This was fun! Though I think I found a bug (and not the insect type); I was able to position myself in such a way that I could constantly eat the same spider and grow into Dire Rat state from the beginning of the tyrant level. I really liked the models/animations in this! Did you use MagicaVoxel or Qubicle or something? Great job! :D
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Very "NOICE" to see a pinball game in here! I'm a big fan of digital pinball (Pinball Dreams Trilogy, Pokemon Pinball, the Crush games, et all), so I had a lot of fun with this one! I was surprised that there was more than one table, too, and I managed to spell Australia a few times. ;) Great work.
Neat idea!! It has a lot of potential and could definitely be greatly expanded in future! I ran into an issue with some spikes, and the left/right movement animation state seemed to reset to a different sprite, but otherwise I made it to the end. :)
This is a really cool concept! The hunger meter seemed to drop a little slowly, though, and I kept falling off the front of the level. :P I really like the art and the sort of dark humour with nana's fate. :P
This is neat!! It reminds me of 90's FPS platforming or Mirror's Edge, and it controls really well. Runs super smooth, too. :) I could NOT get the hang of the timing for the "water speed" power-up, though, haha. And I loved the DOOM-ification of Level 4!
Really solid combat mechanics!! I enjoyed blocking and countering attacks. I wish there'd been a checkpoint around the goblin, though! And I don't think I've ever seen a cactus bleed so much. ;) Great work!
Really interesting idea! At first, I was trying to get through it like a normal platformer, but then I noticed I was locked out of the initial pathway and I'd grown and had to go a different way. I eventually got stuck on some terrain and had to restart, but there's a lot of potential here! And visuals are certainly surreal. ;)
Definitely one of the more visually impressive games I've seen in a jam; great work for 10 days! I really liked the world design and the puzzles, especially the mirror puzzles, which reminded me of Ocarina of Time. ;) The whole experience was far more in-depth than I was expecting.
Really solid little game! The platforming was tight, and it was fun looking for the "exit" to each new level. Some of the jumps were a bit mean on level 3, but then, I'm hardly one to talk. ;) Great work! I managed to beat it, so "congration" to me!!
Neat idea! Reminded me a little of 90's isometric adventure games, like Little Big Adventure. Unsettling sounds! I totally wanted to help the pink soul who asked me every time, but I eventually learned to ignore it. :P It wasn't too long, either; I managed to find the key in the end and earn my freedom. Good work!
Interesting Tower Defense/FPS hybrid! Being in the thick of the fight reminded me a little of C&C Renegade. I liked the toon/cel shader on everything.
Impressive AI pathfinding; I tried to trick it by funneling the enemies in certain directions, but they still efficiently made their way to the core! :D
Really fun and unique idea! I like the procedural/random generation of power-ups, as well as the multiple fun items which both helped and hindered you. It feels like a quality Mario Party mini-game, only with more depth. Losing only one "level" of progress when you accrue too much negative levity is a good way to handle checkpointing. Good fun!
Amusing aside: seeing myself referred to as "Young soul" was a funny meta moment (look at my username!)
P.S. I assume you know about this and it's just a bug due to limited time, but if you set your UI anchors for the canvas elements in the intro, they should scale regardless of the user's resolution (mine were clipping a bit in the WebGL window)
This was a well-executed, super fun clicker with a ton of great Giant Bomb touches! The power-up selection made me chuckle, and I loved the LucasArts, SCUMM-era pixel art of the portraits and sprites!
I guess I shouldn't be so surprised by this entry after checking out your twitter and realising you're actually a professional pixel artist in the industry, but... even taking that into account, this is still pretty incredible, especially for a week.
It controls well, it plays well, it looks gorgeous, it's full of loving Giant Bomb references, and the soundtrack is great (and don't even get me started on that final battle!). I especially liked the slide invulnerability frames, which made the otherwise pretty hard single player much more accessible.
The whole thing is just a smart mix of Contra/Metal Slug and I would legitimately pay for a full-length version of a game built on this same framework. Well done!
Good use of Unity's presentation! Abby's "I'm a millennial!" and "I was born in 2010" cracked me up. I also liked that the swings hitting anyone on level 1 still earns you a point, and that you could hit the bell on level 2. And now "Lock Down" is stuck in my head...
Fantastic presentation and styyyyyle; you really used Unity well! Unfortunately, I ran into a bug where I'd lose any controls/input, but only on certain mini-games. Regardless, the games which worked were super smooth. Well done.
The art is lovely! I ran into a few bugs (I couldn't get out of the controls screen from the main menu), but I watched the rest of your video playthrough and this is a cool little adventure game.
The character sprites are great! I wish you'd let the game screen linger a little after a character loses a life; the animation seemed like it might be cool. It'd be nice to see your game ideas for the GOTY winners after 2008.
A simple concept, but a pretty polished Unity execution! It could have used a little more variance in where the parcels landed or how they moved along the conveyor belt. I got a real laugh out of the Funko POP being worth 100 points if you trash it. You get bonus points for the Buckfast inclusion!
The multiple choices/endings here all seem to be written well! Good job! Unfortunately, after a couple of refreshes, I started getting a 502 Bad Gateway error from textadventures.co.uk. I'm sure it's temporary!
An extremely polished and complete experience, especially for one week! Having gun shots destroy the blocks in SMB1 is a pretty fantastic twist on that formula. This controls really well, both by mouse & keyboard or by a dual analog controller. I even played it multiple times to get all the coins and the extra level! Well done!!
Nice interpretation of the classic golf swing power/angle mechanic! In particular, I really enjoyed the little pixel art versions of all the hosts in their costumes! And I liked the behind-the-scenes notes on the main game page.
There's definitely the foundation here of an interesting twist on escort mission game design. I managed to get stuck UNDER the bomb at one point, but that was mostly my fault! The scrolling text until I hit START made me laugh. Nice!
Haha, this was cool. It felt a little harsh to be sent back to the beginning of the game after every game over! But you absolutely nailed that style, and it controls really well considering the length of the jam (the controller support is even there, though it doesn't work on menus). Well done!