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Climbing Dolphin

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A member registered Feb 10, 2022 · View creator page →

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Thanks!

Thanks!

Thanks for the feedback!

Thank you for your feedback!

Actually funny you say futuristic, I wanter something closer to steampunk at first, but maybe my art direction went a bit too much on the neon vibe for the character. I needed it to be blue to differenciat it from the boss.

I feel like I'd love this more if the combat felt less random and slow. Except the character that can double jump the characters are very slow and can't do much to dodge attacks. It feels very frame perfect and for some attacks you can't do anything if the boss cast the attack in a certain pattern (like the floating rocks that sometimes literally block me because I need to collide with the boss to dodge, which is just less worse than taking the 10 damage from the rocks).

Outside of this it's cool, you did an impressive job for animations and visuals, and the bosses are quite unique. I really appreciate the tutorial, simple and effective. Also the character that attacks with ducks is too fun to lay, there should literally be a whole game based around this!

Thank you, I didn't expect someone to rate the graphics on top, but I'm glad you liked them!
I'll try your game asap :)

Very stupid but lovely universe I like it a lot!

Character is a bit too hard to control, I feel like it should be easier to damage the boss, my range seems strengely too small.

I like the boss design it's actually very good, it feels like a complete video game boss, well done!

Thanks a lot! I agree the boss should require a bit more actions from the player.

Thanks for the feedback!

Thanks a lot! The controller was supposed to be made by someone else but I had to take charge of it. I'm usually not great with physics and learned everything during this month, I'm glad you liked it!

About the boss I didn't think it would be that easy for people to dodge, I thought it would be too hard to control the character for players but it turned out it was actually easy. Sadly some attacks that forced roll a bit more were too glitchy and had to be removed (like boss jumping on character).

Nice! Maybe you should display more clearly the origin of damage, it should be clear that you take damage when hitting the borders!

Excellent game, I loved it!
First thing you made me discover motion sickness on a PC game which is certainly the last thing I would have expected to experience today :D

But let's get serious, I love the controls of the game and how it plays, you used cleverly the theme. It could have been a bit more slower but overall the game works fine.

I just feel like the second boss with the saws is just a bit too hard to dodge sometimes but that's pretty much everything I hve to say.

Congratulations, you're my favorite game so far!

Nice entry, I loved the story, you did a great job at this!
As others mentionned it would be nice for the character attacks to be more impactful and bosses to be a bit more complex.
Good job!

Cute game! It has its flaws but overall it's an enjoyable experience, it has pretty much everything I would expect in a bullet hell game and that's all I need!
I only regret that the wheel didn't have as much impact on the game as I would have liked because the most interesting effects were activated when the bosses were already at low health.
Well done, I liked it a lot!

That Star Wars like intro was something!
I didn't managed to get past the first boss, I feel like there's too much conditions that need to be met to hit the boss a single time. Also for some reason dash sometimes didn't work when I had the turret and that's quite annoying when you're in trouble...

Your artstyle is very solid, I think this artstyle is close to other games like Dungeons of Hinterberg? The only thing I didn't like was the shadow effect on the signs during the tutorial that made them harder to read correctly, especially from the distance.

Thanks for the feedback!
I didn't want to have physical combat between the character and the enemies because I thought it would be too chaotic and hard to handle. I prefered taking a more platformer-ish approach.

About the particles it's actually world space right now, it's just that I apply an orbital movement so that they spin because it was looking awkward otherwise. I tried different things to make it seems good but didn't find a better option than this that trully gave the spinning sensation.

Nice mechanic! I wish it was easier to find out which ability the crab will use next, they each require you to be in a specific spot but when you know the attack that's coming it's already too late to make a decision.

Fun character controller, I wish I would be able to rotate the camera, I always lost the bosses. The artstyle is impressive, you did a great job!
I didn't manage to beat any boss though, my sword felt like it wasn't hitting the boss even when I was in the perfect spot to attack, which is unfortunate when you need to kill the boss. The ranged attack was not dealing enough damage for me to win.

Ha! Another armadillo game, welcome to the family! Too bad you could not finish it on time, I hope the team will continue working on it after the jam!

Great game concept I love it! My favorite boss was the second one, it really uses the concept of spinning in both directions!

My favorite game so far!

Great concept, although I do not see how this fits boss rush. It is a bit too hard to control but you get used to it the more you play. Maybe the player could go a bit more fast idk.
The level seems well designed, I had fun exploring it. Anyway, great game!

Great artstyle and sense of humor I love it. It's a bit too hard for me because of the controls but I managed to reach second boss. The combat system is simple but very nice, I would have liked some SFX to make it feel more dynamic. So bad you forgot about the theme though, but it's a great entry, well done!
Oh and the anvil attack is probably the most hilarious boss attack I've ever seen!

Best 5 minutes of physics randomness I ever had. i'm not someone who likes autobattler but this one is so unique!

Thank you!
My giftee wanted a game where you need to understand what to do by yourself. If you understood everything by yourself I guess I reached that goal.
Happy holidays!

Giftee here, I did it in a bit more than 10 minutes. The game is funny, I like how the player character shoots. Well done, I had a lot of fun!

Déjà merci d'avoir déterré le jeu en laissant un feedback, ça fait toujours plaisir.

Je suis assez content du système de layer, c'est clairement ça qui faisait la différence entre un bon et un mauvais joueur. J'aurai aimé explorer l'idée un peu plus, avec un vrai retour visuel, plus proche de ce qu'on trouverai sur un photoshop. Ce serait cool de pouvoir réordonner plus facilement les différentes pièces, parce qu'en l'état je dois admettre que c'est un peu chaotique.

Et oui, le dernier niveau est un peu sadique mais il faut bien un peu d'épices pour les personnes qui atteignent la fin !

Merci pour les retours !

Pour Linux c'est en dehors de mes capacités, je n'ai pas d'appareil sur cet OS pour déterminer la source de ces erreurs.

C'est vrai que ça peut être assez répétitif surtout dans les derniers niveaux du monde 1.

Intéressant ton retour sur la jauge. Est-ce que c'et parce que tu utilisais ton super pouvoir qu'elle était vide ou parce que tu surutilisait le bouclier ?

Et oui, le son c'était pas mon fort, j'ai encore du chemin pour atteindre ton niveau ^^

Thanks for the feedback! About the rabbit I think I understand what you are referring to, a friend played the game and made the same error, there's a trick for this, I think you didn't have the right scale for the back.

I don't know about the penguin though, it works on my side, maybe you ran into one of these rare bugs, I can't say.

And yeah, I realized too late that objects when dragged were resized, but it was too late for me to change this, I would need to change a whole section of the code because when you drag them they're UI and when you spawn the toy part it becomes a sprite and Unity handles the scale differently between the two.

Thanks! Yeah I think if we had to do a complete version ther should be like a layer menu where you can change the layers easily. A bit out of scop for the jam but that would be a nice thing to add.

Thanks!

Great game!

It's one of those games that become very hard by itself as you continue to play, looks pretty much like a mobile game.

Well done!

Cool game!

I wish the troops were a bit easier to guide, I lost too many of them during my playthrough.

Pretty cool game!

That fruit ninja vibe works well!

Oh that's bad to hear.

All objects to not scale like the others, but I'm curious to know in what way they do not scale as they should.

Thanks! I don't know how kids would approach this game, I'm curious now haha

5 in enjoyment because it's actually really good!

The levels are pretty good, it's one of the few puzzle games here that made me think.

The concept might be a bit easy to simply brute force though, I don't know if you can expand it much further (but surely I'm wrong).

Great game for sure!

Climbing walls is a pretty cool idea for an ant platformer, though as said before it is kinda glitchy right now.

Controls are a bit weird, the character double jump only resets when you jump, so you can't fall down from a platform then jump you need to jump before.

Other than that pretty cool platformer, it's very polished, well done!

Nice that you kept the habit of writing a GDD before making the game after the Pirate Software jam!

RTS is really ambitious for a game jam, you need to get rid of many mechanics to get something that works. Keep up good work!

Pretty unique idea you got there!

The visuals are nice, I just wish it was a bit more chaotic, but other than that pretty good, well done!