Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Zerschnetzloar

465
Posts
9
Followers
3
Following
A member registered Jan 27, 2021 · View creator page →

Creator of

Recent community posts

Thank you very much for the feedback!

The issue with the shop is that I desgned it in a way that you can use it with the keyboard. Seemingly the hitboxes dont work, when using the mouse. However: you should be able to navigate all the menus with WASD (or arrow keys), and the enter key. 


I hope this helps!

Ahh okay. Thank you very much for the feedback!

So: I am not really a puzzle game player, but this game is pretty damn good. I Aesthetics are top-notch and fits the game really well. I think that the movement feels a bit stiff, but this could also be just personal taste. At least: when moving while turning the screen was involved, the controls sometimes felt a bit non-responsive. 

Still: respect for creating this game while working!

Overall I like the idea and the art style reminds me sort of of the good old flash game era. Also everything feels in itself logical and is fun. Furthermore I am happy that this is not another beyblade or gambling game. The only thing that I would possibly criticize is that it is sometimes difficult to see what is happening, making it difficult to react. Here the fix would be to zoom out with the camera, as the player gets more speed. The second this is that the jump is barely noticable, especially if the tire is slow. Here more impact would have been cool, to give the player the feeling of "being in charge of what happens". 

All in all: solid jam game. 

I personally think that the overall concept is cool and fits the theme well. Also the are style is corherent and gives me enjoyable retro vibes. Howver, there are some game design decision I don't fully understand. What is good is that there are a lot of different guns, with different properties, however, before picking a gun it is difficult to tell if it will be of use or not. E.g. when picking the freezing gun: I though: this will be great to have cc, so that I can hit more enemies with the regular gun. Turned out: I never used the ice gun, because its fire-rate makes it unsuable. Also some of the weapons seem to be more or less identical, wrt. their usecase. E.g. the caltrop launche and the molotov gun, essentially do the same thing. One of them does damage on collision and the other one probably per tick, but since, as it seemed, there are no stacks (like 5% dot per fire stack, etc.), those two weapons are identical. So here the weapons could be a bit more orthogonal.

The other thing I did not really understand is what the point of the wheel is. So don't get me wrong: the wheel is cool, but there is only one side enemies are attacking from: so I felt like a solid selection of three weapons, essentially solves any issue, therefore no spinning of the wheel was actually needed. Here you could have solved the "issue" by making gun cooldowns explicit to the player letting the player spin the wheel with the right time, in order to really utlze 100% of it or the map is build in a way that you need to use several sides at once. 

Please don't interprete this criticism to harshly, I really think you did a great job as a solo dev and really produced something you can be proud of.  

I think the main idea is cool, but I think there could be more spinning involded. I would say that if you would have had an actual animation for the "flip" then you could have sold the concept as "spinning". (All in all: I know where you are coming from, but the implementation is not really fitting). 

Still: the gameplay feels good and the level design is interesting. Cool game!

Thank you for the kind words. Did you use the sound options or is the sound also to loud relative to the rest?

Ahh I see. I wondered why the game is seemingly easier, when not playing the game at fullscreen, but "minimized" at the itch page. 

It is crazy to me that this is the product of a game jam, this is (as the other comments already say) extremely polished. I think the game is a bit unforgiving, but fair enough given that this is a jam game (so the difficulty is balanced with the amount of content, I guess). 

Cool project!

The visuals are great and really add a lot to the game feel, making this grame really satisfying to play. However I think that there is not that much active gameplay, which could partly be solved by making the items a bit more cheaper, but adding more "build-planning". 

I would like to see future updates!

The concept is awesome and fitting the game in a very creative way. However: the spinning controls could treat the player bias a bit better: it can happen surprisingly easy that the player just stops spinning and it is a bit unclear way. But I suppose this is due to measuring the rotation wrt. the center of the screen?

Still: cool jam game, be proud of yourself for making this!

The concept is very interesting and I am impressed by the amount of sutff in the game taking into account that this is a jam game. However: I think that it is difficult to tell from some upgrades how large the impact will be, making it hard to learn the game. 

The game didn't load past the "Made with Unity" screen on Firefox but did work when using hte internet explorer. I think the visuals and audio are incredibly tasteful, but it the player feels very limit wrt. its movement. Is there an "end" to the game or is it getting increasingly difficult?

Very cool jam game. 

Is it possible to lose in the game? I liked the art style in general, but it was "difficult" to understand what the gameplay is supposed to be. 

Finally a realistic depiction of work! At first the controlls were a bit non-intuitive, but once I got the hang of it, it was really enjoyable. Also the art style is just peak. 

Cute little game about the universe. The art and music both have a very calming effect. It would have been cool for further immersion if, e.g. planets could be influenced by several suns, which in my run seemingly was not the case. 

Cool entry!

Interesting concept: but is there a possiblity to enter fullscreen?

I like the concept of the game. It was sort of clear that there will be some gambling games in the jam, but Gambling as it is integrated here is very interesting. However: here and there the game is a bit rough. E.g.  I got stuck in front of the door in my first attempt. After that I game was easy to finish, but it seemed like the cats don't deal damage. 

Still: the gameplay loop is very appealing and I would love to see a polished post-jam version!

I guess I learned my lesson: sometimes you just lose. 

Nice concept though: I can see how this could have evolved with more time. Definitely a more creative entry in this Jam!

I am not really a Sokoban enjoyer, but I must admit that the idea of add "targets" to objects is interesting, by which I mean stuff like "sand decreases" the size. Sounds would have been nice. Still: very cool entry, and also well explained (even though I don't ususally enjoy puzzle games).

This is a very interesting idea for a puzzle game and I like how the "story" / setting is integrated into the gameplay. Some music would have been nice. Nonetheless: solid entry!

I think that the art style of the game as well as the sound design fit together very well. The only thing that bothered me is that the time you have to wait between "matches" seems to be artificially long. However, gambling is fun and helps me procrastinating: thank you for making the game!

Thank you very much for the feeback. I guess I should really double check the mouse controlls next time (I hate Unitys UI System(s)).

Ah, very cool. Thank you very much for retrying the game!

Well I guess I make a little patch for the sake of not confusing players to much. As a dev one really can get blind for such stuff, when already knnowing how things work. I guess this is my learning of today.

Yeah. I also just realized the the timer etc is difficult to see. 

What do you think about how the game could be made more accessible?

Thank you very much for the feedback! (I guess this refers to the other player who did not know how to kick). I hope this is not a technical issue. 

I personally think that the game could have leant more into juggling-orbs (retrospectively).


Thank you very much for the feedback and playing my game!

So I am really not sure what is not supposed to work. You can use the arrow keys (left arrow and right arrow) to kick. Also you can navigate through the menu using WASD. You can buy items with teeth you get from enemies. 

I will check the code an see if there is an obvious mistake, but honestly it should really work.


Nonetheless: thank you very much for playing my game. 

(I may add two small tutorial graphcis showing the controlls.)

Finally a game about my everyday life as an east german.

The graffiti's explaining the controls state at one point that there is a button to activate the "third eye". If you are nearby the Chungus you can press that button to open up a crafting menu (I hope this helps). Thank you for playing my game nonetheless!

Thank you very much for your feedback and especially for the time you put into playing/testing this "game". I agree that I definitely need a tutorial. Overall I also realized that the current game loop, therefore having a "exploration" and "defense" phase feels unnatural, which is why I am currently reworking the game loop. Once this is done I will also take my time to add a tutorial, since this is really missing right now. The pentagrams are teleporters, which technically should activate when you throw stuff on them. You can find "Shymiggles" by throwing items at the trees standing on the map -> which causes them to collapse into items.  To unlock more parts of the map there is a shrine where you can put enemy corpses into (til it is saturated). You see there are a lot of mechanics, but currently there is no clear "path".

What is surprising to me though, is that the game sometimes freezes once you can collect modifiers. This did not happen to me while "play-testing". I suppose there is one broken mod, which just lets the game collapse (but as of now I will get rid of this system anyways). 

(This shows you how the teleports are supposed to work: https://x.com/1lonelyWiz/status/2056400975078867265?s=20


Once again: thank you very much. 

First of all: thank you very much for playing my game and the critique. Yeah: the unkillilable enemies are a very annoying (and as I found out dumb) bug. Sorry for that. 

With future updates I definitely plan on making the apocalypse a bit more cryptic and cozy. For the buffs: they are worth it for the boss, but I do an exceptionally bad job at explaining them: Angle = Movespeed Buff, Flexing Muscle Thing = Attack Damage Buff, Lightning thing: Attack Speed buff. 

In future projects I would like to explore the idea of the Chungus starting as a small Baby-Chungy which grows as being fed, unlocking new abilities. Maybe there are even more of them to find in the game world? We will see. 

Reading through all the comments I do get: carrying items must be fun in a future iteration: some how. 


Thanks for playing. It always makes me happy, reading that people think my game(s) is/are fun. 

Thank you very much (for the feedback, following and gameplay). I will watch the gameplay and analyze it. I respect the critic on Metroid-vania-ness: I think I could have done more stuff like placing blocks which can only be destroyed with the "shotgun-frog" and similar stuff. 

As of now I am definitely planning on further developing the game, but make a small pause during the holidays to get a more "neutral" view onto what I am doing. 

In terms of minimalism: the idea was that the player has no ability and sort of "gets" abilities by carrying item. But that clearly has the downside of the player being difficult to balance. Next I want to add a feature for "throwing" items to make carrying stuff more fun. 

I am excited myself to see where the project is going, since I have many ideas which need to be sorted. If you have any ideas for interesting features: please let me know!

Well. In English, it seems like, "minimalist" can also be used as an adjective, altough it can also be used as a known. Meanwhile minimalistic is purely and adjective. For me this is particularly confusing, since in German "Minimalist" is only a person which is minimalistic, while "minimalistisch" means "minimalistic". But in the end my message still holds, since your game is "both". 

Thank you for playing my game and especially for the feedback. First of all: I should have added a pause screen to the recipes. I was clearly biased as a Dev, knowing the recipes already, towards thinking that not pausing the game is fine. For the invincible enemies: yes that is a bug. There is a script attached to them which is supposed to enable some scripts while they are visible and disable the same scripts when being not-visible. For whatever reason this script can break. The fix was to disable the "disabling-mechanic" so that once you see an enemy they will just follow you. However: I sadly cannot patch the game right now. 

Finally: clever observation. The difficulty is bound to opening locks. I did not want to make this public inside of the game, so that the player has the opportunity of discovering it. But it seems like it is more frustrating than interesting!? Maybe a warning would have been useful like: "Do you want to increase the difficulty?". Under the hood there is a "world-tier"-system which controls which events are spawned from the clouds populating the game world. Depending on the current world-tier the chance that more challenging enemies occur gets increased. More or less you had the optimal experience of figuring out that you can start by building some towers, to get a "stable" defense and then discover the world to get enough buffs and weapons to defeat the boss. 

Once again: I appreciate the feedback. If there is anything confusing, please let me know. 

Thank you very much. Yeah: getting input-mappings is tricky depending on the software you are using. But is there a technical necessity why you need "E" and "B"?

Ahh I see. Thanks!

Well: yeah the formula menu was a "last development sprint" edition to the game, which is why there is no gamepad controls. Although retrospectively this is a bad excuse, since it should not take too much effort to implement it. Although I must admit that I have no experience on how to make Unity-UI work with gamepads. 

Also: it depends on how you define Metroidvania as a term: so going with the Jam-definition it is: items/abilities hidden behind or in locked areas. But I do understand that the player itself doesn't really get more powerful directly, but implicitly. 

Still: thank you very much for playing my game and the feedback! If you have any idea on how to make it more metrodvania-ish please let me know! :)

I will witness you GameDev journey with pleasure. 

Thank you very much for the feedback. I also feel that without slowing down the player, the "Carry-Helpers", how I called them, would feel less rewarding, but carrying items without any obstacles is a quite boring thing to do across long distances. Meanwhile finding the right balance wrt. which target to prioritize upon dropping items is a difficult decision to make. Since the code grew dynamically, like a living entity, over time, I was sadly unable to refactor everything in the end. Therefore the "dropping" of items ended up being that rough. So do I understand you correctly that the priorities should be: locks > the Chungus (the big mouth) > carry helpers upon dropping items?

In the next iteration of the game I might add more infrastructure into the game (for carrying items and building pipelines) and might also add a throwing mechanic to the game. 

Thanks, for playing my game!

Thank you very much for playing my game and those kind words! I was thinking about expanding this game in the future. There I might add features were the Chungus is actually growing and leveling up, similar to a pet.