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BadPiggy

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TimestampSince previousGameBadPiggy's comment
Apr 21 14:29:32 TellyBuddy ♥ 7 breaking bad meme.png I don't really have any complaints tbh. This is an absolutely hilarious adventure/puzzle game with a very interesting concept to match. Especially love how some of the puzzles were implied like needing to hit the side of the tv when the matrix guy showed up at the sides. If I had a complaint, it's that maybe the tv's head could've been a little more sensitive to mouse movement in general, but that's honestly just a nitpick. Played all the way through and loved all of the videos as well. Fantastic work overall cowboys
Apr 21 15:56:54 1h 27m Bulletproof Broadcast ♥ 2 Absolutely hilarious game. I instantly did a second playthrough to get the second ending as well. Seeing the entire crowd cheer when the king died had me belly laughing lol. The dialogue by your superior(?) was great for both traitors and loyalists. The art style also really aided the atmosphere that you were going for. If anything, the overall presentation helped keep things light hearted enough that it works despite how topical it felt lol. Now that I think about it, this game kinda reminds me of state of emergency in that regard. i.e how it has a pretty light-hearted feel to it which helps hide how dark the subject matter is lol. All that said, I do have some qualms with some of the design of the game. I think having the sign holders sweat as a tell wasn't really a good idea because I could never really see that sweat at all. Maybe it was because of how far the camera was, or how the sweat didn't really stand out enough, but I never really tried looking for it. Also I think the game really could've used some sort of failstate. I did a 3rd playthrough where I just shoot everyone and it was fine. Thematically it's still hilarious that this was fine ( and frankly, it also checks out .... ), but I think some sort of penalty outside of the final score screen would have helped. Or maybe a gameover if too many loyalists die. None the less, great game here. Good stuff overall
Apr 21 19:27:55 3h 31m Smoke Operator ♥ 1 Screenshot 2026-04-22 003021.png Not sure if I've ever seen this sort of torch mechanic. It's a pretty cool interpretation of the theme as well. That said, I have some qualms with it. Before that though, I just wanted to say that I loved the overall presentation of this game. The way you used the colour pallete was great and pleasing to the eye. Especially loved the chunky art style as well. That said, I think the readability of some things could've been a little better. At first I didn't really notice the yellow eggs of the vultures since they kinda just blended into the yellow background. Same with the spiders. I kinda wish they had a different colour to stand out from the background of the cave. All that said, I think my biggest problem with the game visually came to the smoke clouds that cause harm to you. Since they're the exact same sprite as the smoke that your torch emits, it made the sections with the harmful smoke more annoying than they really should have been. Not a massive deal breaker or anything, but still something worth noting in my opinion. As for the actual platforming, I thought it was pretty solid overall. Admittedly I don't think I really would have beaten the fan puzzle without the hint you posted in these comments though. I thought the boss was great though. Pretty solid fight with clear telegraphs and the floating platform definitely helped make the fight more dynamic. That said, sometimes a cloud did damage to it, and sometimes it didn't. I do think that that could've been more consistent all things considered. All in all, I'd say you made a very solid game here. Good stuff
Apr 22 17:36:38 22h 08m Chomp Radio ♥ 3 Made it to what I'm assuming was the end. Pretty cool game here all things considered The presentation in general was amazing. Props to whoever did the voice acting because I could kinda tell instantly that the opening 2 characters were snake and otocon even before I saw the codec pictures lol. I think the best thing about the presentation though has to be the weapon menu. It was slick AF to use and always managed to feel intuitive even when the snake was all over the place. There were some scenarios where I kinda had to keep pressing directions until it moved to the next body part, but that's just a nitpick. As for the gameplay, it was cool tbh. I love games that sorta let you feel like a bossfight from another game and this was very fun in that regard. That said, the enemies stopped feeling light a threat as the game went on. It also didn't really seem to matter what my choice of weapon was since different builds didn't really change my tactics all that much. If anything, what was actually threatening me was the size of the snake as the game went on. Losing most of your body and your weaponry when more and more enemies start spawning was definitely an interesting scenario lol. All that said though, I think my only real problems with the game were the following - I could never really tell when and if I was actually taking damage. Is it just if the head gets hit or the entire body of the snake ? - The levels did end up feeling a little too confusing and samey in terms of their structure and visual layouts. It didn't impact the fun of the game much, but it did make them slightly annoying to navigate None the less, this was a pretty solid game overall. Kudos to the whole team
Apr 22 19:26:28 1h 49m 🗦◎🗧 ♥ 1 Screenshot 2026-04-23 003236.png This was the max I was able to go after trying a few times. Pretty interesting game all things considered I'll be honest, I probably still don't know everything about this game, so I'll just talk about what I think I know for sure lol. I do like how you took the theme with this game. While there's the signal that makes part of the map visible, the real signals that you need to watch out for are the indications of walls in the environment. Let it because you bump into them or because you shoot at them like echo location with a bat As a result, the game was atmospheric as all hell with great minimalistic visuals to match. I know nothing about shader work, but I will say that I think this game looks positively beautiful with how the world wraps around itself so to speak. I thought it was an interesting design decision to have enemies only spawn when you use the signal power, but that aspect of the game just felt kinda underutilised imo. Enemies never really spawned much at all in all the times I played the game and I dealt with them swiftly either way. I also kinda wish that you had some way to recover your signal power. Maybe there's already one but I suppose I couldn't find it lol All in all, this is an intriguing little exploration game. Great job on this
Apr 23 14:53:24 19h 26m Datadream Mirage ♥ 0 Screenshot 2026-04-23 200425.png Absolutely incredible game. Reminded me a little of gutwhale and if it was more like a metroidvania than a rogue-lite but still, incredible. First off, the presentation was great. The animations for the player and the enemies all felt great and were good indicators for their behaviours. Especially loved how clear and readable everything was. let it be the enemies, the player or the clear backgrounds and level layouts. The game felt really well paced, let it be the progression in difficulty in enemy waves, platforming or just the rate at which new powers are given. Especially loved how later enemy guantlets incorporated the environment as well in some way or the other. The main mechanic itself is great. Love how you can sorta combo enemies by having the boomerang stay in place and do multi-hits. Especially love how you're really forced to use the flying ability in later parts of the game to dodge enemies in the large arenas that you find yourself in. Enemy design was simple but very effective, and allowed them to work wonderfully in groups to complement each other. I think my only real qualm with this game is that the implementation of the theme ( from how I understood it anyway ) felt a little weak. That said, that doesn't negate everything I mentioned before Frankly this game kinda makes me want to make a metroidvania or platformer now lol. Phenomenal job on this one and kudos to the both of you
Apr 23 19:34:52 4h 41m Winnerman Scams a Game Show ♥ 1 Screenshot 2026-04-24 003401.png Extremely innovative game. No idea how the heck you even made this, but it's honestly interesting as all hell with how it works. Presentation wise this was immaculate. The visuals were charming as all hell and that voice acting was top notch. No complaints whatsoever in this regard That said, I thought the actual minigames became fairly tedious after a while. The duck one was definitely interesting but the gambling machines got kinda annoying. The final boss was cool in that you didn't have access to the main mechanics, but part of me was also a little sad that it didn't build upon those mechanics if that makes sense. Still a solid final battle though Good stuff here all things considered.
Apr 24 15:47:55 20h 13m Mr. Signal ♥ 1 Got till the signal where you get infinite flight and just flew around a lot afterwards. Really great game here. Kinda makes me want to make a space exploration game now lol I love how this game was effectively a platformer in a way. You had to be careful of which signal was actually close enough to you and use the fast forward to set things up pretty well. ( It admittedly took me a while before I realised that it was a fast forward when it came to time and not a boost lol. Was confused as to how it was supposed to work for a while ) I was also a little confused how signal compatibility worked as well, but I understood it over time later. The presentation of this game in general was amazing. Especially love how you had to move through some gaseous planets lol. Cool detail. That and the fact that you had multiple signal around planets along with having planetary satellites which had their own signals kept things very dynamic and fun. All in all, I'd say that this was a very solid game. Great stuff here
Apr 24 20:33:26 4h 45m The Lighthouse ♥ 1 Phenomenal presentation here. Everything from the voice acting to the pixel art was honestly immaculate. The story also had me pretty hooked. Adventure games usually aren't my thing, but I can't deny that this makes me want to make one now lol. After getting the monster ending I replayed and got the one where the zombie kills you as well. The voice acting on the zombie and the standoff were genuinely chilling and had me on the edge of my seat. If I had any sort of qualm about this game, it's that the theme isn't really too prevalent in it, even from a narrative point of view. Still, that doesn't negate the absolute quality on display here. Fantastic stuff
Apr 25 06:22:40 9h 49m Buller than Bull ♥ 1 Ole Cool little game about timing. Good art as well. Wish I could say more but it's a nice little minigame in a way
Apr 25 07:04:13 41m 33s A Call to Arms ♥ 0 A Call to Arms 25-04-2026 12_07_48.png Always love the moody atmosphere that your games have. The atmosphere of this game was immaculate and the music complemented it beautifully. Definitely felt like that scene from lord of the rings. Since this is your first Unity game I was expecting some jank, but damn. This game still feels amazing lol. The vistas were beautiful. I think the placement of some of the invisible walls was a little annoying though, especially when I was trying to platform upwards and get a vantage point to see the next signal That said, cool little narrative game in a way. Loved how you could feel the danger in the first area with the sounds of the town during a battle Also, floating tree ftw A Call to Arms 25-04-2026 12_01_54.png
Apr 25 12:07:04 5h 02m The Last Signal ♥ 1 This has some pretty cool ideas and honestly does make for a fun little arcade game, but it needs some tuning here and there. First of all, I love the visual style and presentation, but I'm not really a fan of how the arrow for the ball attack works. Since the arrow is so low it's kinda hard to notice it sometimes. Especially when the screen gets more and more crowded by enemies. This issue is also further exacerbated by the fact that the camera is also so low which messes with the depth perception of where exactly the ball will land as well, and whether I'm far away enough from it. I think moving the camera a little upwards and adjusting the angle so that it faces more downwards would help more in this regard. I do like the tension that it provides along with having the enemies though. Needing to clear a path for myself lest I get hit by the ball had me on the edge of my seat while playing. Fighting the enemies was fun, but also needed some tuning ( imo ). I like how you kinda have to try and get in as many hits as possible on an enemy and then try to move away, but also watch out for the ball attack. That said, I could barely make out whether an enemy was doing an attack or not. It's not only the fact that enemy animations feel a little too quick to even see, but they're very unreadable sometimes with how low the camera is once again. I get that you wanted to angle the camera such that the signal was always visible, and it does look cool to see it in the background. That said, I think it's hampering the functionality of the game a little too much ( imo ). I tried a few times and I managed to make it halfway on my best run. This is a pretty cool all things considered, but definitely needs some more work here and there. None the less, it does look pretty damn stylish.
Apr 25 17:03:11 4h 56m hehe,cars ♥ 2 LD59 25-04-2026 22_11_15.png Great idea and execution of it. First off, the presentation is great. Love the mix of 2D and 3D. Also love the character and rc car designs. They looked cartoonish and cool. The main mechanics are also cool. I love how the powerups increase your signal radius, but only for a bit as the radius decreases. Trying to manage where the player character was moving along with where the rc car is heading was a fun balance. That said, I was a little annoyed how the enemy cars didn't really need to go through checkpoints. I even pushed some of their cars away and they just continued on the track. ( On that note, part of me kinda wishes that you had some way to kick cars. Including your own lol. Maybe you could kick them into or away from checkpoints. And maybe driving cars into another player trips them and stuns them or something along those lines, because pushing enemy cars away was also pretty fun lol ) All that said, this was a pretty damn interesting concept done beautifully. Great stuff