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waijee

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A member registered Apr 16, 2022 · View creator page →

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Great job. I played all the levels. It was fun and challenging.

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Hmmm? Thanks for playing and the insight.

I did have to overhaul the movement system for the player as they kept getting caught on corners. I tried to mimic the speed and nimbleness from the first version of the game, but maybe I didn't get it right. Or like you are saying, maybe it feels more sluggish because of the train length. 

As I'm writing this comment, I did a test of how long it took for the player in both games  to travel the same city block. The player in the new game is slower by 10-15%... Haha, I thought I wasn't gonna open the project up again, but I guess I will and try to correct this.

Again, thanks for playing. I felt very good and surprisingly proud of the game, so I appreciate your comment.

Great job with the game. I finished it in 5:01.

Good use of theme and the controls were nice and tight.  Very well polished game except for the music and sound. 

Keep up the good work!

Thanks for playing and your encouraging comments! I appreciate it.

Great job with your game. I enjoyed it. Very good use of theme and very clever puzzles. I like how you put in the story and tutorials on the Itch.io page.

The controls were a little finicky, which I was able to handle until the anti-matter people were involved. My criticism is that it became frustrating to work so far into the puzzle to die trying to navigate around their attack/view fields.

The other issue I had was similar in that I got far in a puzzle and dodged the anti-matter people a number of times, but I accidentally teleported a cube where the other self could not access and teleport back.

Overall, just game design issues I don't have an answer for. Maybe that was your intent. Whatever the case, it is a very fun game. Keep up the good work.

Hi. If you are interested, I created an enhanced version of the game. I reworked the movement and colliders. It greatly fixed all my issues. The enhanced version also has some extra features like more gifts and multiple endings. You can find it here:

https://waijee.itch.io/gift-train-mothers-day-mayhem-edition

Thanks!

Hi. If you are interested, I did finish the enhanced version and deployed it. You can find it here:

https://waijee.itch.io/gift-train-mothers-day-mayhem-edition

Thanks!

Hi. If you are interested, I did finish the enhanced version and deployed it. You can find it here:

https://waijee.itch.io/gift-train-mothers-day-mayhem-edition

Thanks!

Thanks for playing and your feedback. I'm of two minds on the zoom. I am concerned that the small items are hard to see, but I want that sense of perspective when the train gets long. Not saying I have to copy it, but in the Katamari Damacy games, the perspective does pull back and the smallest items kinda "disappear" as they don't matter much anymore...

I'm working on an enhanced version of the game with more content. I might rethink it and maybe make some tweaks after I iterate through it.

Thanks again.

Thanks for playing and thanks for your observation. The more I think about it, the more I think that breaking the train would be the wrong kind of challenge.

Regarding the other cuts, I'm actually working on extending the game and adding in the cut feature. I'll probably put it up as a separate project so as to not interfere with the jam submission. I'll put a link in the game description to that new project when I'm done.

Thanks again.

Thanks for playing. Yeah, oddball was what I was going for so I'm happy that goal was achieved. I wanted the mother to be a crazy person too and have multiple crazy endings, but ran out of time. I might enhance the game more after the jam.

Thanks for playing.

Kinda. The grid map uses colliders, but not the player. I was trying out something different where I'd avoid Unity's physics system and not use a RigidBody for the player. I had recently finished Code Monkey's very excellent Youtube course and he used Physics.CapsuleCast() to determine wall collision. I thought I'd try using the Physics2D.CircleCast() and it works, but not super well when approaching corners...  The gifts use the same technique.

I might enhance this game after the jam and change the player to use the RigidBody component, but leave the gifts as is. Not sure when too many RigidBody's may cause a problem, but I do hear they have some overhead.

Thanks for the advice though!

Thanks playing and the kind words.

Thanks for playing the game. I was very inspired by Katamari Damacy, a very weird, but fun game.

Good job with the game. Haha, I need to read. I didn't realize you could double-jump until I got really stuck and couldn't figure out how to proceed.

I like the Gameboy look and I liked the music!

Keep up the good work!

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Good job with the game. It was quite challenging, but the right amount where I could keep practicing until I was good enough to beat it.

Oh, one suggestion was it'd be nice if there was something that could indicate which character you are in control of and maybe some effect to show that you've switched.

Keep up the good work!

Good job. I like the concept and how you took the theme and applied it to the monochrome environment.  The use the limited colours really made the balloon and green grass pop (no pun intended...). The game was pretty challenging in some spots, which was well designed.

Keep up the good work.

Good job with your game. I realize now how often I rely on autocomplete...

Keep up the good work!

Good job with your game. If I'm being honest, that red square dude gives me the creeps. Ha ha.

Keep up the good work!

You did a great job. I really like the daydreaming vs reality concept. That teacher really interrupted my daydreams pretty frequently.

Keep up the good work!

Thanks for playing and you comments. Yeah, I thought I'd have lots of time to submit, but there was always something...

Very good job, A complete game with intro and story and even achievements. Good mechanics with fun play. Well done. Keep it up!

With those many gifts, she better be! Haha.

Thanks for playing!

Good application of the classic "game". Keep up the good work!

Good job with the game. I like the mechanics of the time swap. Good use of theme.

Good job. I like the open puzzle concept. I couldn't get the delay function to work right or maybe I didn't understand. The other instructions didn't fire after the set amount of time.

Keep up the good work!

Good job on the game. Very well polished and lots of content. I'll have to try it again later.

I haven't heard of that game so I googled it up. I see what you mean, lots of people following the player.

Thanks for playing and your comment!

Doesn't you mama deserve it?

I wanted to give more alternate endings and one of them was an angry mother (similar to Cooking Mama) if you didn't get enough gifts! So you better get her lots!

Thanks...

{Look around}

Maybe I am...

Great job with the game. Like others have said, turning the corner was a nice surprise!

Haha, I thought it was funny how fast things escalated if you didn't scare the thief in time. Owner dead, dog homeless!

Keep up the good work!

Ah that makes sense! I was terrible at Getting Over It!

Good job getting the game done, but I did have a lot of difficulty playing. It felt like you were using a force on the rigidbody which made the player respond oddly.

Keep up the work and keep making games!

Haha, I was getting some anxiety leading up to the reveal!

Good job!

Thanks. I appreciate it!

Thank you for playing and your comments. Got confused for a sec since you also posted a comment on the game page. Haha.

Wow! Awesome job! A very good rogue-like. It was very fun to play and I like the look of it.

I have some minor criticism/advice, especially against how well done the game is. You mentioned you were focusing on game feel / juice, so the following is my very amateur advice on that.

  1. Maybe have a weapon cycle key, like the key E. Trying to hit the 1, 2, 3 keys was a bit rough.
  2. Some comments have suggests a bigger playing field or small player/enemies. I think the size was fine, but I would suggest that enemies get pushed back a little or get stunned for 0.1 secs when they get hit. That may help with opening up space for the player to move around.
  3. The screen shake is fine for when the player gets hit, but maybe a small hit stop effect might be good. That might interfere with point 2 above though...

Super enjoyed the game. Keep it up.

The coolest!

There is a cap to the zoom. Ha ha, but I never tested it so no idea if it works or how far the cap really goes!

Good job! Yeah, I took the 2D course first plus some others. I'm the opposite and I need to take the 3D course. I bought a few courses and not sure which to do next. Ha ha.