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Bad Piggy

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A member registered Aug 01, 2019 · View creator page →

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Not sure if this was a graphics error because of my potato or not, but I found after looking at the walkthrough video that there was supposed to be a tile here. This is probably an issue that's happening only to me though lol

Anyway, for something that might be as short as this, there's still a razor sharp level of game feel combined with smart puzzle design and clean visuals. Great work on this

Thanks for playing and for the feedback :)

Part of me wanted to use a different color for the exact reason that you mentioned, but no other colour really complemented the existing pallete as well as red did ( atleast to me anyway )

Something to keep in mind for the next time I choose colour palettes I suppose. Thank you once again for playing :)

Good score and thanks for playing :)

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I got 2 endings. One where the bombs exploded and one where Goby got caught.

At some point there was a bannana and a giraffe on screen. Also the timer was reversed. 

I want to give you feedback, but I'ma be honest ......
I had no idea what the heck was going on most of the time lol

Still, hilariously goofy game overall


Man, this game showed me that I'm terrible at typing lol

Great idea and execution of it. Your art is amazing as always as well. ( Also loved the news-esque sound effects )

Truthfully I'd love to give feedback on this, but I'm really not sure what to say tbh. You've nailed the vibe of a newsroom wonderfully and the game definitely felt urgent in general, which is what this would generally feel like. Also loved how the player was flashing red to indicate that you were close to being fired.

All in all, you made a damn good interpretation of the theme. Great job on this

Played the mobile version. It ran pretty well all things considered. Anyway, really fun game

Loved how the explosions felt. The visual style in general was really crunchy. Same for the character models. The 3D voxels really looked cool

I liked the overall gameloop of needing to throw the dynamite before it explodes. Especially loved the penguin enemies that shoot at you. They had you make some pretty quick split-decisions to choose between the penguins and the normal dynamite since the penguins also shoot at you. 

That said, I think the penguins needed some sort of animation or something when they shot because I could never really tell when they would shoot. Along with that, I don't really get why you grab dynamite and the penguins since you seem to throw them in random directions afterwards. I think it would've been better if you could throw the dynamite at the other penguins outside the arena if you wanted to have the grab. If not then it would probably be better to just kick the dynamite or penguins then and there instead of grabbing and throwing.

All things considered, I'd say that this was a cool and fun little game. Good stuff

Originally you could shield cancel, but I felt that it would give attacking less of a commitment

which is why I ensured that you could only dodge cancel because then you need to be a bit more deliberate about when and where you attack 

( lest you end up dodging into a clock arm lol )


Kinda reminded me of an old GMTK game called " Pink river " lol. 

That aside, I do like how this game incorporated combat as well. Needing to be careful of how I was aiming was also fun to manage, especially since my ammo was both limited and was also the floor that I stood on.

Really loved how you tutorialised the hammer enemy. Definitely made it as clear as possible how he worked and moving around him was definitely fun.

I don't really have any real critiques or qualms tbh. Everything about this was very solidly made and that last level was definitely a cool final test. Great work on this

Probably the first time I've seen a " making of " segment in a game jam game lol. Definitely cool to see what your process was like. I'm going to get into it later in this review, but I think having the boss was the right call, and  I kinda wish the game had more segments like that.

But before any critiques, I just want to say that this was honestly a damn cool jam entry with phenomenal presentation all around. The atmosphere was on point and the visuals, while soft like that of a children's story book, still had a pretty mysterious vibe to them. This feeling is especially accentuated when you add the little segments of voice acting and the overall sound design as well. Seriously, kudos to your artists ( both visual and audio artists )

The gameplay of needing to manage the clock tower definitely kept me on my toes. I liked how frantic things were and that there was a decent variety to the minigames. However, I think some of the minigames were slightly undercooked to the point that they got a little monotonous, that and they all kinda just got repetitive in general since my strategy never really changed for any of them. The one which definitely comes to my mind is the pipe minigame. It felt like it was basically the same puzzle layout again and again with next to no variation. This definitely made it stand out in a comparatively bad way as opposed to say the gear and vent puzzles, both of which atleast had a decent amount of variation to their layouts.

Even though that feeling of monotony was present, I will definitely say that I did like the strategy of needing to decide which puzzle you'd do to ensure the most amount of time gained and least amount of time spent. That was pretty fun to balance. And it's here that I go back to the bossfight. The rat king definitely hammered this aspect home pretty well. Needing to attack him while also deciding which minigame to do and balance everything was really fun and a solid climax to the game. ( The art for the rat king was also incredible oof )

All in all, I'd say you guys definitely made a damn good game here. Kudos to the entire team


Nice little game. I liked how it was focussed around pushing the zombies away from you. You sorta had to manage both sides of the level by ensuring that you have space so to speak. The feeling of punching the zombies was also pretty cool.

That said I do have some criticisms. I think the player could've used more feedback when it came to getting damaged. I wasn't sure when or how I was getting damaged. Along with that, I think the hitbox of the zombies wasn't really as clear as it really should have been. 

I also think some sort of UI indicator or something for the super punch would've helped me to prime myself to be more strategic with it.

All that said though, I think the art is really good. It's grungey in a newgrounds way that definitely fits the tone that you were going for with this game. All in all, I'd say this was a cool little entry

Cool score and thanks for playing :)

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I'm not even sure for how long I played this tbh. It's definitely a very addictive game lol

Right off the bat, the presentation is spectacular. Visuals are clean, crunchy and readable and the audio is extremely pleasant to listen to. No complaints there whatsoever

The game definitely strikes the right balance of being simple to pick up but hard to master. Trying to clear as much of the board as possible definitely had me stratigising and trying to plan ahead in more ways than one. The effects for when the blocks do end up shooting felt so damn good that I think it might be one of the main reasons why I was so tuned into the game lol

That said, the game did begin to feel somewhat monotonous after a while. The blocks and pieces may have been randomised but my strategy didn't change much while I was playing. Even the explosive variant didn't really change my strategy much since it was so effective regardless of where you place it. Honestly speaking, my brain went into auto-pilot halfway through the run lol. Maybe that's why I lost at the end of it since I got a little careless, but I think the game could definitely use either more blocks which force you to change how you play more, or maybe some other random obstacles of some sort.

Nitpicks aside, I still ended up playing this game for quite a while, so I'd say that definitely says something. Kudos to the entire team since y'all put out something which could genuinely be sold for money right now

( but then again, y'all always do that kek. This level of consistency should probably be studied )

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Definitely going to come back to this. 

Absolutely incredible presentation all around. From the juicy and crunchy art to the punchy sound effects

Love how the hour hand acts as a support blast with a wider effect, and then having them together effectively shoots a rail canon. You also can't just spam that canon and move on since there's a delay, so there's even more thought that you need to put it in. I'd say this game is balanced pretty damn well overall. 

The enemy variety is simple but also great at ensuring that you end up using all of your tools, and needing to actually manage every enemy around you is a fun challenge.

Truthfully I don't really have any nitpicks or critiques. This is a very well made and creative action arcade game. Phenomenal work on this


Absolute cinema. Definitely coming back to this at some point

The presentation is nice and crunchy but ngl, I think the targets could maybe be shaded a little more when their timers run out. Maybe just to stand out a little more from the environment. Especially since the numerical timers aren't visible at longer ranges

That aside, I do love how the colours of the timers change over time. Just a small nitpick in the grand scheme

The weapon variety is great. Rocket and shotgun jumping to maneuver was always fun as hell. Lining up a rocket and then shooting another target with a railgun was satisfying as all hell. The same applies to aiming myself towards a target. The next time I replay I'm probably going to YEET myself towards the targets.

That said, I'm not sure the range of the shotgun feels right ? Sometimes it works at far ranges, sometimes not. Maybe I was slightly off by a small bit, but still. I'd say the game's biggest problem is that you didn't really tutorialise any of this lol. That's not necessarily a bad thing, and I think leaving certain things to players to find out like YEETing themselves at targets is definitely fine, but with how necessary movement is in this game, a small tutorial that just says that you can shotgun and rocket jump would've  definitely helped

Still, y'all definitely cooked here. Peak

Apologies, edited my above comment slightly since I noticed an error, but either way I'll reiterate it here

My issue with the visuals was how the orange mushrooms impacted readability. Due to how big they were, I wasn't sure if I needed to actually turn or march forward at the points where they popped up

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Ngl, the opening cutscene kinda jumpscared me to the point that I instantly alt+F4'd because of how immediate it was lol

Anyway that aside, really great game here. It probably doesn't really need to be said but the game's presentation is indeed phenomenal. I do have some issues with the visuals, but they don't take away from the fact that the art was a visual feast. The audio was also catchy as all hell.

I thought the tutorial for the beat was also pretty cool to let a player get used to the beat of each level. That and it also helped me know when exactly I needed to start following along. Having the mushrooms also helped ensure that things didn't get too monotonous either. That said, I can't really deny that even with the changes in tempo, the game kinda got a little too repetitive after the 2nd level. I kinda wished that there were more obstacles to watch out for, or maybe different variations of needing to follow along with the tempo ( Like maybe marching backwards in a certain section ? Idk really lol. Just an idea )

One thing I definitely wasn't a fan of though was how the large orange mushrooms kinda blocked your view in the last 2 levels. I think they covered a little too large an area. It mostly resulted in moments where I wasn't really sure if I had to turn or march forward. The same also kinda applies to when you're in a log. I was relying on the accompanying marching voice since I couldn't really tell where I was. Basically, the game has some minor problems with readability here and there. Nothing gamebreaking or anything, but something to keep note of imo

Still, y'all definitely put out something pretty cool here which is definitely my tempo. Kudos to the entire team

Incredible score and thanks for playing :)


Absolutely hilarious take on the theme. 

Part of me thinks that maybe the accuracy of whether you actually blew correctly or not could be more slightly tuned, but all things considered, I'd say it's pretty good as is

Incredible presentation though. The amount of detail in the player's face to show desperation and exhaustion was hilarious. Great audio as well

Not much else to say tbh. I think I might play this some more once in a while lol. A mobile version would be perfect


This was the furthest I was able to get. These harder levels are diabolical lmao

Presentation is immaculate. Nothin more to say there at all tbh. Y'all cooked

The puzzles themselves were pretty well designed all things considered. I especially love the " tutorial " level in the beginning where you guys let the mechanics of the game effectively explain themselves. I thought some of the puzzles started to repeat slightly, but you guys kept things really fresh with some cool new ideas here and there.

I do agree with some of the other comments here that the game's platforming was a bit tight in general, but considering how the main mechanic worked, I'd say it still felt right in the end. Though I definitely didn't really understand how those spikes on the floor worked ( Not the one's in this pic. The one's that popup and retract when you jump ). Sometimes I landed on them and they didn't damage me whereas sometimes I got damaged.

None the less, y'all have made an incredible game here. Kudos to y'all

Really fun little action game. I leaned into the powerup that increases the hitbox of your slash attack and it was a cool power trip to slash multiple enemies at once lol

I never really used the bite attack though. Mostly because enemies were too quick for me to be able to aim it at them correctly ( Probably just a skill issue ). Honestly speaking though, I got enough blood from just attacking enemies normally so I never really felt the need to use the bite attack.

My biggest complaint was that I could never really tell if and when I took damage or not. Especially later in the game when there's so many enemies

Still, pretty solid game all things considered.

Very impactful little game that y'all have made here.

Music was great. Definitely set the mood and established a feeling of loss so to speak. Especially in the final day. It really made me stop for a min knowing what was coming ( Which I suppose was the intention )

I'm not sure how to describe the art tbh. The jittery painted style felt like the remnants of a fading memory in a way. Pretty somber all things considered, but I guess the aim was to show how the protag felt with the way they saw the world ? Idk, but it does look great.

All in all, y'all made a pretty damn compelling narrative game here. Kudos to the entire team

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Still kinda wish that I had the idea for that game during this jam as opposed to last year's jam lol

But yeah, there's definitely a lot more that can be done with the concept of a clock being a level/enemy etc. lol

The music is indeed rad

Cool score and thanks for playing :)

Incredible score and thanks you for playing :)

Damn. Incredible score and thanks for playing :)

Cool score and thanks for playing :)

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I apologise for that. I kinda just chose the colour palette in a hurry and didn't account for colour blindness

Thank you for playing none the less



Definitely a banger game.

The presentation is great and chunky. Loved the overall look and feel. How'd you make the main character if I may ask ? Was the bottom of him from hand drawn animations or shader work ? Anyway, the colour choices were solid overall.

Love how readable all the enemy types were. It was great that you had a good variety of enemies of as well. The snipers definitely kept me on my toes and the big guys got me to actually dodge a lot lol. Truthfully I was admittedly a little skeptical at first about your dash having i-frames, mostly because I thought it would make every enemy and attack feel too similar if you could just dash through everything.

However, the more I played the more I thought it was definitely a necessity in this case to be able to get back to your heart in time. Especially with all of the bullets all around you. On that note, I think this game's greatest strength is definitely the way you grouped all the enemy types. They had me improvising from moment to moment and kept me on my toes. ( Especially when it came to trying to navigate towards the shield guys )

My only real complaint is that I think throwing the heart at enemies who take more than one hit to die needs more feedback. At first I thought I wasn't really doing damage to the big guys since there didn't seem to be much feedback. I noticed a little later that the heart bounces back to you, but I think some sort of damage indicator to those enemies would help.

All in all though, a very solid action game from you. Great stuff

No, there isn't a pause menu. 

Didn't have time for that lol. Sorry

Great score and thanks for playing :)

All of the other objects are either 2D sprites, or they're stacks of sprites which are made to look 3D

If you want to make something that looks like this, all you really need to do is look up how to do billboarding in Unity to have sprites always face a camera

From there, you just have to treat every object as if it were a normal 3D object

Thanks for playing :)
Dodging is mostly just for positioning so yeah, one use is for quickly evading the boss's lightning attack

Incredible game. Loved the overall presentation and the enemy variety was solid.

Also loved how you mixed up the enemies for all the encounters. Kept the combat fresh in general

My only complaint is that it was kinda hard to tell what the hitbox for my attack actually was. Not sure if it was in front of the player or if it was diagonal to the player. Also it was hard to tell if you were too far or close enough to be able to get some powerups. As I result I had to leave them since I ended up being too far ( Probably an issue with depth perception in this case I suppose )

Still, incredible game all things considered. Will definitely come back and try blight mode

Thanks for playing and cool score :)

I can't say I completely understand how this works, but it's interesting as all hell. Definitely gonna keep playing it


Unfortunately I'm too pig-headed to be able to go past this level.

Still, this is a really smartly made puzzle game with very interesting and well executed mechanics. Everything was indicated well and the presentation looked and sounded great.

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Extremely interesting little prototype which definitely has the potential for a project with larger scope. You've absolutely nailed the movement of the whale in this game. It has the right amount of weight to it where simply moving just feels fun in and of itself. ( Reminds me of " APE  OUT " in that regard ) Especially love how weighty the atomic breath feels as well. Feels just as heavy as godzilla's atomic breath.

Also loved the fact that there wasn't a map and that you were effectively following a sonar point so to speak. Definitely something worth designing around if you come back to this game. 

That said, I don't think the player's hitbox was as clear as it really should have been. I'm aware that the whale's shape isn't uniform, but I think this could be refined a little more. I also thought that the boss should've dodged away by a longer distance. I kinda ended up stunlocking it a bit without even moving much.

Still, this was a pretty cool experience all things considered. Great job on this

( minor spoilers ig )

As someone who's not really a fan of management games, this was honestly pretty interesting. There wasn't too much strategy at play admittedly, but it was still pretty fun to gather food and them move my convoy. Felt immersive with how atmospheric the game was in general with the sound effects and general visual style ( Really love the moody art style that you use for your games )

However, I'm having a bug where the cart won't go past this point. It seems to be getting stuck there