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ReadyMajor

279
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A member registered Nov 14, 2018 · View creator page →

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Got way too difficult too fast, and the environment was a little crowded for this style of game, I kept getting stuck on the geometry. Good work though.

I like seeing rhythm games around here! 

Nice to see a puzzlescript game - i really like these. Good use of the limitation in a sokoban style game!

Great use of the limitation and solid presentation, I wish there was more feedback to the player in the form of audio and maybe gradually counting the coins to visualize the multiplier effect. It kind of all happens so fast it was hard to understand. Looking at the code cleared up my questions though. Good job!

It is a coin flipper. Charming art and sounds.

Feels like a million bucks! The audio near the end is a bit obnoxious, and its a bit slow to start, but very satisfying.

This is cute - I liked how toy-like it was, and even bonking the foxes was fun. Aerial!

This definitely needs more - the atmosphere is fantastic.

This is a nice use of the limitation, and I liked how you applied speed and limits on the manipulations. I'm guilty of loud audio too, but I appreciate its' presence and diversity - good work!

The game seems to be broken - I couldn't use any of the upgrades and I kept getting stuck on the level. It's a bit too dense to dodge enemies. Presentation is great though, I loved the animations and the intro and I could see what you were going for, but I'm afraid it didn't work well for me.

Nice work, needs some more variety though - I locked in with the meta strats.

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Really impressed by this one - phenomenal presentation. Graphics and sound were perfect. I liked the implementation of the limitation and the mechanics of the shop. I was not very lucky, the furthest I made it was round 4

Nice job, good art - clearly communicated the goal, and good use of the limitation.

I liked the variety in the cards that seemed to enable some synergies. I don't quite understand how the coin flip mechanic worked however, is it heads > tails? Some clarification in-game about the icons might help. Nice job!

Ha so that's what that squished fox gif was for. Good work!

Played this way longer than I expected to as I'm not that into tower defense games, but that risk/reward of the coin flip was a great use of the limitation.

I really enjoyed this one - it reminded me of those "tycoon" fortnite creative maps where you just chill and make number go big. The ending was a nice touch - good game!

Great use of the limitation! I enjoyed the concept, but it was a bit stressful - I lost all my money.

I would like to echo these thoughts - I felt the same about the tools effectiveness. That said, the presentation was great even if I couldn't trust some elements. I think one way to deal with this is to tell the player the foxes are moving around, and make one of the tools a 'pulse' that gives an accurate reading but its only accurate and visible for a few moments, making the player feel like they are triangulating the foxes positions.

Very silly.

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Pinball without audio is a crime my friends. I'm joking, with the limited time you had this is a well done little pinball game. I looked over the plans you had for the rest of the game - you should keep working at it! (Oh, the paddles were a bit hard to see against that background, an outline would greatly help there)

I felt like the art clashed a little bit - but the gameplay was solid. It felt fair, even with the coin flip mechanic. It was over too soon! I think procedural maze generation might work well for a game like this. Good job!

I really liked this, ended up playing through three times but I don't think i got the "Good" ending - is there one?

Nice, complete game. I liked that there were multiple difficulties and the game kept track of highest score in each. The wind was a bit too difficult to counter, but I was able to protect my chickens. I'd suggest visualizing the trajectory of the arrow on the easier difficulties to help the player get used to that mechanic. I found I wasted a lot of arrows early on when the foxes started coming from the left. I also believe that getting rid of the sliding power meter and instead cranking up the number of foxes and reducing their kidnapping cooldown would allow the player to focus on prioritizing targets and aiming without the extra complexity of the timing. Good work!

I like the use of the theme, multiple camera angles was nice, but the shooting didn't feel very good in the second camera view, as if it wasn't going where my mouse cursor was and I think I may know why. I'd recommend some particle effects for bullet impacts, and look into your rotation code - all you should need is Unity - Scripting API: Transform.LookAt on the gun, and use the Unity - Scripting API: Camera.ScreenToWorldPoint method to translate the mouse position to the world position that you can pass into the LookAt function. Feel free to reach out on the discord if you'd like me to clarify, I go by "MajorPest" over there.

Nice table! I got shot.

Presentation is phenomenal, I think I see a trend here! Really loved how it came together. I wish it was a bit more mechanically complex though - i just kept throwing my negatives onto the opponent's side and won every round I tried. Perhaps some uno style mechanics where it has to be same color or number, or maybe Gwent/Marvel Snap style 'locations' that can promote some more strategy. Great game though!

I like that you called this a toy cause I found myself tapping away for 10 minutes like it was a fidget toy. Good work!

Cant rate it cause I made the coin - but this is surprisingly deep for the time i spent on it. Good work Prin!

I usually just reply to folks that have commented, and then make a post on the discord about it.

Yeah, we allow updates, what good is the feedback if you can't action it?

We found an issue with the bat hitbox so that's been re-centered and behaves much more consistently, we also made everything faster, so give it another go! :)

Hitboxes have been increased in the latest update :)

We just updated the game to increase the speed and spawn rate based on level, I think its a lot more challenging now :)

Updated the game to increase the attack range, give it another go!

You would be correct! The difficulty hasn't come down exactly, but it was adjusted (lower max speed, speed gain is on a curve now, traffic density was increased) and I finished the combo counter which resulted in higher scores. There's also a lingering collision bug where the colliders "miss" each other at high speeds, but I haven't reworked that yet to use interpolation properly - I believe that is what contributes to the "too generous" feeling. I'm going to do a few more updates after the jam. Thanks for playing!

Cute game, I like the interpretation of 'gravity' attracting the bee to the flowers. This has potential!

I did all the things. I'm proud.

Neat little game, clear use of the limitation. I thought it was a silly meme at first but it actually has some decent puzzle gameplay. Good work!

Nice, I'll echo the feedback about the reset button and level design. I agree the box physics feel a bit weird, I'd compensate for that by putting ramp-like colliders next to the buttons, I got it stuck in the corners a few times. Having rounded or angled corners would help with this as well. Solid game!

Loved the art style and the notebook rotating was a "woah" moment, but the platforming controls feel inconsistent (though you call that out on the game page) which is pretty critical in a game where platforming is central.

Were you aware there's already a game (that came out on everything) called "Doodle Jump" though? Oddly enough I prefer yours, the notebook is just charming.

https://en.wikipedia.org/wiki/Doodle_Jump