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tunkl

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A member registered Mar 30, 2024 · View creator page →

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thanks so much for the feedback! alternate attack sounds fun (maybe like a claw swipe or something?), i’ll see if i can incorporate into the next build!

Thank you!!

I'm not really looking for a collab right now but it honestly depends on what it is! I could probably help with a small project if you need art/music (that's mainly what I do, I'm pretty basic at programming), but I have a bit of a limited schedule currently. If you email 2tunkl2flunkl@gmail.com I can give my discord to you and we can talk more there and see if a collab would work for both of us :)

Pretty hard game but fun! QTEs were good, a little too hard for me to complete though. Would love some music in the future!

Pretty hard game but fun! QTEs were good, a little too hard for me to complete though. Would love some music in the future!

Took me a second to get it but once I did it was super fun. I think there could be lots of different puzzle-game applications for this kind of movement. Super cool and very impressive that you did this in a few days!

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Took me a second to get it but once I did it was super fun. I think there could be lots of different puzzle-game applications for this kind of movement. Super cool and very impressive that you did this in a few days!

Edit: Just saw a comment that suggested a compass and I totally agree, I think the only criticism I really had is that it was little frustrating to search all over the map for what you needed, especially if you made a mistake and accidentally slipped off and reset everything. Still really good though!

Very cute game! Really good use of the art and music assets and feels pretty polished. I also love the concept and the dialogue is very silly (in a good way)

A couple things I noticed:

1. I kept getting caught on random collisions between scenes, which would softlock me and force me to restart

2. It also wasn't immediately clear that the F key was how I continue dialogue since it's a bit of an odd key (I thought it was just to activate talking). Maybe add a little sprite at the bottom of the textbox saying "F to continue"?  But this might just be a me thing

3. The timer also didn't make a lot of sense to me at first. I learned that I had to go to the next room before it ran out once I died, but I'm not sure why it exists as it rushes the experience but it doesn't seem clear why it's implemented at all. 

It's very cute though and I would love to see more of what you do in the future :)

Thank you!!

I’m currently at work but I’ll check out your game when I get home :)

Thanks for the feedback! The objective currently is to make it as far as you can, but it definitely has its limits (as you’ve seen). In the future build I want to there to be levels, each with a set amount of waves and a boss at the end. If you complete the boss you would complete the level :)

Thank you!! I agree about the sfx as well, they’ll be added in the next build!

Thank you!! Good to know about the music, it’s technically a placeholder right now for when I compose something different (was intended for a different project) but I’ll turn down the volume in a future build

I’ll see if I can figure that out, thanks for the feedback!

super polished and very cool idea!! i think you could totally build on this and i would love to see it,

duck level is definitely the hardest, and i think that might be because it's a little more luck-based than the others (or I'm just bad). The time that I won that level didn't feel like I did anything especially different than the other times I attempted, and it was really just because I got lucky duck placement. 

I think if you expand on this, as a player I would prefer to either have the bomb timer OR the random running spurts in the enemies, not both. Having both makes it pretty hard to predict where your bomb will end up, making it more guessing than skill imo. 

Still really really fun and I can't wait to see how you update it (if that's what you want to do!)
 

Very good take on the theme and I really loved the art! Would love to hear some music eventually and a few more levels/mechanics beyond the dagger if you plan to build on this more. I also wouldn't mind the option to use your mouse to control instead of WASD, as I was having issues with the diagonal functionality (especially near corners and walls)

I'm so impressed that you completed this in 3 days (on top of the limitation from the Mini Jam)!! The level design is great, the music is great, and the assets are really well-implemented.

I would love to see this expanded, and if you're planning to I would say:

1. Not sure how you would do this, but potentially hide the answer to the puzzle a little more for some of the levels. For a few of the middle ones I would just move my cursor a bit and the angle would be obvious because it was the most connected thing on screen

2. Small and medium ships look pretty similar, I might find a way to differentiate them

I really hope you expand this because this would be a really fun little game to play with some more features.

Love the art and the silly dialogue, UI was great too! You can tell you had fun making this which is always nice to see. Was able to get all the endings except for the Cheater one (don't have the energy to figure that out right now lol). I'm not sure how you would expand this, potentially maybe having some endings unlock getting other ones? Not really sure how that would work though.

Loved the background music! This totally gives me Plague Inc vibes and I love that game. Very nice and chill idle game :)

thank you!!

sorry, forgot that i submitted this but just added an edit with the full comment! got distracted while writing lol

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found myself getting annoyed at myself for being hit and almost clicking off but then going back for another sweet sweet hit of this game. really fun and addicting. i would like an easy mode for players like me who suck but i suppose the point is it being a little difficult. i also think that the pod could be bigger--i would make it to the right panel in time, but I would sometimes miss it and accidentally jump to the next platform. it disrupted the flow a little bit and made me more frustrated than dying normally.

all in all super fun though! would love to see this expanded

Good to know about the music! I'm probably going to swap it out for a more chill track anyway (I just didn't have time for this jam to compose something new). Also ty for noticing the dragon sprite, however long you think it took I promise it took 4 times longer lmao so I'm  glad someone likes it

I like the effects idea, I'll see if I can implement that in the bigger build!

Thank you!! I'm planning on expanding for the longer jam, if you have any suggestions let me know!

really great music and art! loved most of the mechanics besides the rng health spins (some fights i would get insanely lucky, others i was basically a fish out of water). i think it fits well with the spinning theme, but i would've preferred maybe some sort of a mechanic where you hit the enemy x amount of times, and then you can spin a wheel to see if you get some health back (no max health losing)? ultimately that's just my opinion though and if it works for other people dw about it.

 it also probably is a skill issue, but i found the bosses to be very difficult and couldn't get to the third one. i think it's fine if they are that hard, but i found myself resorting to campy and "lame" gameplay moreso when i was focused on winning, which imo didn't feel like a ton of fun. an easy mode would be cool for less skilled gamers like myself to get into it more.

i know i kind of led with some nit-picky criticism, but i think you really have something great here. you put together a really cohesive and beautiful project, which has me invested in your mechanics and wanting to have a lot  of fun with it all the more. looking forward to seeing future work from you all!

i really love this concept! my only suggestions would be to give some sort of indication about where the hatchet is going to go before release. i might just be bad at the game but it felt a little random to me (i did beat it though! not the secret boss, but just the main 3!)

i think what maybe could make it feel a little better would also be letting the player use either LMB or space to charge up the spin? i found it hard to maneuver/jump while charging because my left hand was doing all the work.

i'm looking forward to playing this in its finished state!! very good job so far imo

this looks really great so far!! i was going to say something about maybe adding a circle on the outside of the planets demonstrating the track that the player is on because I was having trouble guessing where I would be before an attack struck, but i got better as i continued to play, so i guess it was a skill issue lol. maybe consider adding that as an "easy" mode?

either way, great work and looking forward to seeing the next bosses!

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Hi! I'm a musician looking for a group to work with. I like using synths but I'm also classically trained, so I can write orchestral stuff as well.  Here's the link to my spotify if you would like to check it out:  https://open.spotify.com/artist/5QReIUmHIX0G5XEJJOSKAi?si=RTB4IaRER162G2BwQfJ1jA

I'm offering to work for free as I am really just looking for experience and chill people to work with.  My main stipulation is that I really want to be in a group that finishes a game--it doesn't matter how beginner or advanced it ends up being, let's just finish ! :D

I also can do some 2D art/basic programming, but I figure there are people more experienced in those particular fields than me.

Thank you for reading, and please reach out if you're interested in working with me!!

I'm also planning on entering as a solo dev and am having the same worry  about ambitions lol. I'll keep an eye out for your game!! Best of luck to both of us for finishing