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thebooksnail

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A member registered Jul 03, 2016 · View creator page →

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10/10 would crush Carol again.

10/10 would knock over all the jump bars again.

That jump sfx when they clear all the bars hits just right.

10/10 would "it's a me!" again.

Took me a little bit to realize I could spam spacebar to fly, I thought there was a bug with jump height at first, even though it said "Space to Fly".

10/10 would nostalgia again.

Love that there are different paths based on user choices. This is a really good theme interpretation imo.

10/10 would build monstrosities again.

I REALLY want a horn to honk when driving the bus around.

10/10 would have fish wear a pellet as a hat again.

Collision was a nice touch. I love the concept of this game and how this could be played on a touch pad. Such chill, such fish.

10/10 would wear a h(e)a(r)t again.

The head and tail movement on walk animation is very good! Very useful for there to be movement with WASD and arrow keys, something many jam games don't have.

Art is obviously A++

Something I would have liked to have on a simple game like this is a quick restart key.

I love the look of this so much. The audio in the real world was such a nice touch.

Great level puzzle design and difficulty progression! I especially liked how new mechanics were introduced in way to the player that they could test it out at the start of the levels. It took be a bit to realize I couldn't walk off ledges at first. I got up to level 8 before it became too hard for me to move around the spikes. I didn't realize at first that spikes where instant death since the sprite remains around for a bit, I thought there might be a little leeway in how much you can hit the spikes. Having a little game over sound and/or a sprite animation (like it shrinking) would have cleared up that confusion (but little time during the jam, I get it). Great entry, loved that it featured tardigrades! 

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I really liked the extendy/stretchy bit on the arm, it had a really nice feel to it when climbing. I'm not sure if it's intentional, but when you hit the ground and hear the sound effect but it doesn't attach causes you curse the heavens. I kept feeling like I wanted higher mouse sensitivity in the game, as if I didn't have enough room on the screen for the mouse movements to get the movement I desired. I almost gave up at the jump section (the first area with unclimbable wall), but I persevered and made it past to the boost. Nice job.

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I was able to play it on my phone! It was nice being able to kick back on the couch and play. I did notice that same color cells stick together but I didn't really capitalize on it. I'll have to play again to see if I can do better. 

I need an undo button 😭. Amazing level design. Cute sprites. Loved it. It did take me an embarrassing amount of time to complete level 2 because I didn't realize I could move when stretched. 

Great sprite animations for a jam. Loved the mouse. Good level design. Music was a bit loud.

Really liked that it was a space shooter with no shooting. Seemed like good game play flow, fuel would be getting low but still having chances to continue. The screen size felt tight, would have like a little zoom out I think. Loved crunching some triangles. It was immediately intuitive game play and you can figure out to go after bigger shapes and not bother with smaller ones.

I was sad when enemies stopped spawning. I wanted to get projectiles so big they covered the entire screen! Fun game that made me want to keep playing. A pause would have been nice but it looks like tabbing out does pause it. Since the attack/dodge on was mouse button I was expecting the sword swing/dodge direction to be based on mouse pointer location and not the last player movement direction. UI was slick looking. It wasn't immediately obvious that you needed to click on icons and not the text since they are similarly circled. Overall everything worked really well together, good hit boxes too.  Good job doing this in the jam time!

Engine is GameMaker Studio 2. I noticed that issue on my phone as well. The event is on mouse left release when on that object. I could likely change it to on mouse press instead of release as a work around. Thanks for pointing it out, something I'll keep in mind to look out for in the next jam. 

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A snail for scale, what a great idea 😀 Art and movement is great. The sound effect snap was perfect. It took me a bit to understand the stun mechanic and I just thought I was too slow at first 🐌thankfully I went back to the game after reading the comments below. I was pumping my fist when I finally got them all. At first I thought their frozen location was going to come into play with restricted movement, might have been interesting if that could have been incorporated into the game?

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The world needs more snail games 🐌 It took me around 20 seconds to realize how the collect stage worked, so pretty intuitive. Instantly knew how the placement stage worked. I can't believe how many times I didn't meet all the criteria, I needed to start taking notes so I wouldn't forget all the requested attributes because I would get carried away with arranging items I would forget what I was trying to do 😳 art and originality is great. music was good too but after playing so many times I did need to mute it, the sound button in the corner was a nice touch. I would have liked to rotate the items (but I understand the limited time for the jam means we don't get to everything we want). A great game for making you want to share your snail with others!

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More complex than I was expected. I liked the shift slow down mechanic and I definitely needed. it. I thought the stages were platforms at first, the falling out of the stage to go back was cool. I did seem to get stuck here where I could jump up on the platform (unless i'm missing something).

Last level was great! Game felt really good. When things got too chaotic, sound would be a bit rough, would be good limit how many sound effects can play at once maybe?

My sword might be too small but has the princess not seen my diagonal movement speed strats? 

Highscore 50! I was going to add a capybara to my game but didn't get around to it 😔. I would suggest adding some nom nom sound effects and little step noises as well. Even the most basic of audio can really elevate a game.

I wasn't able to get the files to work in GMS2, I tried an older Runtime and the latest. yyp files will point to other files, so just having the yyp won't work. GMS2 has free exports to PC and web and is pretty straight forward, look for the Create Executable button. PC export creates a zip with the needed files.

Played through to the ending.  Simple and fun, perfect for a jam. The limitation on how high to build was a nice touch and messaged to the player in a way that was intuitive.  I did have to mute the game when too much was going on half way through.  The play length is a little long for a jam entry imo. 

I was expecting a more scary game, I didn't expect it to have some strategy puzzle elements. Very satisfying. 

Loved the ending scroll. Simple and fun. squeezing through small gaps was very satisfying. The randomness of the branches worked surprisingly well. I would recommend finding some free relaxing music to put on top of the game.

I ended up spam clicking and speed run to the ear, not what was intended but I struggled to understand how it's supposed to be played. I could use better messaging at how the climbing works. A tiny spider scaling a human was a fun.

It took me way too long to realize you had to be a specific width to pick up the crown, I thought there was a game bug. Very slick looking and mechanics are solid. I do think the crown pick up could be better, I sometimes don't jump high enough to get the crown? I'm not sure if there's a need to have a variable jump height for the game. I was always so proud of myself when I solved one of the puzzles 😂. I almost gave up but finished it, thanks for the game!

Creative and pretty cool looking when you first do the mechanic. I would recommend speeding up the windows fall rate a bit.  I was enjoying the puzzles that I thought I was going to complete all the levels, but I got stuck here where the flag couldn't be moved by the side boarders, only the top border, and it would get stuck/disappear if I pushed down.

Very fun. I would laugh at how small the sword looks when you restart after dying. The one hit death does add a lot of suspense when playing, but I would have liked to have 3 hearts and be able to pick up more hearts when pole vaulting high to grab them, just so I could play longer and have more fun.

Very fun, I played to the end. I went in thinking there wouldn't be a balance and I would just get as big as possible to win like I've seen on other games, but you balanced it nice in a way that actually required you manage your size based on the enemies left and your life. The  different enemy types worked really well. I liked that the camera wasn't locked on to the player but it did feel too loose and was a little disorienting. Maybe because the camera was faster than the player?

you killed it. great mechanic, great art.  i had to turn off sticky key shift shortcut (i assume all gamers have this turned off already).  my favorite part was breaking things but i didn't full understand what caused things to break and not break.  one time i couldn't line up the "eyes" on the block i wanted, it was either moving too far to the left or right (had to just restart to get things lined up right). didn't finish the moving laser level.

I got the idea pretty quick after launching the game, always good for a game to be intuitive. Execution of scaling mechanic was well done. I laughed when accidently creating a world ending large box. I struggled with when the boxes were too large to change the shape, had to restart a lot.

Hooked me in with it being about bugs. Intro was amazing, A+. Game made me smile. I couldn't figure out if there as any penalty non-evolve for doing the the wrong thing. If so, it could use better messaging to the player if they are doing the right workouts or not, but I understand if there wasn't time for it.

Nice polish! I think I would like if there were more different type of potions to pick up and put in an inventory that I get to choose when I use.

It took a few tries to get used to the throw, and then it felt really well done! I loved tossing it to the side and then doing a 2nd throw to smash it into them.

Nice! It does feel really good when you do a bunch of dashes in a row.

This is great. I've wanted to do some similar mechanics myself, good job making it work and feel good. Took me a little bit to get the controls, partially because I was ignoring the prompts in the earlier levels and just goofing around. The last level was perfect, I thought I was stuck from completing until I took a second to think about it.

Played all the way through, I enjoyed it. I loved when new mechanics where revealed. General difficulty progression seemed good that the last couple where pretty hard. I had to use all the hints on the 2nd to last level. A bit hard to tell where to put sometimes but the dark draw lines where helpful.