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SwiggityCricket

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A member registered Jun 13, 2020 · View creator page →

Creator of

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Thanks so much for playing and for the thorough, valuable feedback! I'm looking forward to the VOD.

I'll be sure to implement fixes for the issues you mentioned. The high rate of fire was intended to teach the player just how long their loop was, as you can move further away to make the gaps in the bullets more manageable. But, I didn't spend as much time as I wanted on level design so definitely something I'll be improving 

What a fun and chill take on the cleanup genre! The tutorial was incredible. 

I only had one glitch where a body part phased through the bridge. Otherwise, it handled very nicely and the animations were great (mop animation rules). The chill lofi soundtrack added to the atmosphere but was interestingly juxtaposed with the actual game content. I really wish there was a "save and quit" option in the escape menu, or autosave! I think it'd be hilarious to add movement tech. Found myself jumping around a lot for fun.

Very cute!! Fantastic entry into the jam- I wish I had played it during the review period.

I'm glad you had fun! Yeah the difficulty was something I didn't have a ton of time to perfect. Seems like people are split between thinking it's too hard vs too easy- the difficulty modes are kind of a bandaid for that

I'm glad you liked my take on bullet hells, thanks for playing!

I'm glad you appreciated the difficulty scaling!

A very charming bullet hell with some literal twists! Overall it felt quite nice to play, though I think the enemies instantly going warp speed when they get "close" was a tad much. I liked the music and combat, the fun menu effects, and the different classes. Also props for a real tutorial!

Wow, what a cute and sweet game! It's got art, sound, music, and simple intuitive gameplay. I cannot get over how good the art is and how funny the cowboy grunts are.

I do wish there was some sort of gameplay loop here, with difficulty scaling or some other mechanic that made it more than just a "draw the loop" game for replay value. I can definitely see you expanding on this and making it a fully featured game!

Very cute! I really liked the art. Love me a good point and click. 
Wish it had some simple sounds or music to go with, there were more actions you could perform, and that the loop was more apparent/actions had different/more consequences. But generally everything worked and I think it's a solid entry for a short jam!
 

The atmosphere was really good with this one. I played for quite a while until I guess I lost! Was a bit hard to understand exactly what was going on at first, I spent way too long messing around. I also kinda ended up just playing in the minimap with a bunch of speed but that's a me problem haha. The art was simple but effective, the whole game had a cohesive theme which worked quite well. Nice job on this!

I'm glad you enjoyed! You must be cracked at bullet hells, haha I actually thought the normal difficulty would be too hard for most people so I made it easier right before release. If you play hard that's the one I was developing with

Thanks for noticing the tutorial! It's something I learned to include after a few jams, always bugs me when I have to read walls of text to get a game haha

Thanks for playing! I think so, feedback has been quite positive. We'll see how motivated I am (:

Understandable, what's a jam without frantic coding?

I think adding variety in the groundhog types would go far, like changing speed and how they move as you progress. Maybe some of them are slow but have more health, etc. Also fixing the ones that just phase through platforms!

Thanks for the kind words! Yeah the boss sounds were my friend recording then messing with the audio. I think he nailed my request lol. My other friend made the music, pitch shift was my way of making the one track go further 

Incredibly cute game. I really liked how the stage woke up! The gameplay loop was intuitive and fun. 

My only gripes were I wish you could adjust your jump height and that you could restart faster. I think there's a lot of potential for more mechanics (upgrades, different levels puzzle elements) and I hope you continue working on this game!

What a cute game! I loved the sprites and the mini roadways-esque gameplay. I definitely replayed a few times after I figured out what was going on to try and get a better score, which is the mark of a good gameplay loop. 

I didn't quite understand what situations made a train + car disconnect, and it wasn't clear what caused new trains to become available. I definitely think you should expand upon this game! Would be even more fun with some more polish.

Yeah I forgot to include the boss mechanic in the tutorial; you're supposed to just keep killing the waves and eventually it dies. Thanks for playing!

Yeaaah I forgot to make a limit on the screen edges! Thanks for playing

It was a little confusing how the world worked, I wasn't ever really sure if I was supposed to be making it angry with jumps and stuff but it seemed like the only way to progress was go to the right all the way. I liked the concept of stitching together different platform elements! Wish it were a bit faster though, as accidentally dying sets you back so far. 

The jump sound was very slightly panned left but other than that the music was chill and nice

I can't believe you didn't use either of the SICK guitar tracks in the main game!

I actually really liked this. Some bugs, kinda weird movement, and the balancing wasn't great but man it was fun. You should you expand on the concept!

Either jump counting was busted or I didn't understand what counted as a "jump" as I did the 6 jump one in like 9.
I really liked how the level and objectives changed and forced you to innovate! Movement felt good but I wish I had a little more control in the air. I could definitely play another 10 levels of this

Thank you! I landed on the vertex graphics early on and just ran with the style, I'm glad you enjoyed it

It was hard to tell how the combat worked, there needed to be some sound effect or other indication when damage occurred besides the enemies just turning red (ex, do I just hold my axe on them or do I need to remove it?) . Rough around the edges but I like the roguelike aspects! 
Movement felt buggy and the default "show message" prompts were really rough, kicking you out of fullscreen, but it was generally playable.

Top score: 33

The birds were so cute! I really liked the spritework. Props for attempting a rhythm game for the jam! 

I do wish it had more music aspects, like having the birds create a melody or sing along to a song instead of being random. I also found the controls very difficult with the translation from horizontal to vertical. I ended up literally rotating my keyboard 90 degrees haha

Not much gameplay here. Needs some sort of objective- just having a counter that says how many times you clicked isn't really doin it for me. I liked all of the cute sprites!

"The code execution cannot proceed because UnityPlayer.dll was not found." :(
I tried copying another UnityPlayer.dll from someone else's game but I think they used a different version.

Unfortunately I was unable to figure out what you were supposed to do. I couldn't figure out the puzzle, and there wasn't much for me to go on- I got the red light on the right to turn off and I heard the explosions, but got stuck there for a while.

I liked the sprites! 

I'm glad you enjoyed it and were able to beat the hard difficulty! Fun fact, that used to be the "normal" difficulty during development but I realized it would be way too hard. I also wanted to add some fun achievements or a sudden death mode to reward a zero hit run but, alas, that would have been too much scope.

Oh wow I played so much of the Binding of Issac but never encountered that item, I'll have to pick that game up again. Thanks for playing!

Thanks! Yeah I was hoping the ability to pause and "read" the bullet patterns would make up for the difficulty, so glad you picked up on that :)

Thanks for playing! The visual style was something I came up with in like an hour and just ran with it, and it kinda became my favorite part of designing the game so I'm glad you liked it

Unfortunately I have zero experience with unreal, sorry! From what I've seen, crazy size can come from uncompressed assets or pre-compiled packages so maybe unreal automatically includes extra binaries you wouldn't otherwise need. 
It's really cool you were experimenting with a new engine for the jam though- props for that.

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Music is slightly panned left, or it had a physical location in the game that was slightly to the left lol.
I was able to beat it! The ending is worth it I promise. Movement was really tough, and the hitbox detection is wonky, especially since most of the game was a puzzle game except the last level. There's a way to move slower on the last level that's probably not intended?

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I think the core loop concept of this game needed some more thought/complexity, but with some more polish and level design it could be fun! It's just unfortunate that every time you "beat" a section of the level you have to go back and do everything again, as if you had died, making it feel tedious. Maybe if things changed or your actions affected the level as you looped?

Had some weird performance issues and when you die you can't press any of them menu buttons anymore.
I enjoyed the concept! Was a little hard to figure out what to do as when enemies just start coming for you right away. The health regen was so incredibly slow I kinda just gave up after killing two of the ship things. I do think the game would be fun if you balanced the mechanics a bit more! 

Remember to export the exe as standalone instead of an installer :) 

Very cute! The loading bar was my favorite part. This game was quite simple and the puzzles were very basic, but you could feel the whimsy and I think with some more work and time it could be a nice chill puzzler.

Had a weird permissions error when unzipping with default windows unzip, had to use 7zip.

The voice was great, and I loved the art aesthetic! I hope you have time to flesh this idea out more later. Not much of a gameplay loop right now. There didn't seem to be an actual failure mode except the fire art (which looked sick though)

555MB! 1.13 GB unzipped! That's crazy.
Anyways.  It's unfortunate you didn't have time to flesh out your idea. Hopefully you can do a post-mortem!
Not sure why you couldn't go to the right, or why the programming pickups were seemingly infinite. I think the loop mechanic would be cool if you expanded on it more!