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Sipty

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A member registered Oct 30, 2018 · View creator page →

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Lovely observations, thank you! 

Ohh, that's great! I didn't anticipate it working so well with different input methods, nice!

Thank you very much for the kind words! I'm glad you enjoyed yourself! In terms of the story... I think a picture speaks a thousand words... And a game cements them into history hahaha

Oh wow, I didn't realise the killzones were that high up, thank you for letting me know! This was my first unity project and the camera gave me the most amount of trouble. 

Thank yo for playing and for the wonderful feedback my friend! 

Thank you for playing! And thank you for the kind words! I threw the level together last minute, so am glad you didn't find it overly difficult.


Fantastic video by the way, you guys are adorkable beyond belief! <3

Thank you so much for the kind words! I blew most of my time on tightening up the movement and I'm glad it showed! 

I'm so happy the theme is coming through! Thank you for the feedback -- 100% agree with the saws being unfair, I still haven't figured out how to play with perspective in unity.

Gotcha, thank you my friend! I'll look into getting this fixed up :)

Thank you for playing man!



By ceiling do you mean the floor? The latter section of the level is meant to be flown over, as its a deathzone, akin to mario and similar platformers. 

Ah, it might be the fact that I lost some bullets before they reached the final destination?

Probably an explanation of the intended shooting mechanics would be helpful, after a specific checkpoint on the road to peace? I was shooting aimlessly at the center for a few minutes, before realizing I can control the range :D

Very well done! Sharp and tight controls, I'm really happy with this one!

Only feedback would be the soul controls -- down arrow for jumping would feel more intuitive

Wow, a strategy game!! And a good one at that -- good job dude!! 

I'm very happy you managed to implement a bullet hell game with this theme, well done! The controls feel good.

My only piece of feedback would be the arrow to the nearest enemy looks like I shield and I died a few times, until figuring out what the intent is.

Ohh, now that's an original take on this theme, good job! If the controls had some symbols or a more visual representation of what they did with colors, I think you'd have a solid game mechanic to expand!

This is the best take on this type of puzzler I've gotten to play this jam -- well done dude! You really managed to remove the confusion and trouble of managing multiple characters, instead focusing on a tightly built puzzle. This would make for an awesome toilet mobile game!

Very well put together game, good job!

My only piece of feedback is the audio -- some of the sounds were a bit too high pitched, so I had to play with my volume controls. Outside of that, I enjoyed the little puzzler a lot :)

I did not expect to be driven to tears so early in the morning.. Exceptional work, well done.

Very fun game, well done greg! :D 

My only piece of feedback would be the sounds are a bit too high pitched and would've benefitted from a volume control.

Very satisfying shooting mechanic, well done! 

In terms of feedback, I never felt like I was fully under control of the range -- sometimes it felt too long and others too short. 

This is the most beautiful entry I've gotten the pleasure of playing this jam. Sincerely, well done my friend. The music choice and speed of gameplay felt spot on. Good job!

Thank you for the feedback my friend, this is really valuable!

I've been toying around with the amount of push and pull quite a lot, trying to remove the feeling of being out of control -- the kinds of death you describe I've had on several occasions myself.


Ironically, I added it with the focus of giving the player more authority over where they are going, but I've heard from several people now that its unintuitive.


If you don't mind chatting to me about this - do you think adding an animation would help with this? Or maybe remove the possibility to spam the throw, in order of enforcing a slower, more deliberate gameplay style? Hmm, or maybe remove the second throw as you suggest, but implement air strafing??

Great little game, well done! You're aware of the pause and restart, so I wont mention them, but I do wish there was a sensitivity slider -- and some more control over where enemies go maybe? I feel like that would contribute a lot to this game being an excellent unwind tool!

Fun game, well done! I'd bump up the brain hitboxes and reduce the spike sizes by just a few pixels, as I kept getting hit at places I shouldn't have been.

Wonderful game! I appreciate the balloons restarting at every check point, because I kept losing them uncontrollably :D

I'll be honest, I didn't anticipate something like this... and then it just kept getting more specialer and specialer :D Good job man

I really appreciate the efforts of the hand drawn art and music in this one, well done guys. Inspirational work.

Brother, this is the best take of the split control idea -- the doggo is always behind, man is always up front, its consistent and just work. 


Very well done!

I mean, its a very special game, I'll give it that :D 


The audio and music are bawler, stacks are a bit janky though

Great idea, well done! The controls are a bit too mind-melty for my liking, but the presentation more than makes ujp for this

Thank you very much! 


And yeah... don't think about the toilet paper too much :D

Fun game, well done! 

The puck would sometimes go through the rope at certain angles oddly enough!

True story from many years ago :D 


Thank you on the feedback for the controls! I'll look into adding a better tutorial next time around

Such a cute game, well done!


My only feedback is on the sounds -- they're all very high pitched and the lack of volume control makes it incovenient

Thank you! The concept fit comes from the detached object used for movement :)

Even if you've had any problems, I wouldn't have been able to tell!

Well done my friend -- fantastic concept and great exploration of the idea! Cleared all the content, although there were some bullets going through walls problems on level 10 :P

I actually started with that concept in mind -- getting over it, but with a grappling hook. It didn't work as well as I thought, so it evolved into this :D

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Yeah, I clamp the acceleration, so that it doesn't become uncontrollable, as its the only movement option.


Do you think limiting the calls or removing the acceleration ceiling would work better to balance this out?

Thank you! I'm glad you managed to finish it -- I was really worried about the difficulty!

BEAUTIFUL GAME!


In terms of feedback, it could use some work -- TTK felt too high. The bullethell felt a bit overwhelming at times, but not too much.

Being careful and sniping the driver of a ribbon to be rewarded with a single ship felt really not nice.

I think camera should've been a bit farther out, considering the range of some enemies.