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TheSmallKiwi

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A member registered May 11, 2021 · View creator page →

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WAD works but not S.

Way to go, you nailed the theme!

It looks like the "car" dinos are dancing to the music. Well done David!

Very cool! Faithful Half-life aesthetic throughout and a fun card game to boot

Josep you are a very talented individual! 

We have plans to develop this into a more complete game, taking everyone's feedback into consideration. Thankyou for playing and for your kind words!

Thanks Sly! We had unrealized story goals for sure. First time doing a game jam and I wasted a lot of time on some overly complex features that didn't even make it into the game :( We have plans to continue development on a project similar to this, with a full story. Stay tuned! :D

Balance might be easier if we started with larger food and fuel supplies. 10 food means a full crew can't even make it to the farthest planet. This is a very ambitious project but it works, well done. 1 possible bug(?) I encountered: I had 2 food, and 2 crew, but I lost a crewmate for lack of food, which didn't seem right to me. Keep up the good work, you have a very solid framework to expand upon here!

Thanks for playing and so glad to hear you enjoyed it! Part of the reason we prevented players from going backwards was to make the choice between risking picking up gold or forgoing it more meaningful - which probably would have come through more clearly if the game were longer.

Very cool how the music changes based on health, that was a very nice touch. I liked the animations and the dash is fun. What I didn't like was taking damage before the enemies performed any animation, it made it very difficult to make progress and I died a lot. Still, this is a very full featured game! Well done!

I can't get enough of these Pixel graphics. I like this, its simple and quick to play, and it works flawlessly. Well done!

Hey wow, I played it, beat it, found no bugs! Great job, this is a solid entry, and a unique twist on the theme.

We think we might have it fixed, if you wanna give it another try, somehow the aforementioned WWise parts did not get into the build. 

Good job on this!

Couple suggestions I thought of while playing: 

We could buy lumber for reinforcing, then you could make each section bigger.

Damage decals on the blocks that take more than 1 hit.

Some music to set the mood.

But you've got the basics down, well done!

I liked this, and was proud of myself for making it through. One suggestion: use lights to draw players' attention to the most important things in a scene.  First person puzzle is a HARD genre, but you pulled it off, well done!

Ah, I'll see if our sound guy has any thoughts, but no one on the team is on Linux so we have no way to test ourselves. If we can spot the problem and get it fixed, we will. Thanks

Even if this had been a vertical scroller, the boat can still turn, and you have the same issue. There are other solutions, like having the keys map to absolute direction, but that loses a lot of the flavor of controlling a ship (turning, trying to keep enemies abeam, etc.). Alternatively you could have the camera attached and rotating with the ship, but then it wouldn't be a scrolling shooter.  

The only other good option I can think of would have the vertical axis control the set of the sail (Furling/Unfurling) and the horizontal axis the wheel, but we didn't have time to get to this. 

Thanks for playing!

Good ideas, I wish I had thought of them. I guess I just figured if it's good enough for Mario, good enough for us. But that kind of thinking is not how we move forward.  Thanks for playing!

Thankyou for playing, glad you enjoyed it :)

We had all kinds of plans we could have implemented with a few more days. Such is the nature of a jam :)

Secret story tidbit: We had planned to have the final area be a chocolate coin producing factory! Would have tied the whole thing together. Oh well.

Thanks for playing!

We've just added a Linux build!

We went with that same philosophy :)

Keep us updated with future developments!

Really well done puzzle game! I wish it was longer, I definitely could have sat and played this for a while. Great job! You could extend this idea with a few more mechanics, but this design is a winner. Impressive work for a 2 week jam!

We have an issue with our sound plugin that may be fixable. If we can get it working, I'll let you know when the build goes up.

Impressive! Your team really pulled this off! I would recommend adding a compass but despite that I had no problem finding my way. Great level design and sound. 

Awesome, I'll give it a go!

Cool concept and as others have said it would be fun to control the lockpick with the mouse, show off our dexterity! Sadly clicking on the jewelry cases my lockpick always seemed to start in contact with the lock, sending the police my way through no fault of my own.  😢 I wonder if this has to do with screen resolution? I encountered a bug in my own game when I went from 1080p in the unity editor to my desktop resolution of 1440p. Maybe look into that.

Fun concept and I love the art! 

When I tell you that this game is strange, I hope you take it as the compliment it is intended to be.  Movement, not great. Atmosphere? Really cool! Very off putting aesthetic. Reminds me of Xen in Half Life, or the creepy parts of Psychonauts. I think I was on the last level when I ran out of time because of a room full of dud clocks. Has my vote for creepiest entry to the jam!

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I could not figure out the jump mechanic but WOW this is a very cool entry, well done! I kept getting stuck at the first platforming bit. Suggestion if you continue developing this: checkpoints! I definitely got frustrated having to run all the way back. Still, this is a very impressive game, very slick.  Let me know if you make any updates!

Oh wow this is stiff competition. Incredible that you managed all this in 2 weeks! Bravo! 

This issue should be fixed now if you download the latest build! Sorry, I never thought to test resolutions above 1080p! Even though I myself am on 1440p monitor!!! Let me know if you continue to have issues.

Understandable. The idea was that the more gold you collected, the less effective health you have. This was one of our main threads to the theme of the jam. Best thing to do when you are near capacity is get to a port and spend that gold. There's a series of upgrades to ship capacity which will allow you to carry MORE gold! Thanks again for playing!

It's high praise! Pikmin is amazing!

I had those same kind of plans for our game! Let's hope we both get there :D

The visuals and music are very dark and futuristic, they go together well! I liked racing the car around, but if I have one gripe: the enemies have too much health! I frequently resorted to sitting still and mashing space :D

Great work, I like the multitiered level and the effects are all very "glittery"

As others have noted, this is quite difficult! I wanted to progress but those spikes kept wiping me out.  I like that there is lots of air control, but the jump feels a little anemic for a platformer. Great music!

This is really well done! The tutorial messages, the level animations, all very snazzy! I liked the music also.  If I was going to make a suggestion it would be a way to make the "reveal" mechanic a little more exciting. Maybe a moving search light, or something connected to the player "character".  Are the levels/paths being generated algorithmically? 

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Thanks for playing! We needed more time to test gameplay and balance how things controlled. The collision issues are acknowledged, they could certainly be improved :(