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SpyPuppet

119
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1
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A member registered Jun 03, 2019 · View creator page →

Creator of

Recent community posts

I just want to clear up what is the criteria for PG for this Jam?

Usually it's non excessive gore, no nudity, avoiding topics of suicide.

Is a little blood okay? Guns? I was going for a little mystery/suspense narrative

Ty for playing and for the feedback.
Yea this ended up under developed, almost didn't get to even finish the main mechanic.

Nice, I'll check it out later this week

Thank you for the feedback, I did run into the issue of people having to retry the level if they took a hit early on. It's a tough balance, because I did want unreachable areas without health bars, but maybe requiring only one or even making the minimum log amount being reachable with platforming only would be ideal.

Glad you enjoyed it!

I liked using the shotgun as a weapon and also for movement.

Puzzles were nice, the freezing timer added to the experience.

Nice one!

(I love how you turned the logs green when you've collected all of them, I did the same on mine, lol)

I like this one just wish the pesticide could be better targeted, you have to walk to scare the pests and then fire at them, maybe a little bit of heat resistance on the turnips.

I loved the idea of destroying other peoples level and using that to build your own. Graphics and songs were juicy and added to the experience.

I wish we could adjust the tiles property better, it's a permanent upgrade which makes it hard to design easier or harder parts.

Well done!

Art, music and game feel were fantastic.
Gameplay needed a little bit of tweak but it was quite fun still!

Quite liked the idea, only negative feedback is that stopping the hook at the right time is hard due to the speed it pulls you.

This was the best one I've played so far. Reminded me o Lemmings

Art, sound, and idea.
I just wish it was a little easier, maybe I didn't get how to really use the tridents

Thank you for playing

Will work on fixing it, ty!

Nice! Glad you enjoyed it

Glad to hear that tension came through! That was what I had in mind with the time to freeze and all.

I will try to come up with a solution for picking it up, it was a constant feedback here and from other play testers.

Thank you for playing!

Thank you for the feedback.
The idea was to make the player have to explore again, but maybe it would've been more fun if there was no limit.

At one point I was tempted to make the bar return with a double click as a quality of life, but I got side tracked with other fixes/features.

Thank you for playing and for the feedback!

I am glad to hear you felt that tension, it was what I was hoping to cause!
I agree on the sound aspect, I was even going to make collecting and depositing require input but I kinda run out of time.
Thank you for the feedback!

Glad you liked it!

This was a fun one, I wish fuel decayed at a slower pace so we had more time to explore/manouver

This was one of the most involved I've played.

Well implemented, with lots to do, I had fun backtracking to free other acolytes.

Some minor issues with collision boxes, jumping spider having no telegraph and so feeling cheap, getting stuck in platforms and the hymn being too loud. But for a game this size on jam, great!

Well done!

This was so much fun, the upbeat song, screen transition and light minigames!

Delightful, well done.

Thank you for explaining, I gave it another shot and honestly it's such an awesome implementation on reuse.

I loved it.

I got stuck at the tree stump, but it gave me a nice overall idea.


Congratulations!

I got it, I was clicking the present. My bad

Moved into range, and pressed E

Thank you for playing! Glad you liked it.

Yea some levels could soft lock if you lost health at certain points.
Hopefully it's not too many spots =)

Congratulations on finishing it in 2 days, scrapping ideas is never easy.

Overall it's quite simple, the biggest issue gameplay wise is that there's no indication if you're on up or down mode, and how A/D also moves up/down is confusing

Such a cute robot!

Using the wrench was satisfying, puzzles were simple but nice for the jam setting.
I liked having the stats at the end =D

Awesome use of the vacuum mechanic to soak up bullets/trash.

Took me a while to figure I could vacuum bullets, but once I figured it was really fun, sort of an air shield.

Cursor got a little lost near the right side, had to aim a little offset

Quite fun, I loved the random hard mode. Had me on the edge of my seat trying to survive.

Nice idea having to balance the heat bar while fighting, made it quite fast paced.

Touching the present doesn't give me movement up and down, used the present collision to move up and then left into the door.

Then moving forward I was stuck, no action on any interactables, and couldn't move back.


Willing to try again if there's something I'm doing wrong.

I absolutelly loved it!
Was playing this while watching Vimlark until my hands started to cramp up (10k kills)

In game credits link isn't working, all assets were also credited in the page.

You did manage to make it immersive, I wasn't expecting the sudden change in the screen, lets say.

Nice atmosphere, I liked the post-processing effects.

This has to be one of the most relaxing and calming game ever made for a jam.

Thank you for this entry =)

(1 edit)

Thank you for playing and for the feedback.

I ran into an issue when not using anti-aliasing some tiles were way too jagged depending on the camera.

I tried implementing a pixel-perfect camera, but that made the parallax jitter, and I couldn't figure it out on time.

So I decided to use filtering on the textures, which gave this muddy look you talked about.

I liked the amount of minigames, the artstyle and the music actually made it a chill experience.

I died the first time because I didn't realize I had to maintain food and water intake, maybe a little tutorial would be nice.

Overall, nice one =)

It took a while to beat it, mainly because the spikes spawned too fast and I dodged into them.

Really fun to play, short but really polished.

Also "day 15, still trying to keep Bam out of captivity."

Thank you for playing and for the detailed feedback!

I should've probably put the deathbox on the first tutorial, I've actually found the double jump bug but didn't think of adding it, woops.

I did not know about keeping it at full multiples, thank you so much for that! =)

Thank you for playing, and the feedback!

I think a skip button right next to the dialog is a great addition, I'll put that in after the voting ends!

I'm also very glad you felt that way about the jump, that was exactly what I wanted when I set him to jump further, something along the line of adrenaline kicking in.