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Steamy Wet Hat

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A member registered Aug 30, 2018 · View creator page →

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Great audio, fun mechanics and visual effects. A couple jumps in the first level seemed very difficult if I was doing them as intended. Maybe it's just me, but I didn't read that gigantic wall of text at the start.

To be clear though: a surprisingly good game, I would have guessed it had more votes.

Google Chrome. I think this is the only game that didn't play audio that should have (for me). If I'm the only one this happened to it's probably something on my end.

Those two options felt like the most natural progression of the current state of development. The first being continuing down the Foddian path and making it similar to other games of the genre. There are Foddian games that have a few different levels or expansions, Jump King is the first that comes to my mind, but they are all "Foddian" levels. Continuing down this path is the obvious choice. What I wanted to consider was making it a more speed-focused game than difficulty. It would appeal to players of racing/platformer games, styled similarly to TrackMania. The Foddian level(s) would be last. However, in doing so I think I would lose the Foddian audience so it would be a complete demographic shift.

But yes, Foddian games are supposed to be difficult and challenging. Ideally they are structured like Portal, where the game is slowly teaching you one mechanic at a time as it then asks the player to assemble them together to beat the next section. Practice mode also solves the problem I have with Foddian games of "oh come on, now I have to climb that far up just for one more attempt?". Some may say that's part of the challenge but it's a part I don't like.

I also enjoy those sections, as well as the "anti-gravity" section. What I'm less proud of is the several times you need to wait: whether it be to gain enough height on the rubbery surface or waiting for a moving platform: that's where better level design (and hindsight) comes in. Once again, thank you for the feedback. I already wanted to continue development on this but having someone beat it has been great motivation.

Very fun ideas, and I love the multiplayer inclusion. I will say though that I am also one of those people "getting way faster screen speed than intended" while using Google Chrome making it very hard to stay alive longer than 20 seconds as the screen far out speeds the player at that point, but what I can play is enjoyable and I tried to get as far as possible.

Congratulations!!! You are the first person to beat it outside practice mode! Besides myself during development. I honestly thought no one would put in the time required to beat it, as you do need some mastery over the physics, but I knew it would appeal to at least a certain audience.  I am very happy someone beat it.

As someone who enjoys the current design of the game I'm curious about your opinion on something: if I were to develop this game further, which of the following two options would appeal to you more?

1. This exact game but more polished and a bigger level with a gentle difficulty curve, or

2. A game that has various levels of increasing difficulty each with their own leaderboard and maybe a level editor too?

Thank you for playing :D

I love racing games. However, it would be nice if the player spent more time racing or "driving". Maybe by improving the ratio of driving to choosing track elements, or alternatively simply having Sisyphus still driving in the background while changing the track. Just a couple ideas. Fantastic job making all of that and using no premade assets.

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It's simply a good game. Simple but elegant gameplay that reminded me of old Frogger games. Making all that art and the music couldn't have been easy within the timeframe. Good job. If I were to make one change it would be the ability to buffer movement inputs, but I realize that is subjective.

I was surprised by the depth of the enemy AI, most devs don't put much effort on that during game jams. Also, I couldn't get any audio to play for me, refreshing and clicking in the game did not work.

Music is amazing and the art is cute. Gameplay was a bit boring at first but the first boss surprised me because I too don't read descriptions until after I play the game lol. Nice job.

I mean, it's got a nice sense of speed and consistent mechanics. But sfx for collecting coins and less clunky movement would have gone a long way. Stopping all velocity as soon as the player isn't pressing a key is jarring.

One-button games are great. Fun level design.

Fun for a short amount of time. Number go big. Does feel sorta bad missing so many beans. SFX go brrr.

Completed all the levels. This could be the start of a very smooth and fun feeling platforming game. You may want to consider having more preservation of momentum (player can't stop midair so quickly), more visually apparent sliding mechanics, and bunny hopping. Just some ideas. I grappling and bomb-jumping are great mechanics though. I'm not sure why you'd have two bombs at once though.

Yes I was going for that. It might have been too much difficulty for a game jam though.

Scary and fun. Happened to get the ending that said "you found a secret" and escaped the corridor. Nice work setting the atmosphere. When starting the game though I had to refresh the page twice to get it to un-invert the y-axis which was the default for some reason.

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Y'know what? That's actually my bad. I looked at the tutorial again and it does explain. I was using the same type/color instead of the opposite one, and generally picking options randomly at first because I think I accidentally insta-skipped the tutorial the first time around. Whoops.

Changing rooms. When I decided to start a new run with controller this happened when completing one of the first few areas, I forget which exactly.

Click every button in inventory, refill, buy new item, repeat. Not a bad idea but subjectively not my thing.

Having a runner with four different options like you did is an interesting take. However, the game does not clearly communicate which is correct as I failed multiple times testing out different options.

5 lanes and quick inputs, not a bad runner.

Really nice platformer. Just in case you didn't know about it, here's a bug I got from using a controller

Fantastic, I love games with customizable vehicles and this game does that great. Reminded me of Istrolid.

Nice game, you did a good job stitching together all of those premade assets.

Yeah that was funny, and had a great sense of speed. I was not expecting to fly into space. Nice going!

Really fun platformer with a great idea, there were times when I was very frustrated having to wait 10-15 seconds just to get to the point where I could attempt the challenging part again.

Very funny

Wow! I'm so glad someone actually beat the game, even in practice mode. Thanks for playing!

Yeah I had to start skipping things too. I saw the final boss around the 15 minute mark but it took me far longer to get strong enough to win (or die enough).

The balancing is a little off, but I had fun with it! Australian mode made me laugh

A really slow start, even on fast mode, but a good game nonetheless.

A very cool concept using multiple windows like that, but it does need a little more content to not be a simple infinite snake game. Still though, it has potential.

Thanks! And while it was my intention to make a difficult game, I'm beginning to doubt anyone will even beat it in practice mode.

Not a bad take on a "runner" style game. I will say though the keyboard controls are terrible but on controller they were great. Nice job.

Yeah the menu level is there to experiment and maybe teach the player that they can build up angular velocity on ice. It's even more effective if you start going backwards so you have more time to build up spin. Thanks for playing!

Yeah I threw that in for fun so you could learn the physics before playing. And that image made both devs laugh haha

It took me almost 24 minutes and exactly 23 deaths. Wow, that final boss is tough! For the last two bosses it feels like the only choice is to get more health to survive long enough to damage them enough. Great game!

Great vibe. Tricky physics but a nice challenge.