Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

SUNDIO

26
Posts
9
Followers
A member registered Feb 11, 2019 · View creator page →

Creator of

Recent community posts

Done!

Feels like im playing mercenary in "Risk of Rain 2" mixed with "N+"

You should have added some slight cooldown on sword slashes because spamming it makes you deflect all bullets.

Also there could have been more sound effects and maybe a brief time stop when killing that so you can target enemies easier, but it's still a nice little game.

Graphics are neat. Reminds me somewhat of "Incredibots"

You could change the food/plate behaviour that so if you click a plate with food on a trash can it will void it from the plate i guess.
But still - the game is playable and has a gameplay loop so it's not that bad :P

Very nice game.

Lowpoly visuals and maps are cool (albeit the bridge parts are tough). The car handling and engine sounds are also on point.

The theme is barely fitting and the background texture doesn't fit the overall artstyle, but it's still a nice game (I would love to create similar 3D game, especially with my own models. Did you use VehicleBody3D for this?)

The onomatopoeia sound effects are also funny XD

Yea making looping background music is pain.

(1 edit)

Reminds me of Unreal Gold (probably because of the gun with that smooth looking vertex shading)

Maybe it barely fits the theme, but hey - you made a game.

And on top of that, a 3D one with level that doesn't have collision traps and weird collision related bugs. With well shaded areas and working mechanics.

The character camera homes in to the right all the time but i suppose it's a bug - yea making a FPS controller from scratch in Unity is kinda pain.

Even if you didn't make all of these elements, you started somewhere and were able to export a working WebGL build. I hope that you learned new stuff from this project and that you will use it for future crafts.

In my scuffed experience i use gamejams (it's my 2nd gamejam lmao) to get a kick in the ass to do something when i'm feeling like i don't have any ideas. Otherwise i try to think on my own special game and write down anything feasible to reasess what should i do next.

Gameplay and visuals are great, albeit short.

Good choice that you made a tutorial screen to let players know what to do.

Also the ending made me exhale air from my nose with rapid fashion.

Great pixelart and visuals (I love snowy trees with parallax background and the moon changing to eye when getting a curse).

The theme with a curse is also nicely fitting.

The enemy attacks aren't telegraphed really well though - they could get slow at preparation and flash/stand out more when dealing damage. Also the enemy patterns are unrecognisable almost as if random.

The combat screen takes a lot of time to close, but i suppose it's WebGL's fault...

(1 edit)

Nice concept, similar to overcooked.

There are some problems though (my opinion - you can ignore it lmao):

  • You can sometimes grab food off the plate instead of picking up the plate with food.
  • Some UI elements such as customers' orders look like items. You could make these ui icons bob up and down that so they look important.
  • Operating sink is unintuitive. You could make the sink valve stand out more. This also applies to trash can and stove valve. You could, for example make sink glow when you hold dirty plate to suggest the player what to do.
  • The "game over" state is hard to tell... (You could, for example make a satisfaction meter (basically a health bar) that so the player knows if he is about to lose)

Also i could nitpick that there are clashing artstyles with player character and customers (mixels), but hey - i've seen worse AAA games XD

Reminds me of sokoban.
The puzzle aspect is tight, albeit the ocean sounds in the background can get numbing over time.
I liked how over time the puzzles were almost unbeatable lmao

Nice looking lowpoly. Reminds me of #DRIVE
The car controls are weird at first though, I got used to them after couple of minutes.

It's a nice but short tower defense-like game (i liked the train adding more wagons with more stuff that was spawning more stuff)

I think that you should disable chromatic aberration or blur because it feels like im playing without glasses... (if you wanted to convey fast motion maybe try using fast moving smeared particles)

Nice simplistic handdrawn art and concept of healing your tank.

Could use some sound effects when taking damage.

I like the engineer flailing his arms when running around.

Nice artstyle, sound effects and gameplay.

Very cool concept and interface.

Could use more small animations (for example the power knob could shake when trying to start the generator)

Nice artstyle and drifting. Reminds me of DRIVE and Juiced 2 i used to play on PSP.

Web version sometimes lags, so it would be nice to have a downloadable .exe

Also there the game does not give you penalties when drifting off-track, but i guess that fits the "nothing can go wrong" theme more. (you could for example increase points gained when drifting on asphalt)

Very nice mood and artstyle. Reminds me of barotrauma

Art style is solid, but the game seems unintuitive - i couldn't figure out how to interact with anything and what to do.

Nice survival concept. Reminds me of "Meet Your Maker" FPS game where you build defenses and then test them.

The hand drawn style is also cool but the laser icon looks like sounding lmao

I wonder if the goal tile looking like amogus was on purpose

Nice concept although the zombies could have been more dangerous.

Also i think that the player/zombie art doesn't match the background and planet art, but it's good enough for a single dev game in one week :P

Nice art and sounds.

The graphics and story is nice, but i can't seem to go past the running over with a car... Is there any additional input or is it the end?

Also a nitpick - the font could use more contrast with a background when it's white

Kinda barely fits the theme and there could have been more audio effects when taking damage/using flamethrower, but hey, it has a playable loop.

(1 edit)

Thanks for feedback!
I somewhat figured out that i've playtested this game too much so it will be too hard for new players. To combat this i've added a button in the menuthat can change play speed of all games...

Yes, i was inspired by CursorBlade and Tinker's Construct for minecraft.
And about "Unstable Concoction" - it's just a coincidence (although i've played some bloons tower defense games)