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Whatever

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A member registered Jun 08, 2020 · View creator page →

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Thank you!

Yeah the difficultly is very hard. We're thinking of adding more spots where if you fall, you don't go all the way back to the beginning. The character cycles in the direction you're leaning in even if you've just landed from a jump so the best way to stop this is to lean the opposite way or upright when you're mid-air so you don't pedal off the edge when you land. The controls take a bit of getting used to but it's certainly doable. Thanks for playing!

Thank you for playing! I'm glad you enjoyed.

Impeccable game! The voice acting was very serious. With these types of games I always like to take the time to fully customize the settings to my liking before I begin and I'd recommend others do the same.

The weather was very hot during the jam so this is very relatable. Incredible game. 10/10

What a creative idea. I've never seen a game like this before. I had a lot of fun. The pen trail left behind was a great touch.

I enjoyed the narrative and the atmosphere. The volume was quite low for me even when maxed out. Though I was playing with laptop speakers, not headphones.

I'm sure the government will give us money for our very environmentally friendly hot robots for discord mods.

I maxed out the spin and wobble. The amusement stat said 0/1000 but that wasn't my experience.

I thought that might be it. I'll make sure to make it more obvious in the game when the jam ends.

A lot of people have mentioned that the font is hard to read and we have changed it to the font that is on the itch page. I will upload a new build after the game jam ends.

As for the bug, it seems quite odd. I want to explain how the jump height mechanics work incase it isn't a bug. In the game, jump height is affected by 2 main factors. The angle of the player impacts jump height which is mentioned in the opening dialogue "And remember, you can jump higher when you’re upright." However, I should have considered the fact that not everyone wants to read all the dialogue and might skip past this. I should probably also mention this somewhere that the player is less likely to miss. The other thing that affects the jump height is how long you hold the spacebar down for. Holding it down for longer results in a higher jump. I didn't think to mentions this in the game as it's a common mechanic is many platformers. However,  I think I should have mentioned it anyway since some people playing the game may not have played many platformers before and might not notice this.

Do you think the odd jump heights you experienced could have been caused by 1 or both of these factors or do you think it is likely to be a bug?

I don't think anyone outside of the devs has gotten close to beating it. It's very difficult and quite long (also there's a bug near the end that makes it impossible but this will be fixed in a post-jam update). Anyways, I'm glad you enjoyed it. Thank you for giving it a spin!

Thank you! I'm glad you liked it

Great game. I like the level rotating mechanic. It reminds me of a game called Adventures of Shuggy. For me the levels were quite simple but I do play a lot of puzzle games and it's good to start the puzzles simple and build in difficulty.

The idea of the scythe spin is very creative and I liked how not all souls were ripe so you have to be careful and precise with which one you hit. A sound track would be nice but obviously time is limited.

Nice game. I liked the graphics. The gameplay reminds me a little of the Look-alike game on Wii Play.

Wow, you actually made it very far. I understand not liking that you can fall down really far but this is by design. It supposed to be similar to games like Getting Over It and Pogostuck. But these types of games are certainly not for everyone. Maybe it should be better explained in the game but your acceleration is based on the angle you lean. Acceleration increases up to an angle of 45 degrees. You will naturally go slower up hill as you have to overcome gravity. You do have to hold sprint a lot but I don't think the player should be able to go faster. Maybe there should be an option to have sprint the default and you can hold to walk

The way all the body parts of the player fit together was inspired by Happy Wheels. I actually barely had to do anything for animations since it's all physics based but it still looks cool. I'm glad you enjoyed.

Thanks for playing. Everyone seems to be struggling with the difficulty but that is by design. Haven't played Lego Party. I'll have to check it out.

Haha, yes the eyes aren't even programmed to do that. The pupils have zero gravity and just collide with the edge of the eye. 

Neat game. I liked the art. Especially the animations. You seem to like having the coins sliding around everywhere but maybe they could have just a little bit of dampening. Or a coin magnet upgrade.

Cool game. I like the slingshot mechanic. I think it would be nice if the audio didn't restart when you die.

Cool game. I enjoyed spinning and winning. Only problem was that if my cursor went on my second monitor, my mouse stopped rotating the player. Didn't try the download though so maybe it works on that version.

Good game. The levels are challenging yet feel rewarding and the rotating level is a unique mechanic. It's cool that you can respawn instantly but I'm honestly wondering if it would be better if you didn't because I kept dying immediately upon respawning. Maybe you could press a button to respawn. 

A fun and interesting experience with a unique concept, and a very impressive first game.

Making it to the staircase is honestly not bad considering the difficulty. Completely agree about the art style. I think it fits well with the goofiness of the game. The same goes for the googly eyes :) Thanks for playing!

Thank you!

Thank you for the feedback. That's a good point about the spam jump. There is already a jump cooldown of 0.25s but maybe it should be longer. We're planning on adding some updates to the Itch version to add polish and fix bugs and then potentially making a full Steam release after with additional content.

Thank you very much!

Thanks. Yeah, I can see how the art is not to everyone's taste so that's fair enough.

Thank you for the kind words. I'm glad you enjoyed it. A lot of people have been commenting on the readability of the font and I agree it's too hard to read. I will change it after the jam.

Thanks!

Thank you!

Actually we just found a bug near the end of the game so it isn't possible to beat currently. I'll fix this after the jam.

 Glad you enjoyed. I wanted to give the game a very goofy serious feel. The art is actually made in a kids drawing program called Tux Paint. We used it to get a unique art style. I don't think the cheese is a big problem as the game is already very difficult and this can only be used in certain spots where there aren't any slopes. Thanks for the feedback.

That's a good idea and it would also help to stop the player dying on repeat if you don't start controlling them again straight away. We will consider adding this after the jam. Only problem is that there are moving platforms later on and this could allow the player to just wait for the platform to come back. Maybe we pause the game when you die. A lot to think about, thanks!

Thanks for the feedback but personally I like the respawn mechanic. The game is designed to be punishing and the falling off the unicycle and respawning adds to that. But I totally understand not liking that.

Fun game and I like the art. There was a couple of bugs like you can still buy tile upgrades when you've maxed them out and towards the end it costs me $1M  to increase my bet by $100 LOL. But overall a quality game.

Wow, great game. I liked the art, music story and gameplay. It took me a few tries to beat. The enemy is very good at hiding their weak spot. The hint went you die helped. One small thing I noticed is that there is a clicking sound when the dialogue text is appearing. You can usually fix this by fading in the very start, and fading out the very end of the audio file. Its quite easy to do in Audacity.

Fun game and it fits the theme well. I think it would be better if you calculated how far the spaceship travels around the planet in the time it takes for the missiles to fire so you can place them in a spot that the player can reach in time.