayer project, but it feels as though a potential future development could be making this a single player game. The game is difficult as it is, and playing it as currently intended with multiple players seems even more impossible. I read the devlogs and I appreciate the revealed secrets of the scripting side of this! The hinge-based movement is certainly unique and immediately fun so this was a great concept with amazing execution! Nicely done!

The style choice came off well! The character blends in very well with the environment, making for a cohesive visual experience. The photography used for assets is a cool and unique decision but needs to be approached with caution to make sure the player always knows exactly where they can and cannot be. The crouching along with the movement animation flowed well, and the crouching mechanic was introduced seamlessly. In any future development, I would reduce speed and/or jump height while crouching because there is no reason not to crouch all the time to navigate obstacles and avoid enemies easier. Overall though a charming game! Great job!

Zompire is so good! The puzzles are honest because of how few elements are involved. There is no way to circumvent any difficult part, every part is well thought out. At level four I could not figure out how to proceed, so in that regard the puzzle was successful, lol. Difficulty in puzzles can be due to too many elements and this can be frustrating, but the minimalist puzzle design makes it that much more impressive that I cannot solve it. The animation is so clean, but after a few times I began to wish the animation would be a bit shorter. Nice puzzles though! Great job

In two weeks time, you guys managed to pull off a super polished game that has a lot of depth to its gameplay, that is very impressive! The game has a nice difficulty curve, though perhaps only the most dedicated player base can get through the later levels without ever being caught. The way things are right now, there is not much of an incentive for me to stealth the levels, but I saw you were implementing a star rating system which I think will definitely help. When playing on your own, it hard to know what 'good' or 'bad' score is, so I went through the game without much care if I get detected or not. While I played in this aggro style, I found that I could exploit the ladders, because that is the only state the enemies cannot shoot, so I lured them all to a ladder and took them out while I could not be hurt. I already see that the UI issue has already been talked about a bunch, so I will leave that alone. I look forward to the next update!

This game works so well! With so many mechanics, the fluidity of each move working together shows the polish that went into development. The level design is clever, despite my troubles with the moving platform at the start of the 3rd level and the infamous moving ice-spike blocks. Smoothing over these bumps in difficulty would make this game have a super nice feel for progression along side difficulty. Each checkpoint felt really nice to reach, so that is evidence a lot of the levels are at a nice place in terms in difficulty. The movement abilities that also serve as attacks are a good idea, it allows for a faster-paced experience for anyone who wants to master this game. Good job guys!

There are so many small details that make sleepwalker such a pleasant play-through! First off, the music and sound design are pretty spot on. The noise when you fall off the level is so appropriate it's hard to even get mad when you fail. This platformer concept is really clever and works super well with the dream narrative you are using. The one problem I came across was the collision detection, where I was able to jump multiple times if I am against a wall, most likely due to a misplacement of a ground check? I couldn't help but to exploit this to clear the levels I played. This is hopefully an easy fix, so overall this game is super successful in achieving a unique platforming experience! Nicely done!

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This game has plenty of neat details that make a very pleasant, polished experience. The decision made for the UI felt nice, like when the tutorial buttons fade out when individually pressed. Even on the easiest difficulty, I could not get past the 50% mark. I tried to cheat a little and leave the map area, but the out-of-bounds trigger was nicely done, so I couldn't be mad at that, hahaha. Other than difficulty, the game is very polished and a genuinely nice time to play.  The gameplay idea of completely covering a space is an itch few games scratch, games like Splatoon or the the Tony Hawk Pro Skater graffiti mode. These are covering areas, but this game achieves the same thing just visually reverse. Nicely done!                

the aesthetics work out super well! The animated backgrounds and enemies make for a surrealist environment that feels alive. As for gameplay, I wish the projectiles would de-spawn a bit quicker or on impact, by shooting a lot I found that the level can get filled with your projectiles and it becomes difficult to move around. Another plus to having the projectiles disappear on impact is to give the player a sense that the hit is acknowledged, and the enemy will eventually die. I was in a situation where I could not tell if I was hitting the right thing or not because there is some missing feedback. The story in combination with the style you used has a lot of potential though!

update: realized what I thought was a bug was actually a clever detail of the cord being an OHKO hit. I take it back nice job again!

In my experience in the shoot em' up genre, the ability to freely explore is not really anything I have ever come across before. In a genre typically filled with chaos, this was a pleasing escape from all that. The casual and artful direction this game takes makes the conversation of balance and sequencing an interesting one. On the typical shmup game I would immediately say there is some difficulty 'losing', but I enjoy that the game is majority an art piece than bullet hell in that regard. To make add that extra level of tranquility, any background music and/or sound effects would be a nice addition.

This concept was really well executed, the art and enemy design theme are super coherent. But man it is difficult! hahaha After a good amount of tries I still couldn't get past the second act. I would recommend some warning text for the incoming Clipper. I think there is a small bug with the normal enemies where I would get OHKO'd seemingly out of nowhere. As for the mechanics, I think the movement went along well with the visuals, being tied back on the y-axis. The power-ups were also a really nice touch, it felt good to be freed from the default speed. Again, I couldn't get past the second act so I couldn't see any more potential emotions. Overall great job though!! 

This game is really impressive, it captures the shmup genre very well! I super appreciate the attention to detail with the feedback when shooting the enemies. I didn't get past the second stage in my two attempts but I was really enjoying the intensity of the increase in spawn rate accompanied with the music. I will say I did come across a couple small (visual) bugs though, when I did my 2nd attempt without the tutorial, the text that would usually explain the game just said "new text". With the other one I couldn't tell if it was a feature or not but one of the white circles from the blue enemy would track me forever. But overall the gameplay was really fun, the sound design I was particularly impressed with, and I look forward to any future projects!