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ShidyGames

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A member registered Jul 22, 2019 · View creator page →

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(2 edits)

As explained in the previous report about it, there was a missed Steam connection (for achievements) that got removed as soon as reported, and hot fixed. This was due to the fact that I made a drm-free package in a short time to join the effort of the GG25 strike bundle.

Unfortunately, beside bug fixing, there is no plan at the moment about updating the game.

Thanks,

ShidyGames.

Hello, I'm afraid there's no way :( game runs in "fullscreen borderless window".

Hey, I'm back! Thanks for reporting the problem with me. I've just uploaded a fixed version of the game that you can download and use instead of the previous one.

This one should have all Steam dependancies removed so no more API calls will try to validate a key that doesn't exist.

See the changelog: https://shidygames.itch.io/escape-space/devlog/886859/hotfix-1

Again, sorry for that! Hope you'll have fun with the game and thank you for supporting the GG25 strike fund!

Omg, absolutely not! Can you please send me a screenshot of that? I've made the DRM-free port in haste to support the GG25 strike fund, I assume I might have missed some Steam-related checks somewhere. I'll make sure to fix this asap.

Amazing game, very engaging for a 3h long development cycle. It's polished, it looks decent, nice color choices. You should rename it "real life parenting simulator", I'm sure it would be perfectly fine!

I cannot vote because I wasn't part of the jam, but still!

I tested the game and it looks like a promising project:

  • I really enjoyed the artistic direction of the game! I like the pixel art in general, and I love the "character" design, especially the competitor drones. Also, cool tiles, Pablo.
  • The sound design is very clean for a jam game. Sounds really good.
  • The gameplay loop looks interesting, even if I feel this could be improved if you continue to work on it later on: fighting with drones could be more clear for example.

I've experienced no game breaking issue playing the game, and have stored 112M in a single run. Hope the company will be happy with my results.

Added text prompts a tile is hovered, so that you can know what it's all about. Plus, a currency thing top left.

Maybe this will become some kind of a mining management sim where you have to assemble your machinery to extract resources? Can't tell.


Sup guys!

I'm going to try to do a little prototype for this jam, and play with things I never used in Unity: tilemaps, and mouse click controls. This will be my "devlog" thing.

Also, not sure I'll be able to spend much time on the jam, probably a few days, but let's make something for fun!

Note: as I'm sponsoring the event, consider me out of the rankings.

Here is my current game, day one:


Features:

  • You can hover any tile with your mouse.
  • You can select and deselect any tile with Left/Right click.

And... that's it. Didn't figure yet what I'll make with that, but it's already kinda satisfying.

Stay tuned for more!

Best,

ShidyGames.

I could have things to say about the control scheme for the Web version of the game and all but... this game project is really good. Amazing polish, very interesting gameplay mecanics, collectibles, cool story...

I didn't participate in the jam so I'm not here to rate the game, but still, hope this will be in the top 3 games, absolute gem.

Chat was badly managed yay! Thanksfully I improved at that nowadays!

Thanks for the comment mate!

I cannot rate the game as I wasn't part of the jam. However, what a gem! I liked everything about it. The controls are absolutely great and polished, the art is super clean, and the game design is incredible. Very well made game!

Hey, not bad at all! Let me write down the most honest review I can make after playing the game for 30min.

I do think there are a few points you could improve easily:

  • If you grant ZQSD & WASD controls during the gameplay loop, you should also enable this for the menu, and not only the arrow keys.
  • After a level is completed, you should at least be redirected to the planet you selected before, or to the new one, and not to the beginning of the list.
  • Jump/controls feels a bit floaty to me. Maybe play a bit more with the gravity and forces to make this feel a bit more responsive and pleasant?
  • Shooting isn't feeling right for 3 main reasons:
    • First, it scales with the user's input, meaning that the more you spam, the faster you shoot. I think a defined cooldown within two shots and the ability to keep the button pressed to shoot would be better.
    • Second, the projectiles do not stop through the terrain, so you can peaceful takedown enemies that are behind a wall.
    • Third, the projectiles aren't disabled/destroyed after they went out of screen, so basically you can destroy enemies that are not supposed to be there yet
  • Flying enemies aren't a good idea unless you can shoot to the sky, or it could be good if they go down faster before going to the player. In some edge cases, they aren't possible to kill depending on your position because they fall straight down on your head.
  • Noticed a few bugs with the AI, like some of them are going in a straight line even if there is no more ground under them (the blue boxes one) and like the bullets, some of them are going through the level.

Now, let me say that the theme is adorable. Absolutely cute and satisfying to put plants on a desert planet! That was really well executed.

Controls are very good, it feels already super polished for a prototype. Please continue, it's going to be awesome!

Thanks for playing it! It happens :)

Thanks for this very complete feedback! 

Very good looking game for sure! I like the mechanics of the boss fight, that's very clever. I wish I was able to attack when jumping tho, but otherwise that's a very nice entry!

That's the first game I'm rating 5/5 for any category. Guys, this is awesome. Art is incredible, shooting is sooo satisfying, the controls are perfect, the idea is great. The boss fight is also perfect, like it has several patterns you need to understand to win.

I have nothing bad to say about the game. Solid entry. Congratz.

I like the pixel art of this game! I'm a bit annoyed by the controls tho, combining mouse click + arrows + space bar is too complex for me to enjoy it. 

Music is a bit too loud too in my opinion.

Congrats for publishing it!

You'll prob read this a lot but it's missing a lot of animations! Art is nice tho, I love the robots! I wish there was a bit more content in it, such as actual fights or things to do on the level (even the boss isn't moving).

Very good game! I had a ton of fun trying that, well done! I wish you'll keep working on this one, it's a neat idea. 

My only recommendation for now would be to probably rework the balancing a bit, and to rework the player's attacks (they feel super slow and not responsive to me). Otherwise, great freaking job!

I don't know what to say haha, well it's interesting :) made with Scratch too, which is cool. I had no clue about what to do tho.

Nice 3D game, a bit short but that's expected in a jam. The level design isn't bad, the controls are great. There's a few small bugs (enemies going through walls, or you being able to get a box through a wall), but nothing critical so far. The game could have been a bit more polished but it's still enjoyable like that. The overall idea is nice.

Hey!

You're welcome! I know overscoping is the main issue on game jams, don't worry :)

Yes, it's nice to try out things. Also, for some stuff such as the UI elements or so, you usually want the player to understand easily what is what that's why most of the games use the same scheme again and again: cuz anybody will directly understand "ok so this is my life" :)

Hope you had fun making it!

Haha no worries, at least there is no bug to fix here :D

I didn't think I could have a jumpscare playing a game from the jam, gg!

The idea is very interesting and the art nice (even if I'm not a fan of the amount of post processing effect used here).

I'm just not sure how the game is supposed to be played, the overall gameplay confused me a lot to be honest. There are grandma disappearing or not, cross on the ground that I collect to damage the boss (the big guy I guess) but I'm not even sure how the grandma was disappearing haha.

That's a cute little project. The art is cool, I like the "lobby" where you move from one level to the other.

Sadly, there are a lot of collision issues. The overall movement seems to also be a bit off to me. I also wish there was some outlines or animations on the items you have to collect because at the moment it's not clear or difficult to see in the background.

Here is a capture where I was stuck in the level.

It's not bad at all but it def needs to be tested/polished.

Hey! Thanks for the comment!

That's strange, did you click the "QWERTY" line (and did it get the green checkmark)? I watched a few people playing it and they didn't got the issue you mention when switching to QWERTY. Please let me know!

Thank you for the video! I noticed you have an issue with items not being adapted to the screen, can you tell me what screen ratio you use and what is your resolution? Might wanna want to fix this after the voting ended.

Thank you!

Thanks a lot! Really happy that you liked your playthrough!

Thanks a lot for the kind words, happy you enjoyed testing it!

Hey, thanks for the comment!

I'm sure Joff was really appreciating your work there. Or maybe not? Can't really tell. Totally agree with your game mechanics suggestions, as I said I'm pretty sure there are a lot of fun ways to make the game even more attractive and interesting! Glad you enjoyed it!

Hi there, thanks for the feedback!  I wasn't sure about the speed timing, previously it was 2x faster to be triggered and I felt it was a bit too much because you need a bit of time to figure out how the control works. And for the zoom animation, I can understand the feeling. The objective was to split two orders by putting it in place (so obviously, the game's timers and the happiness of Joff are paused during that time and resumed after the animation is completed).

Thanks for the comment! Took me some time to figure out how to do that chain to be honest, never used the hinge joints thing in Unity :)

Thanks for playing it and for the kind comment!

Hi there, thanks for the feedback! What actual keybind layout did you prefer at the end? Hope you had some fun regardless this :)

Haha, thanks for playing it!

What I mean is that overall, I would spend 10-15min on a game to test it out for a jam. Your game feels like an entire completed project which has hours of gameplay available haha. That's not bad tho!