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spatialfree

42
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A member registered Jul 01, 2016 · View creator page →

Creator of

Recent community posts

ayy that's super cute ^-^

dm me on discord @spatialfree #1188, and we can quickly verify a supported build

A surprising amount of groundwork done for such a short jam!

Never wanted to cuss out my daughter more >o< 
Abandoning me in a blocky prison, with a phone that may as well be miles away, with notes plastered around goading me for missed calls.

*woah this is a little trippy -> didn't feel like I had a chance but I kept going anyway -> welp i guess I won then? ^-^

ty! great score btw

Problem with speeding it up is that the controls will fail you before you fail yourself.

tetris tetris tetris, a classic for a reason, very well made remade!

Great polish and scale!

would love for you to polish this up more!
(better sense of time scaling and more dynamic character for those neo moments)

bro   •`_´•



still some fun design and world building despite the rage mechanics ^-^

never picked up this game before, I truly felt dyslexic at first but I kept trying and ended up in the top 10, brains are truly plastic ^-^

small interface bugs, but precise visuals, sounds and gameplay!

o7
Cold atmosphere crisp visuals and clever use of theme!

Jaw dropping intro! It reminded of the Humungous Entertainment games I played as a kid.

I try not to nitpick mechanics too much for jams, but the levels were very tightly designed to push them to their breaking points:

- Coyote time and squish time on the slam to more reliably catch the momentum

- Indication of how many jumps you can do (finding that you didn't have your double jump at the peak of your leap is heartbreaking)

- I loved the bug of slamming onto an edge and the monkey freezing with a perfect expression tho ^-^

Oh! I completely forgot about From Dust, that's some good nostalgia and impressive tech.

I'll keep working at it, I have some design ideas that will make for more engaging gameplay.

ty! still considering a time dilator, as I want to get the rest of the mechanics in first.

now I'm going to make huts drown ^-^

That dark maze level was terrifying, great visual fx!

Dude, polish it up and make your mobile millions.

Not a bad little platformer, best of luck on your future projects!

I made whatever this thing is o_o

W

O

M

A

N

!

Now there is!
(*SPOILER* the exhibits are the key!)

Beautifully polished!

Awesome, needs more juice!

The static bg grid messed with my head big time, hope your enjoying your vacation!

I can't get past the micro-stuttering, If you'd like some help diagnosing the problem let me know @BonusDream on twitter.

Some more satisfying feedback for successfully moving past a wall is all this is missing. Really well built game though, with, leaderboard, full tutorial, voicework, and good quality assets!

Damn that was trippy *o*

Whoops! I think I fixed all the game breaking stuff (*a byproduct of the new optimization methods) kept in the flip though, turned out to be an unexpectedly cute end game mechanic.

I turned truck riding into a feature of the game, now you can go along with the truck on its delivery route!

(3 edits)

Thanks for the heads up ^-^ (i dont have any apples so I can't playtest my mac builds) *must be a shader issue, so I'll see what i can do! 

Edit: I think I've fixed it! as well as a host of other bugs and performance issues

(1 edit)

Thanks for playing! When the counter gets to 0 you just have to wait for a bit before it becomes obvious what is happening and then it'll open. (I'll add some more indications in the future too make sure its clear)

You hitched a ride on the truck! ^o^

Meant for the last Ludum Dare, but some unexpected family trauma and a move to a new house prevented that from happening. But, with some motivation from NORRIMO I was able to persevere and get it released to you ^-^

Quick Summary: Optimize your delivery routes for the betterment of mankind.

https://aviland.itch.io/parcel-toss



(3 edits)

Non automated/QTE webslinging made in just 3 days @me Sony :p

https://aviland.itch.io/mesothelae

(Keyboard Mouse Windows)

I see what you mean, while I did work with a limited color palette the lighting sort of blurred that fact. In my defense the rules seemed targeted towards a 2D sprite based game, so It was sort of up to interpretation for 3D mesh based games.

A toon shader wouldn't change much in terms of "colors" considering the meshes have smooth faces. So a gradient sort of lighting effect would still occur. Also in case anyone was wondering, I managed to make all the art assets for the game in less than an hour (Google Blocks is amazing :p ).