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Squabbler

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A member registered Aug 13, 2018 · View creator page →

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It's funny about the moveable hitboxes, because originally they were the same size as the block itself, but I changed it to be slightly smaller.  However, I do agree that they should be even smaller than they currently are.  Also, I think part of the accidental bumping is because the character is sliding too much.  Thanks for the feedback, and thanks for playing!

Thanks for playing!

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Originally I had the character waking up around 4 rocks so it was impossible to not move one.  But I thought that looked off, so I removed 3 of them, hoping that players would bump into it to see that you can move them and have an ah-hah moment.  So that's partially on me for not designing it in a way that made sense or forced the interaction.

The transition effect is a couple of different things working together.  Firstly, it's not really a cube.  The transition is just taking screenshots of the current and next level, placing them on a quad, positioning those quads to represent a cube rotation, and rotating it.  

As for positioning the player on the next level, I made a node called Door, which represents a way to get from screen to screen and it's just an Area2D with a player spawn Marker2D, but it has two variables that controls where to take the player (level and direction - left, right, up, down).  This allows me to find the doors on the next level and position the player at the door which points to the level they came from.

Send me a msg on discord if you'd like some more information.  Thanks for playing and commenting!

Yeah I had the character controls setup in a way that I could adjust the ground stickiness and acceleration, but I guess I got too used to it when testing features that I didn't think to adjust it for polish.  I have an update ready to go once voting is done to address that and a few other things.  Thanks for playing!

Thanks for playing, I'm glad you enjoyed it!

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I AM TURTLE!  This game is great, I really wish there was a dash that went in the direction you were strafing/moving.  But I love this concept, short and sweet chaotic fps.  Also, thank you for including a intro skip.

I actually really like the simple looking doodles for the artwork, it's very unique.  My biggest pieces of feedback is it was very easy to get "lost" to a point where I was running around trying to find dna and couldn't find any for a bit.  Maybe the spawning needs a bit of adjusting, or maybe a mini map/arrow to help point which direction.

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This game is fun, but super difficult.  I think one nice enhancement would be some feedback on hit/hurt, and some knockback, even if it's small.  I feel that would go a long way to helping with some of the difficulty.  Once I realized they will turn around when you are behind them, it changed how I approached it.

I like the general idea behind this game, having the units able to take on different tasks is a cool way to balance gaining resources~ it's definitely a feature I haven't seen in games I've played so far.  Congrats on submitting your first jam!

I'm very impressed at the small color palette and what you were able to accomplish with it ~ fantastic contrasting to keep things visible, identifiable blocks like the Xs to show bounds, etc.  I also really liked using the aiming direction as the shots available, very clever.  Great dungeon crawler game concept and story.

This is a great start.  I do feel like it's almost impossible to lose a unit, so maybe have the negative ones affect you while they are acquired?  Or if they are, they don't do enough negative to worry about them.  I understand it being a jam and there's only so much you can add, so I hope you expand on the idea.  

What a way to iterate on popular "impossible game"!  This game is a great concept.  Some of those screens were very challenging hahaha. Good job!

This game is much easier if you use the arrows instead of wasd, so thank you for including that.  I had a ton of fun with this.

I love the aesthetics of this game from top to bottom.  The parallax on the bubbles adds so much to feeling underwater.  

This game is so crazy hahaha, some of the combinations feel like they cannot lose.  What a fun time.  I wish there were more combinations, but understandable when it's a jam.

This, to me, is like an enhanced version of a phone game I once played named like Alchemy or something~ where you essentially mix substances to get new ones, and mix those to get newer ones - but this has the added feature of testing them to see how they work.  Interesting concept.  I like the lighting/mood in this game.

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Very challenging, but I think part of that is because it feels the hitbox on the rat is larger than the rat itself (at least it feels that way).  Some of the later weapons are great - fun concept!

This game is tough hahaha, but it got a bit easier once I realized you can run off the ledge to preserve your jump to use while falling.  It made a lot of the blind jumps easier.  Fun concept, great intro animations, solid tunes.

Hey, thanks for playing... twice!  I had to get some help on how to design puzzles that were simple, but also fun.  Glad you enjoyed it, and found the mixtape.

Ahhhh I loved commander keen ~ I haven't played one of those in ages!  As I've mentioned in other comments, I think level design is one of the hardest things to do and my weakest skill set, so seeing my ideas in this one get some love feels great.  Thanks for playing!

I enjoyed this.  I was surprised to see the enemies actually try to flank and go a different direction than straight at me.  I don't know if that was programmed intentional, but it was nice to see.  

My biggest piece of feedback is I think the dash hit needs to have an aoe knockback, because when there are a lot of enemies, it's almost impossible to attack and not get hit back, even when trying to time it perfectly.

I love fishing games, and turning it into a similar style of Papers Please, but with fishing mini games is a great idea.  The artwork is great, especially the fisherman animations.  Good job.

This reminds me of the original Metal Gear type games on NES.   A more refined detection system for the enemies would have helped with the stealth aspect, or even a way to cause distractions.  Also the layout of the level would have been nice to loop back around instead of so much backtracking.   Good idea tho.

I love RTS concepts.  Some quick feedback:

  • For the size of the map, I feel the characters need to move a bit quicker
  • The camera scrolling needs to happen a bit further from the edge

I didn't notice the tutorial button for a while and was just collecting food not knowing what to do.

I love the concept of this game. and the animations look fantastic. But like others have said, I was unable to buy anything.

Solid concept.   It felt super easy once I was able to obtain freeze for $3.   Also, sometimes the ball would get stuck under the paddle hahaha

This is a great concept.  One thing I really wish it had - since when changing your squads items you can see what the upgrade does (like +1 speed, etc); this is not shown in the upgrade tree.  I would like to see what the upgrade does compared to others to better weigh which one to go with.  The visual upgrades on the items was a nice touch.  

Also one thing that stood out to me, since you have the background repeating, it was nice to see that it wasn't noticeable since the distance you traveled to the next mutant pack was less than the repeat, so you were always stopping in a different spot on the tiles.  That was done well.

Level design is so difficult to me, so I appreciate reading the feedback around it.

I think one improvement to speed it up, is having a hotkey for end turn (like spacebar) instead of having to use the mouse to click.  Also some of the puzzles are impossible to get around without taking damage, although that might be intentional.

I originally had 3 rocks around the player, to almost force a bump into one.  However, it seemed too much and didn't look right.  After changing it to one rock and one tile away, I was doubting that players would accidentally run into it.  From the comments I can see some players didn't realize you could move rocks from the start, and some did (which I assume could be accidentally hitting the placed one, but could also have been just seeing the gun and wanting the item).  All that said, it's good to know that design decision helped someone.

Thanks for playing!

The first few times I played was miserable RNG.  But then I got into a groove and was able to finish.  The art work and idea are fantastic.  Good job.

This game is a lot of fun, and I love the low poly art!

Hah - this game reminds me of those wild Japanese arcade games.  I could absolutely see this being one of those mini games.  

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As some others mentioned elsewhere, the amount of content in this for such a short jam is baffling.  Great job!  I got endings 2 and 5.

This was a great play through.  Nice job!

I love this game.  It reminds me of the older arcade games I used to play.  I do feel that it would benefit more from mouse targeting as it's sometimes tough to get the right angle from distance. 

Very aesthetically pleasing, great game!

This was a fun time.  Somehow I managed to soft lock the mouse though at some point and couldn't look around anymore hahaha

I really like the artwork in this game, the way you shaded large set pieces was nice.  Fun game!

Fantastic puzzle design, really impressed.