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whatFruit

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A member registered Apr 24, 2017 · View creator page →

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Thank you so much for giving it a go! You are spot on about the start, I had plans for a proper cave and ended up throwing in that last minute overhand which just hides the player. I figured out a fix for the frame rate issue, so I may also throw in some hints and see if I can clean up how the interact action works for a quick patch. 


Also congrats on the Jam win! Haven't found much time to play other's games this past week, but your's is certaintly one I'm looking forward to playing.

Thank you so much for playing! Especially despite the framerate issue. This is easily the most time I've put into one project and learned a lot.  Would you belive that I got the hopper and 100 fence challenge in the last 8 hours 😌?  Just missed putting in an example setup for the hopper so I'm tempted to put an explanation of how here, but will refrain in the spirit of fair voting + self explanatory mechanics is a goal of mine.  Again appreciate the play despite the frame rate issue, 3D is my focus so this is good information on how far I can push godot's web build with this kind of stuff, after the voting period I'm defintely going to take it as a challenege to optimize it so it's more playable on the web. 

MUSIC BY PIZZA DOGGY! (https://pizzadoggy.itch.io/)

The colors and CCTV effect do give it that dystopia feel. I was able to phase through the wall the player starts near, and felt I should've been able to get back on the side walk - however I don't think these things detract from what this is reall showcasing: The excellent camera work that makes it feel like the player is being watched while also capturing the environement well. 

I got past the second van section and found myself in a room with a character and that seemed to be as far as I could go. Finding the gas can was a good challenge. You also struck the right mood for a zombie game, sort of gray, gritty, and gruesome textures and sounds. Sure theres some jank, the score count didn't work on the second van section, but this is solid stuff. Nice fridge animation.

You did a great job giving the villagers a lot of personality without too much dialouge. You got the jelous dude, the wise guy, the qualisome couple. I don't know if it was intentional but I like that the answer to the direction puzzle is kind of a pun - becuase if you can't figure out the asnwer, well, then, you're stumped 😅? Anywho, the pixel art is also charming, though there is a minor visual bug with being able to walk on top of the player's roof. Overall a very cohesive and ejoyable product!

First play I lived with all my health, the second I tried to die, and I succeeded! I like that you make postive econmic use of the possibility space by having some options lead to the same path but with some flavor text in between. I think that the path to victory being easy to intuite is a good thing becuase that means the world logic is sound. 

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I SHOULDN'T HAVE DRANK THE SODA AHHH.

But seriously,  that was great! I was definetly lulled into a false sense of security at first trying to figure out what to interact with, but once it started happening I geniunely got goose bumps. The writing for the dad's dialouge is solid and gets progressively more creepy. The PSX horror art style is also pulled off well and the sound design is very strong. No notes, Superb!

The art is simply gorgeous. Going the randomly generated route is really cool and not the easiest to pull off! I found my way to the exit after a few tries. I ended up mostly avoiding the enemies with the dash, maybe making the duck's attack repel enemies a bit would give the sword route more of a fighting chance. The enemies have just the right amount of health.  Great entry!

I really liked the idea of variable difficulty/victory with first just getting to the end, then getting all the soul gems, and finally beating the 50 second limit. I didn't notice a difference aside from the text between these levels of victory, still, I enjoyed the challenge! Overall minimal jank save for jumps getting stuck when running against a ledge. The scarf animation is quite dynamic, made movement feel nice and fast.

I really like the scanlines for the retro theme as well as the 1-bit color scheme. The texture on the rock also turned out well. The way the later levels make you think about the realing in mechanic in a horizontal way was a good twist.

The voice acting 🤌 And sound/art direction overall! I was able to get to victory after struggling a bit with the first few jumps upon going underground. I did get stuck in the level geometry a couple of times when narrowly missing a ledge. The torches are well spread out, the last one I got just in the nick of time which was exciting. Nice work!

The retro art and music work really well, strong presentation. At first wasn't sure about the theme usage but the game boy reasoning makes sense. I got an upgrade and that system works well. Hitting the enemy is satisfying and capitalizing on that with perhaps a screen shake would add more juice to the game. A fun experience. 

Liking the voxel art style. I'm thinking the limitation is used since you shrink to pocket-size? Gravity/Jump could've been upped a bit, maybe make the walking speed a bit faster. Mining the final wall was a fun touch, kind of felt like the giant mushroom mario power up. Nice work!

First of all the presentation is stellar! I'm not sure I see much of the limitation, I suppose the break-dancing mice are stored in a pocket. I did manage to escape and found it a good length for the gameplay. I think gradual healing a more numerous hoard of lizard people would bump up the excitement. Nice work!

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A working RTS in the time limit - Nice! I think having the waves happen on a timer would create the sense of urgency to bump up the excitement. It took a second to understand how to create the cubis but once that was sorted I was pleased to see an absense of bugs. A QOL of feature to add would be a reset becuase there seems to only be one path to get started that can take a few tries to see: That is 1) Food maker building 2)Worker & Mine 3) should be good from there. Good work!

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I see so you have to pull back the kitty to fling it kind of thing. 

I found the pocket twice and played 3 of the minigames. I like the wario-ware style mini-games, a good amount of challenge there. The music has a bit of gap between loops, but I feel like a cat would spend time in a subway so that makes sense. 

Love the pixel art and overall style, the dark purple/green feel mysterious and contrast well with the red player. The smear on the jump animation also works really well.