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Static Leap Studios

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

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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!

I see, I wonder if something is tied to framerate or what, but my stages lasted like 5-15 seconds and the characters never threw oranges (on Chrome/Win11).

Nice Tamagotchi reboot!

The human UI going from keychain gadget to smartphone display was a nice touch, but it was pretty much unusable for me, so every time I tried it I ended up going back to debug to take care of the robot, even though I would have like to see what he looked like while I played.

Going to 60x speed took everything off the rails pretty quickly:


It wasn't super clear to me if there were multiple progression paths or how well I was doing, but I guess the original was trial-and-error as well.

Great work making this faithful to the original!

Very fun entry!

I liked the skill tree progression and how it visually influenced your pet!

The thing that wasn't super clear to me at first was the happiness. Holding interact on it didn't seem to increase it much, but it seemed like following the instructions/requests was more effective on my next playthrough.

The aesthetic was really cohesive and the experience gave a ton of dopamine, great work!

This was a cool take on the theme! 

All the UI elements besides the "play" button were unclear to me in their purpose.

I liked how insanely hard the minigames got!

I got this one:


Nice work!

I conquered earth!

This was really fun and addicting!

At one point my king almost starved because he was sleeping and one enemy was attacking a guard outside my other units' range.  Maybe being able to sell/reposition placed units would prevent that.

Most fun I've had playing round 3 entries so far, great work!

(1 edit)

Nice entry!

It felt like a mix of slay the spire navigation and Oregon trail.

I enjoyed the narration, but including a way to skip the travel/arriving scenes would be nice.


Good job!

Edit: Forgot to mention, you should hide the itch.io fullscreen option, it blocks the unity one and doesn't fullscreen your game's display.

Nice concept!

Unfortunately all mine got tangled up in the sheets and died by day 6.

I couldn't tell what the actions were accomplishing with them, they all had a silly face emoji the whole time.

The art and use of characters from the game jam was pretty funny!

Nice cute sprites!

The first stage wasn't very clear, if there was something more to do than make sure they don't get stuck on trees, I didn't figure that out. 

I liked the idea of equipping them for wave defense!

I'd recommend highlighting the screws that can be moved and putting the red fog on a layer below the characters so it doesn't obstruct the screen as much. I also didn't notice if there was any progression or if the waves were completely independent from each other.

Cool entry!

Nice entry, it fit the theme really well!

I played without the stat toggle and I thought the ui did a pretty good job explaining what the pet needed.  Is there a stage past adult? Mine started getting sick and I ran out of money and then it died while I was working, Crunkle will be pissed..




My suggestion would be to allow different progression paths based on level of care.  Maybe Crunkle wants a really creepy pet, but if you do too well at taking care of it, it ends up being too cute, so you have to balance a bit to make sure it comes out scary looking.
Good work!

Oh good point I definitely need to add a confirm popup when releasing the pet!

Hey folks, if you win a versus match (talking to the match coordinator to the left), it saves ghosts of your team to go against the other players who play versus matches.  I'd love to fight against your team of characters and cool pets you've raised (and I left a couple really easy starter character ghosts for the first 10 people to play versus to crush).

Thank you for the kind words! 

Thanks for the feedback, I'm glad you had fun!

The trick to renaming is to press the "Accept" button afterwards.  And you talk to the Beast Vendor (the NPC to the right) to train and give your pet elemental attacks.


Okay it must be something with my PC then, Changing hardware acceleration made no difference, but then I just fired it up in Firefox on my Macbook Air (much lower spec than my main PC) and it worked just fine.  I wish I knew the answer for why that happened, sorry!

Thank you, I'm glad you had fun! I left the weapon rotation a bit wonky so it would feel like a QTE lining it up, but I'll tune it to be a bit more reliable in the next update for sure

Oh it changes how much ammo is reloaded, that's an interesting twist! It kind of reminded me of gears of war, where you can let the qte run through to reload normal speed, hit the qte exactly for extra damage bullets, be a little off for a faster reload, or miss for an extra long reload/jam.

Thank you, I'm glad you enjoyed it!

Oh yeah that mount and blade style directional melee combat is a system I tried to emulate top-down in my first game, "Raid in Abyss." I've had a multiplayer update for that on the backburner for a while now...

Oh yeah, or a pit in the middle like in the movie "300!"

Good idea on the arena size, I could probably have it select from a few arena setups based on the enemies you face.