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caligochan

5
Posts
A member registered Dec 01, 2023

Creator of

Recent community posts

I survived the game for about 15 seconds tops, but I appreciate the concept you were going for. It's clever to use the size to alternate the bounce height. It did make it difficult to strategize -- like is my starting point RNG since I can't control the trajectory of the ball, or when is the best time to change the ball size? The teleport nodes made the progression interesting. The background with the retro sun and music used was very cool. Building the game from pygames sounds extremely difficult, so kudos to you on that. :)

This was very fun to play! I can see this easily being expanded into a longer game with more complicated puzzles and a longer narrative. And nice touch about having that one unreliable weight! The artstyle is very cute, as is the voice acting. Great work for your first Gamejam! 11 seconds, cutting it real close there haha.

Really cool game and it fondly reminded me of Katamari Damacy. Using the hookshot was fun, and I liked seeing the different interactions against varying enemies. I was so entertained that I didn't even notice I was way above the platform goal in the final stage. Great work!

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Yeah -- in hindsight, we should've softened the delay on the scale, especially since there's so much work on the player end and we didn't make the UI easy for you guys. I straight up wrote the game, and I still got the Stanley ending on my first couple runs haha. So it certainly not an uncommon experience on the first few tries. Thank you for trying it out and for your wonderful comments!

You are absolutely right -- due to time constraints we weren't able to incorporate a sufficient interactable tutorial, so the best we could do is include a README.txt and hope people have the patience to read them haha.

I had the same thoughts as you on implementing the hovering-function, but I did have concerns on it causing issues when the drugs are bunched up together on the side and it potentially obscuring the other drugs. If we had thought about it for a bit longer, we probably would've found a simple way to implement that, and it would dramatically improve the pacing of the game, as you said. 

Thank you for trying out our game and your constructive suggestions!