Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

The_Hat_Guy

110
Posts
21
Followers
3
Following
A member registered Jan 21, 2021 · View creator page →

Creator of

Recent community posts

Glad you liked the art, I was really proud of it. Also could you explain more what you didn't like about the controls so I could maybe improve it?

Thanks a ton! This jam I really wanted to focus on the juiciness of the game and was really happy with the results :)

Yea, I thought about changing the attack button from the mouse to 'k' or something like that when as I went to sleep last night. I have to agree, it's a bit of a weird button especially since you can accidentally click off the window.
The different difficulties for pushing the box from different directions is very intentional though. I like that it adds more complexity to the controls (top down vs platformer movement) and makes the player get close walls more frequently so the saw blades can attack and it makes so the player needs to get out of their comfort zone (the floor) from time to time since the ceiling is not only harder to get to but you also can't move on it while for the walls it's easier to get to but you keep sliding down while you are on it. I would actually get distracted while developing this just jumping around inside the box because I liked the double jump so much haha

Thanks! I actually ended up deciding to make it sort of hard so the play sessions would normally be short and people trying the game for the jam would be more enticed to play more rounds and try for a higher score

Really cute game, I love the art style and movement of the character. The game did start lagging a lot after playing with the beach ball for a bit, not sure why. Great job though!

The unique concept is great! I did wish it had some sounds for interactions and stuff and the drag and some levels like the last one had ways of beating them without using everything but overall it was pretty good.

The game is nice but the background parallax effect is going faster than the foreground and it makes me a bit ill. I think the backgrounds should be going by slower the further they are instead of faster.

Really cool game, I just wish there was some end goal at the bottom of the ocean or some way of knowing there is one in case I just didn't go deep enough.

It was a bit hard to move around the dungeon and the combat was a bit slow but only due to you dealing only 1 damage per attack (3 with a crit) and the enemy having 30 health. It was short but I love the style of everything and believe it has a lot of potential with more content and polish!

Glad you liked it!
True, there could have been more emphasis on the red key (that's what I call it though it isn't really a key) being completed. The design for that key was actually changed almost at the end of the jam since its first form was quite a bit more confusing. At first it was supposed to be only one key for the red door but later I decided to split it into 3 so there could be a bit more of a sense of progress towards the end goal and my first design didn't really work for the split key.
About the map, I designed it with a drawing and then built each room separately in Godot. The process was a bit weird since the top rooms are upside-down on the drawing and passages from one layer to another could be offset when the layers weren't aligned. I'm happy it all worked out in the end though.
Also I thought about adding a second song for when you got all the red pieces but I ended up separating the current song into 2 tracks: 1 that played all the time and another that only started when you started the game and then stopped on the ending sequence to give it a more dramatic effect and loop back to the menu smoothly.

Oh wow, really didn't think of that. I think I'll let that one in since its not game breaking but thanks for notifying me!

It took me a while to notice that I was taking damage for touching or grappling walls and it felt a bit weird but besides that it was alright.

Finished it in 167. The idea is interesting but the perspective killed me, at first I thought the rings were some sort of boost or target and couldn't even hit them if I tried to and when I did I discovered they weren't...

I thought about placing enemies in the game but in the end I decided to really just focus on the puzzle element especially because of time since I started late in the jam. Then having a boss wouldn't really make sense without introducing combat first so it ended up being just the dramatic end.

Glad you enjoyed the game!

I wish I could see a bit further down since when you start getting boosts you dig really fast and it can become difficult to dodge magma. I felt like the more I upgraded the more I started to die in the upper levels when magma starts. Besides that great game, quite addicting!

The height between fishes on most cases was pretty good. My issue was when there were groups of up to 5 that I found with absolutely no space between them, those were painful.

Really interesting twist in the theme, he enemies you face turning into allies was a great idea. Overall I felt it played a bit too slow and the audio would bug out sometimes and make an awful noise. Great job though!

Impressive visuals for a game made in a week! The gameplay was fun and the story was great, amazing job!

Really liked the lamp going out being your health and timer but I feel like everything in this game is a bit too fast and you don't have enough time to react to most enemies.

I like the downwards flappy bird idea but it's way too hard at the moment. Since you don't really have control of the fish's horizontal position some times you are just stuck waiting  for a gap so you can go through (especially with the anglerfish since they have a very similar speed to your fish) and the parts where multiple fish would cross one after the other without a gap were nearly impossible. Also I found it a bit weird how you can go under the screen if you fall too fast.

I do believe it could be a great mobile game with a bit of polish though!

I feel like it was quite weird any time I got hit that I got stuck for about 2 seconds and then was teleported a bit upwards. I must say I did love the coin insert sound that played when you start the game.

Thanks for getting this to my attention! There was one room that was misaligned... Its fixed now if you wish to try again.

I do wish I could have spend more time on the level generation but glad you liked it!

Really cool idea and I dig the art style. It could use some polish though and I did get stuck when the world was coming up and I went too early and tiles disappeared around me and left me stranded.

Very interesting concept! Though I couldn't get the backspace to restart to work since it didn't work when the creature had left spawn and when I pressed while it was walking it just spawned and bolted away so I couldn't edit the levels for the retry.

Amazing concept, art and music! Only gripe I've got is that the direction you throw stuff seems a bit off sometimes? Like the acceleration of the player's move speed dictates the direction you'll throw instead of just going the direction of the last movement input. Amazing job though!

I really like the idea you have here but it's very painful trying to place or break tiles when the screen is jumping around with the robot. I feel like if I could control the camera myself it would be quite a better experience.

(1 edit)

Very interesting game. It took me a bit to understand how the transformations worked but after I figured it out it was a blast. Maybe the transformations menu could have some text indicating what each of the 3 rows mean. Great job though!

Thanks for the comment! In case you are still curious, in level 12 you have to make a small platform with the ice boxes on the spikes and then ride this platform with the jar by rotating the level slightly.

Really cool game, well done! Only complaint I have to make is that the screen transitions take a bit too long but besides that it's great!

Really nice game! I love how everything is made with only 4 colors.

Neat game. I do feel like if the color of the buildings also matched the color of the clouds you need to place on top of them that could be telegraphed easier since the indicator color is a bit washed out with the background.

Interesting concept and nice art and sound, the gameplay felt a bit clunky though. I feel like the gears could align better with one another when side by side and it seemed like they kept moving for a bit after I stopped pressing the buttons which made them pretty hard to control with the ball being as fast as it is.

Really fun game and I really liked the kind of isometric style. The puzzles got surprisingly complex for such simple mechanics, well done! Also I feel your Unity pain, Godot is my favorite as well.

Happy you liked it! And yea, I was worried the door color might be too close to the background. I tested with wood borders on it but it always ended up being too bulky for my style. Still I'm glad the sign by the door got you through that.

Glad you liked the game! The objects are relatively slow on purpose because that made them easier to control and prevented quite a bit of cheese from just yeeting the jar ;)

To be fair I didn't make the music completely on Audacity. It was mostly Bosca Ceoil and Audacity was only used to fix some things here and there. Still I'm quite proud of how it turned out given my last few attempts in other jams were quite bad. Thanks for the comment!

It was very inspired by Forager, you got it on the spot!

Cool concept and i really enjoyed the music. Also it  seemed that some times the dash wouldn't make me invincible and didn't kill the enemies or maybe I'm just bad. lol

Pretty good especially for only 3 hours! Also I don't think I've ever seen a scratch game in a game jam here. Good job!