Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

snuffysam

486
Posts
2
Topics
48
Followers
3
Following
A member registered Feb 08, 2015 · View creator page →

Creator of

Recent community posts

It still doesn't seem like it's working. I now see that there's a difference between selecting the text to type new text, versus deleting the text before typing, and that's clearly a technical thing that caused issues. But even when I deleted the text and typed what I believe to be the correct text in, nothing happens.

Here is a video of my attempt. I legitimately think something isn't working because I see no feedback from anything I enter here.

Are you sure puzzle 1 is working? I typed the obvious replacement for Australia, but no matter how I capitalize it, even making sure it's identical to the solution document, a sound never plays, and the words never turn black. I tried entering the solutions for the other sides of the crossword from the doc, but again nothing plays.

Puzzle 2 is great and I solved part of puzzle 3, but not the rest bc I think I need information from the first puzzle for that. And I was able to find all the secrets on the menu I think, so that was fun.

I don't think I looked at the timer at all for the game, the minigames are so frantic that I just had to focus on playing them.

I never had time to actually read the minigame controls but I think some of them were wrong? I'm pretty sure on the odd photo out minigame, it said "platformer controls" somewhere.

The way flappy bird asks you to press space to start is good, I wish that was true for more minigames, like the platforming ones should give you a prompt to press arrow keys to start. Also I never passed a single pipe in flappy bird.

I think the timing minigame is bugged, it seemed like whether or not I get points is unrelated to which color the marker stopped in. Like there were times it stopped in yellow and I got fail, there are times it stopped in yellow and I got perfect.

Something also seems off with the RNG, I got odd one out like five times in a row once. You'd think the game would be designed to avoid that?

I really loved the voice introducing each minigame!

I think the arcade mode gameplay is pretty addictive when you get into a groove with the strategy!

For the UI, I didn't really like the tiny pixel art for your upgrades, and they kind of blend into the background of your upgrade screen (especially the fishing rod & mouse).

I was eventually able to make it to level 7 in arcade mode, but couldn't get past that, even when I had two +2 rolls and the lucky cat item. Obviously the items that show up on your roll can be random and that's the point, but the number of sheets per roll is also random and that can cause a HUGE variance. Like, if a roll is only 10 sheets long, you're really screwed for getting points, since a lot of the items work best when you can get 12 sheets in a pile.

(1 edit)

I really enjoyed this! It was a calming point & click adventure with some good puzzles. The puzzle to make the bracelets was my favorite, though it would be nice if there was some way to undo a mistake besides leaving and starting the puzzle over.

The red herrings are fine, but it would be nice if the sparkles went away after you checked them.

I would be interested to play more of this, though I don't know if I'd want different environments per se, I think sticking to the beach theme would be a cool & unique way to do a point & click/hidden object game.

Like, the upgrades should cost both hearts AND time?

Well, there's a reason the wave numbers are counting down - there is an ending lol. And yeah, I could do something to make sure the enemies at least show up on screen before you have a chance to mow them down...

Do Exit 8 and That's Not My Neighbor have random elements? When I replayed the levels, an arcade cabinet that was broken on the first level on my first attempt was working on my second attempt. So it seems to me like the broken element on each arcade cabinet is random for each level rather than a puzzle you'd get a second chance to look at and solve, but correct me if I'm wrong here.

(1 edit)

I really don't understand the scream when you die. Just seems totally random, the rest of the game isn't particularly horror-y... maybe if the game glitches had more of a horror element to them, but you're just trying to maintain a bunch of normal arcade cabinets. Why is there a horrible scream sound lol.

The tutorial was good and helped me understand the gameplay. Wow some of these differences are subtle though, and make you wait a while to spot.

Instead of a scream at the end, maybe the end card should tell you what you missed instead?

It's a cool concept, once you figure out the timing it's just a matter of counting in your head though. Not sure how to fix that when the whole point is supposed to be that it's hard to tell the time, maybe later levels that speed up/slow down your cooking somehow?

(1 edit)

Not sure if I completed puzzle 10 correctly, I double-swapped the objects and dragged the cylinder over to the button before the first timer ran out. The timer on those double swaps is REALLY strict so IDK if that was the intended solution for that puzzle. If it is, the door button could maybe be moved closer to the blue barrier (or pushing/dragging mechanics could be improved so one screw-up doesn't ruin your attempt), if it's not the solution then the button should be moved further from the barrier.

The camera fought with me a bit on puzzle 14, I couldn't see what I was doing after going through the security door and had to blindly push a swappable object out of that room.

I don't think I ever got a handle on three-way swaps besides trial and error, like I knew eventually the objects would be in new permanent positions but I could never remember which objects I needed to shoot first to get things the way I wanted.

Overall, a very good puzzle game! I was a bit confused about the point of the pink barriers when they were first introduced, but I loved the solution to the final puzzle!

I liked how the porcupines had their projectile attacks you had to avoid, but when a bunch of them are grouped up, it can be REALLY hard to beat them when they're all shooting on a cycle, you have no opportunity to get in closer.

I was able to make it a few waves (or at least what seemed like a few waves) but I don't think the heal button ever did anything? I was holding down K and nothing seemed to happen, I don't know if I'm supposed to only heal when the bar is full or what.

The graphics are cool, I'm normally not a huge fan of scanline filters but I think it worked here. When you load the game, what assets are you actually loading? I ask because the first time I did something that required a new sound effect (e.g. the first time I jumped, the first time I attacked an enemy) the game noticeably froze, which to me seems like you're not loading sound effects at the start of the game. 

A very cute game!

I didn't have issues surviving the first day, the warning that it was getting late helped and the star indicator of where your shelter is, though I don't know why that tree is really any different from any other tree. Also, I get that you want more variety in barriers than just rocks & logs, but the grass & clover didn't feel dense enough to block movement, maybe the models should be thicker.

I liked the progression, getting dashes, then the yarn hookshot, then the materials for a bag, etc. Not sure what the swimming trunks actually did, since it's not like the mouse knows how to swim anyway.

The darkness is really brutal, I got lost getting back to my shelter one day and by like 9 PM it was too dark to see anything on my screen. Your other indicators give you much more time from when they start alerting you to when you're dead.

Right but most of the enemies don't attack, they just always deal damage if you touch them, so I'm not sure what specifically you're referring to.

Are you saying that you didn't know where the enemies would spawn from? Or are you talking about stuff like not knowing when the Skaplers specifically would jump to attack you?

Really fun game! The puzzles in castle 2 are a lot better than castle 1 - with that said, I feel like there were a few puzzles where the solution was easy to find, but I failed the timing to jump onto the spring multiple attempts in a row, and in puzzle design you don't want the time between discovering the solution & successfully accomplishing it to be too long (especially since this game bills itself as being playable with the on-screen buttons in theory). Maybe if there was a little pause when pressing left/right so you don't have to react to your own movement/turnaround immediately?

When you replace the Kenney spaceman, maybe the original character should be some sort of charging knight/cavalier, which would explain why they constantly travel in the same direction when you press an arrow key.

I fixed the issue with the UI, if you're down to try it again it would be much appreciated!

I fixed the issue with the UI, if you're down to try it again it would be much appreciated!

I'm glad you liked it! Yeah, a sprite for the floor is a good call!

Thank you for playing! Yeah, on top of figuring out what's causing those crashes, I should probably figure out another enemy type to stop players from just saying in one spot after they've taken a few strong upgrades...

I was pretty confused by this game. Apparently there's an NPC in front of you at the start of the game but I don't see anything on the orange platform. I tried to get on top of the first section of dark grey platforms but it was too hard to do Mario 64 wall kicks in first person. I loved the grapple mechanic!

It's a really cool concept! I felt like I had trouble figuring out a strategy though, since you're always either adding a random number 1-6 to your countdown or multiplying a random number 1-6. I loved the little story beats on the phone screen!

A very ambitious game! I wish there was some way to easily tell what each character's schedule was, so you would know when to go to each location. There were also some UI bugs, like I think I pressed space too early for the opening narration and it was stuck hovering over my screen, and the fact that you can travel while in the middle of a conversation.

It's a very interesting concept and once I got into a groove with wall-running, it was pretty fun. The constant FOV changes made it very hard to judge the distances to things, especially doors, and I ended up missing the mark and falling into the pit constantly. It would be interesting if instead of failure ruining your whole run, it just restarted the level so long as you had time remaining.

A very cool little arcade-y game! My only qualm is that I clicked away from the end screen/leaderboard screen as soon as my run ended, haha

Thanks! Yeah with some builds you can get a great loadout pretty quickly and then you don't have to move for the rest of the run. For other weapons you're likely to get bombarded with Boomscrollers & Graphires if you try that lmao. Balancing is definitely something I'll work on after the jam.

It's a cool concept and a fun little puzzle game! I was a little confused because on an earlier level, the level ended as soon as I got the number of toxic elements below the required levels even though I had infinite crystals to use, but on a later level, I had to keep going until I spent all my crystals for the level to end?

I could definitely see this being expanded into a full game!

I'm glad you liked it!

A lot of aspects of the game aren't very apparent by playing, like how you have to shoot the most recent number to regain time. I'm also not sure if there was a win condition at any point or if it's just lasting as long as possible.

Regardless, this was a fun time, and I like the push & pull dynamics at play with choosing what to shoot!

A very well-polished experience! It's a well-known puzzle, but you had some really interesting twists on it!

Looks like nobody posted a video of their best times in the tutorial levels. Hopefully the video I posted should get me on the leaderboards, and help give you a better idea of the issues with this game.

I'm able to hit the shuriken to stop time but then... where did the shuriken go? I eventually was able to chase after the shuriken to hit it a second time, but I certainly couldn't aim it precisely enough to do that AND beat enemies in multiple different directions...

The concept of stopping a countdown with your shuriken was very creative, though!

Here's my best times, crossing my fingers I make it onto the leaderboard!

Ah, that's a shame. Is there some button to pause/restart the level? If I'm able to make sure the player spawns after the level streaming, it would presumably work, but I'd need a pause/restart button to do that, since restarting the game doesn't exactly help the issue...

A very cute, very fun little rhythm game! There are some pretty challenging sections, but it stayed accessible throughout. It maybe would have been good to reveal a third rhythm at some point, or maybe making both the normal rhythm and the mushroom rhythm 8 beats at some point.

The art was outstanding, the sound design was outstanding, and the story was super cute!

Really cool game! The mechanics aren't too complex, but the story works really well. I love the way that the final level transitions into another story cutscene.

By the way, make sure to mark your build as "Windows" in your game settings so that people can play it from the Itch app!

Whenever I started up the game, I just immediately fell through the world, and there was no pause button i could find to restart the level/put me back. Is there something I'm missing? I didn't even see a main menu before falling into the void (I just see trees & a couple orange lights before falling into darkness).

(1 edit)

Really disorienting visuals lol, even after getting a handle on the controls it's still pretty motion sickness-inducing every time you hit a wall.

I loved the voice acting story, though I wish there were subtitles. I was a little confused because I thought the game would be destroying all the barrels of gunpowder before the stock market closes (for the insurance money or something) but I guess the goal is to just escape the mansion.

I got soft-locked on the interdimensional travel section, I got the checkpoint with only 15 seconds left to complete the game, so I couldn't progress to the next section...

The theme felt a little tacked on. Like the only indication gameplay-wise that the gun is a Count is the fact that you're inside a mansion. The stock market thing only comes into play after you lose a run, and the clock is counting up lol. I don't think counting the bullets was very relevant since it's best to just hold the mouse button down and shoot after every reload.

I loved the PSX-styled art. I wasn't too hot on the music, but I did like how the reloading & firing matched with the beat of the song!

I have a pretty old monitor so I doubt it's capable of running in 4K, lol. I just ran at the default resolution, which was 1920x1080

Thank you for playing! Just to be clear, do you mean overwhelming in terms of how powerful the player can get, or overwhelming in terms of the enemies you can get on-screen?

The runs where you're totally shredding through enemies are the best lol. I'm glad you liked it!