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SwiggityCricket

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

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Glad you enjoyed it! When I was playtesting I realized you could just shove the fish in the boss and kill it really fast, so I added some invincibility frames as a temp solution. But for sure it needs some sort of balancing, like the boss needs to do damage to captured fish inside of it or something!

Thanks for playing!

Thank you! I purposely didn't put a health bar on the bosses to keep it like Touhou, but I really should have set some time aside to make a tutorial level. I agree that it's hard to get the hang of.

This was an actual game! I liked the twist of needing  certain number of sheep in the pen. That made it difficult and interesting. I wish I could have used the keyboard in the menu and between levels. Artwork was simple but effective. I had fun!

Hey, thanks so much! I worked really hard to get the bullet hell vibes to work with the fish, and my friend worked really hard on all the sprites and animation. If you have time, can you elaborate on the bugs you found?

The overall aesthetic of this game is hilarious and fun! Controls were frustrating. Not only can you not move diagonally, but you can't really move both characters at the same time due to "releases" compounding between keys. In other words, if I hold W, then press Left, then let go of W, the character still goes up while the other goes left.

Physics were kinda glitchy in some parts. I started out colliding with random stuff in two of the levels. The spaceship was a little frustrating to control but added some challenge.

Water bottles can be recycled! 

There could have been more gameplay mechanics and feedback as to what was going on. I couldn't tell when I was getting hit or if I was shooting the enemies or missing completely. There wasn't any value in having the drone "attached" to you. It would have been more interesting if you incorporated the theme in a different way. Perhaps the drone could deploy and fight for itself and come back to get healed, or something.

I was unable to get past the 1st level. No idea how you're supposed to get the blue guy to the right side. Even though the controls say you can jump as long as one is on the floor, it didn't seem to work. There were a few spelling errors. I liked the simple but funny faces on the characters!

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This was incredibly slow. I give you props for making it in scratch! There didn't seem to be much gameplay here- is there a way to lose or win? I quit after the 3rd level because it didn't seem to go anywhere, so maybe it picks up later. I liked the sprites and artwork! It looked cozy.

This was an actual game that had actual gameplay! I had fun. It looked really good, the sound effects and music were good, and the gameplay was good enough for me to give it a second go after dying the first time. There is kind of a loophole on the first level where you can just let it go forever to get money but it's not a big deal.

3d character locomotion is a little ambitious for a 48hr gamejam. I was really frustrated with the "backwards" (for me and the majority of people) inverted vertical mouse movement, but I understand that could be fixed with just an option in the future. I think the "joined together" aspect was a little weak but it would be cool if you expanded on this idea later with actual separate characters and a matching story or something.

Had a bug where my ship hit seemingly nothing and was damaged. It was repeatable by just holding W.

Interesting concept, feels a little empty as a game but hey you only had 48 hrs!

This actually has potential to be a really good puzzle game! Very very simple concept but lots of ways to grow upon it. The music got repetitive after 20 seconds but this is the kind of game you'd play muted with your own music in the background anyways. I had fun for a bit but got stuck on a level. It might help to have a level-select screen and/or save states so you don't have to completely restart later!

I liked the sound effects, and the game felt very smooth. No bugs as far as I can tell! Unfortunately there doesn't seem to be any difficulty scaling or progression in general. You can kinda just spam left mouse button and continue forever. Bullet hitboxes were significantly different then their apparent size- they were way smaller. I liked the idea of needing to split enemies in order to join with them and get their bullet shape, however the different bullets didn't seem to actually do anything different. I think with a little more work and some procedural levels you'd have a pretty fun game!

Cute little game! The music was really good and the style was simple but good. I think you should have made the health regenerate much faster; it was frustrating just sitting there while I waited for it to fill up, because anything other than full was basically suicide for some of the "activities" I needed to do. 

Ran into one bug where the green guy teleported back to the start even though I didn't hit a spike or anything. Unfortunately I didn't finish the game because I don't want to redo the tedious sections.

Bugs I encountered:

1. Sometimes stuff will connect even when I don't press E.

2. Game crashed once when I put spikes on a rock dude.

Overall I enjoyed my time! Got to the end and the screen just turned black, not sure if that was intended.  I liked the  puzzle theme, just wish there were more levels.

Thanks for playing!

I toyed with the idea of adding a "chill" mode but ultimately didn't have time for it. Maybe I'll go back and flush it out later and add stuff like that. Thanks for playing!

I'm not really sure how the tanks choose to fire, nor how much health the enemy tanks had, nor how to really play. But, the randomly generated levels are nice and I liked the style.

I think I won, I got to the purple circle but nothing happened except the player's gravity flipped?

Ran into a couple of bugs while playing, I think. 

  • When falling out of the room you don't die or restart the room. (possibly intentional?)
  • If you try and use an arrow when you can't your player just stops, making it sorta possible to abuse as a movement mechanic
  • Sometimes if you are charging an arrow when the arrow control is removed the bow glitches out and stays behind.
  • Instructions say Up/Down or W/S will pan but they don't

I actually had a lot of fun with this one. Overall polish isn't there and it's rough around the edges but I honestly think this is a diamond in the rough. The puzzle aspects were really satisfying to solve once I got the hang of it- that last room I think I cheesed a bit, and there are places where you can get by without what I saw as the "intended" solution, but foundation is there. I hope you continue to polish this one up once the jam ends.

That ending tho, looks like that crash intentional?? If so that's an awesome almost-inside-joke. 10/10 ending. Gamemaker ftw.

Ran into a couple bugs due to how the player character's origin isn't centered, where I got stuck in blocks. I liked the music and what you were able to come up with for the story.

So I know the theme is "Out of Control," but I actually can't figure out what I'm supposed to do in the game. A and D seemed to kinda move the box and space might have moved me a little? Can you post some instructions? Also the menu is super glitched out. I can see the game rendered to the left and some of the text is broken.

I really enjoyed this game! I think I got to 56 control at the win screen, not sure if there was more I missed? I wish there were more puzzles, maybe some more mechanics later on. Please continue to work on it after the jam is over. The game made me feel nostalgic for some reason, in a good way.

Had some small issues with the freezing; it was sometimes frustrating because there isn't really a solid indicator of which tile you'll freeze on. Maybe draw a light grid around the player to indicate which square the freeze will land on.

I liked the music and sprites! The core gameplay was there but it felt lacking- just sorting bombs based on color kinda got old quick. Had a couple glitches where bombs either spawned outside the spawn area or right on top of it, then immediately walked into the wrong color square.

Was a little short but overall a good submission. Like every other unity game I've played so far (from this jam) I had issues with widescreen support. Had to change resolutions to make it work. Movement was a bit wonky; kept getting stuck on walls and such. Music was good and I liked the slow-down effect when your health(?) bar got low.

Thank you! My sister spent a long time on the music. The art was all creative commons 0 or 4.0, credits for the artists are... in the credits, if you want to check them out!

There isn't really a queue "system", per say, it just randomly spawns pieces. I wasn't really sure what else to call it but queue probably wasn't the best choice. I did want to come up with a way to make the pieces easier to grab but ran out of time. Thanks for playing!

Thanks for playing and for the kind words!

There's  a platform by the lava that you have to grab to protect the character- I held on to the platform when the character died and, when it respawned and walked into the gravity reversing arrows, he started floating weird and continued to fly up forever. Not sure if it was because I had the platform or not, also couldn't repeat it!

Unfortunately I didn't have time to complete all the levels as I found them quite challenging! Overall the game was playable and I didn't encounter any bugs. Audio was pretty loud as some other commenters have mentioned, and the music loop was a little short.

It was a little frustrating only being able to see just a little past the rocket when the rocket takes forever to turn, but it did help that the paths were the same for the fuel and rocket. Maybe I'm just impatient though.

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Unfortunately I couldn't get very far in the game due to it crashing. It could also use more of a tutorial besides the included "help" description, to maybe teach the user a simple move command or something.

"terminate called after throwing an instance of 'std::bad_alloc'

what(): std::bad_alloc"

From what little I am able to play, the concept is super cool. The command-line interface is unique and the puzzle of figuring out what commands work is challenging. Although one could easily cheat by opening up certain included files in a text editor, maybe this is intentional?

Thanks for playing! I wanted to give the old Origamo game a faster-paced spin with some new mechanics to make up for the limited level selection. Not sure if you've played the original DOS game, but it is very slow.

Thank you, I spent a solid 5-7 hours alone on the tutorial! I was worried it was too wordy but didn't end up having enough time to work on it more.

Thanks! I was a little torn on whether to have the user click the pedestals instead of the puzzles, but I figured sometimes the puzzles can overlap so it'd be a safe bet to make the pedestals the clickable object. I may go back in the future and change it.

Thank you for playing!

Thanks for playing! I'm unfortunately not skilled enough to make the pixel art backgrounds (check credits for itch.io users and links) but the music was made by my sister during the game jam.

From the command line, on Windows? Would you mind elaborating? I've tested it on four separate machines and none of them had that issue so I'm curious as to if there are permissions issues or something.