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Static Leap Studios

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A member registered May 01, 2024 · View creator page →

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Thank you for the feedback, it's really nice to hear that!  I've got multiplayer working in my dev build and hope to get some more life in the top-down map for the next release (and a new set of weapons).

Thank you for the feedback!

Yes, I realized that making the HUB area a "multi-functional" level with all the interactable NPCs was a bit too unclear/clumsy to navigate with the mouse-movement controls.  Valuable lesson learned!

Thank you!

Nice work! I liked the interaction with the boss destroying the action-boxes.

I ran it on Firefox and Chrome and didn't have an issue on either on my end.

I noticed you could move side to side in the "attack" hallway, maybe including an obstacle or something to dodge would be cool.

Great job!

Kept me hooked! By the third song I was wondering if selecting the highest difficulty was a mistake, but grinding all the upgrades got me to victory! (weirdly the boss went down in 1 round when some others took 3+ tries).  At one point I had to close and reopen firefox because it was getting kind of choppy/laggy, probably just had too many tabs open, but it's strange that it started out smooth, maybe some of the later songs take a bunch of memory?

Loved the characters, good challenge, and lots of fun, great work!

This game was really fun, great job!

The feeling of upgrading my inventory was really satisfying, I was hoping it would go longer but I thought it was well-balanced.


Really cool aesthetic and music!

Some of the explosion sounds were unusually loud.

Nice endless runner + shmup mashup, and the credits rolling at the end was really funny to me for some reason!

Thank you for putting the generous checkpoints in!

I loved the cat antlers and everything you did to make it look like a scary monster

This seems like the start of a cool project! 

I like the art style, I'm trying to make similar wall-tiles in a future  project.

It was fun to run around and grab up all the batteries and push the switches (nice surprise when I found Shift moves faster and Spacebar interacts).

I used to love tracing my path through mazes with a pencil, not sure what all you have planned for this but it might be interesting to have the character leave a trail you need to connect to the finish, but the Roomba boss is trying to clean it up (like reverse pac-man).

Nice stealth / maze runner genre mashup concept, good work!

Ah I see what you mean now, with heavier weapons or maybe when the center of gravity is farther away it takes wider swings to get it moving again after the momentum dies from a collision.  Coupled with weight from weapons and armor making stamina drain faster, it can get sluggish in the middle of a fight.  I'm hoping when I get a chance to get some more weapons/armors in, there will be a sweet spot for everyone's playstyle with weight/balance.  

That's the sort of thing I just got used to while developing it so I subconsciously compensate for it, thanks for showing me!

It was fun to bounce the yarn ball around.

Great art and music! Interesting to see the reflection effect at the bottom.

Cool perspective shift!

I never figured out how to attack in 2D - mode.

(1 edit)

Okay that's helpful! I just tried replicating it, but wanted to check a couple things with you to help me nail it down:

1. Were you in fullscreen?  Using multiple monitors/displays?

2. Were the controls set to default?

3. Which browser/OS was it?  Any special language settings?

4. Were you near a downed enemy (with prompt for nonlethal takedown)?

5. Did you have an offhand equipped or click left or right mouse button when it happened?

Thanks!

Nice work, the polish definitely stands out! 

The sound effects and match 3 combos were pretty satisfying!

I thought the visuals like the bitmask destruction and gun turret brakes on the rails were very cool!

Thank you for the feedback!

Was the boss you fought the Arcade shoot-em-up Centipede (you follow the "Boss Fight" quest chain to find them at the village in the overmap)?  I just posted a walkthrough video if you're not sure.

Which weapon was getting stuck for or rotating from the blade?  If you have a screenshot it would help me troubleshoot.

I liked the controls, it was different than I expected!

I didn't see any devlogs, maybe they aren't published?

Cool concept, I liked figuring out where to deliver things!

I recommend reducing the star shake in the background, and maybe fade in/out the music instead of starting it over.

Really cool game! I lost to Napoleon at Waterloo, but it reminds me of a turn based version of the classic Fields of Glory.  Didn't see the devlogs, maybe they aren't published?

Reading my prior response made me realize how poorly it could come across.

I should clarify that I have no real idea why your game would work in other browsers or what the fix should be, my intention was to give an example of how I might approach the issue, short of changing engines.

Sometimes with text I assume my meaning may get across but miss an alternate interpretation, which in this case could be pretty condescending, sorry about that!

Peter ate my entire team when I challenged you guys, lol.  Interesting to see you using a staff/blunderbuss combo, I haven't tried that one but it looks pretty versatile.

Thanks for the detailed feedback! I have the pet sound effects, but sadly never implemented them before the deadline.

Switching the crosshair to white is a good call, maybe it should red only when a the offhand would hit an enemy if activated at that moment.

A minigame sounds like a good addition, maybe once per life stage:

When it hatches, you have to chase and catch the larvae, when it turns into a juvenile you have to cast a spell projectile on it to form a pact/bond, at adult we have the beast vendor training, and at special stage a 1v1 fight vs your pet for dominance/alpha.

I mean it, you get games that have super obvious cause-and-effect because the dev wants you to see everything they made.  Not very 'tamagotchi, though.

Then you get games that have obscured cause-and-effect because there isn't any real impact to the player's actions.

Then there is this game, which has plenty going on and new types of cats/artwork along with the obscured cause-and-effect.  I think it's a brave move, to preserve the core elements even knowing players that get too confused won't see everything you made for them to experience, kudos!

This is how far I got (I can't believe this whole time I thought the fraction game was to select the button on the same side as the larger fraction or do nothing for equivalent):

I assume we're all here to improve, so this is just a recommendation for that.

When I start up Firefox and filter itch.io by Construct 3 games, all the ones I've tried so far work seamlessly, and nothing in the docs or forums I've seen indicate compatibility issues with Firefox (sorry if I missed this being documented somewhere as an issue).

I would start by looking into object pooling or similar patterns to reduce the number of objects or independent textures being created/destroyed every frame.

If you're sure Chrome is going to work fine, then while creating the project, I recommend you do all the testing in Firefox, and the first thing you add that makes it start lagging is where I recommend you start to optimize.

I enjoyed trying to balance the meters while accidentally killing off all life on my planet!

I was really hoping for more gameplay following the creation of the planet, but it does it does well!


Nice work!

The sound/art assets were really cool, and it was nice seeing the character from lab rat make a return!

I would love to see a bit more strategy, like species-specific moves, since after a bit I was just spamming charge/attack to run through the enemy teams.


I thought you did a great job keeping elements of the original while making a fun and engaging game!

The art and music were top-notch!

The trial-and-error nature of the gameplay was reminiscent of Tamagatchi, so the payoff for confusing UI implementation is the inclusion of the original's core elements!

Congrats on the real-life events!

Cute little Roguelite Auto-Battler!

I didn't see much in the way of progression besides increasing the next character's pool, was there a way to strengthen the current character?

The aesthetic was reminiscent of a handheld Sonic game I saw in the 90s, good work!

Great entry!

The rain lagged it out on firefox, but worked fine on Chrome.

I laughed so hard when I cracked my egg at the end of the find shelter minigame!

The sleeping task was pretty boring to me since there didn't seem to be any input.  I also would like to see some kind of gameplay effect for the stats.

The SFX and music was on point, and the whole aesthetic (including the resolution) was really well done, like production-level!

Nice work!

Cool idea, I had mine fight too!

Unfortunately mine didn't make it past round 2, it was the green one and seemed like it attacked itself (like a lightning shock attack) sometimes.

The food dispenser's click area could be a button on top or something so it doesn't absorb the clicks you meant for the dumbell or to fling the rascal.

My favorite part was the audio, very satisfying SFX and great change in music between training and fighting!

Good work!

Cute characters and nice art!

My main feedback is that I felt there wasn't much going on outside of choosing which food to make impacting the pet's cosmetics.  Some gamplay impact would have made it closer to the core elements, like how if you took better care of your Tamagatchi it's needs would stay satisfied for longer in future evolutions.  This would dominate in the QTE round with the minigames, though!

Good work!

I could see this lil guy as an "autoclicker" helper in a game where you squash ants or something.  Get enough of them hopping around on screen and no ant will make it through!

Thank you for the feedback!

I totally get what you mean, personally I didn't think Tamagotchi was fun when it came out and I still don't (same with QTEs), and since I'm not going to spend time making a game I wouldn't want to play, here we are lol.  

I typically think of gamejam themes as more of a prompt to be creative than to make something that's been done before.  In my book, success in the former far outweighs scoring well in the latter, and the most valuable outcome for the developer is receiving good feedback on how to make the game better.

Hearing that you've had fun playing is a huge win for me, I hope you'll enjoy where this project goes after the jam!

I liked the concept of growing emojis!

Nice aesthetic, very nostalgic style!

My main feedback is the minigames were a bit grindy, like waiting for a raindrop to fall or clicking plant, then square, then water, then square, etc.  Or maybe instead of grindy I'd say patience demanding, similar to unskippable cutscenes, like where if you aren't already invested there isn't a lot of incentive to do it more than once or twice.  My recommendation for this would be to set something that can run without constant focus, like doing water supply in the style of that old Win 3.1 game "Pipe Dream," but adding new outputs as upgrades for the player to optimize as the demand from the emojis grows.

The structure for something really cool is in place here, I think with some more focus on the the progression or gameplay impact of the emojis it would be alot of fun!

Good work!

Yeah it's unedited, wish I knew what caused it to help you out, but I can tell you it happened each time I ran it (probably like 4 times just to be sure)

Thank you!

Probably easier to show than explain: 

Nice work, cool aesthetic!

I liked the challenging minigames except for the clicking on bubbles one, it felt a bit slow.

As others have mentioned with the combat, the slot mechanics aren't clear to me either, and my pet died in the second round.

Great work on the art and sound assets, and the care for the pet felt true to the theme!

Ohh this one is really addicting, nice work!

I liked the addition of minions upgrading your legend, it was more interesting to manage them than if you just clicked things yourself.

The gameplay is enough to get someone hooked, but a leaderboard could introduce some competition between players.

Looking forward to playing again once you add endless mode!