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sgykwi

51
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A member registered Jun 11, 2020 · View creator page →

Creator of

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I liked the control mechanic! very nice

thx so much!!

ah yeah, i just got that issue on a game i was just trying to play through the randomizer lmao

Cool game! Music sounds really good, and game itself is fun and easy to play.

Thanks for informing me about this, SharedArrayBuffer is turned on so,, what browser are you using?

skill issue tbh

thank u! worked rlly hard on making a simple concept fun to play with this one so i'm glad u liked it :3

oh, yeah that can happen sometimes, I tried balancing cheese spawn rate to not softlock like that but alas it's RNG

Hi! I'm glad you've enjoyed it! Its been a while but I think scoring is based on the maximum number of nodes visited by each sequence averaged over all the terminal nodes. I've updated the discord link but tbh I've kinda dropped off updating the game and no longer have my construct 3 license :( the game has picked up some attention though so maybe I'll start developing it again soon

Excellent work as always!

I'm usually not one to play autobattler games but I actually really enjoyed this! The mechanic of having to spatially optimise the powerups is such a rewarding part of the gameplay loop. Nice work!

That's an interesting way of completing the levels! I guess it's a side-effect of only needing a set amount of sequences to complete the level, there's not meant to be any discarded outputs. The point of the buffer is to combine two connections into one, so you can connect up different things to one action (I guess it was a bad naming choice, I copied the object from a buffer action I didn't use but never got around to changing the text). Here's how I use it in the first level with a buffer https://streamable.com/00n2jd . I'd love to see some of your solutions to the levels! I'm going to be posting updates in the discord server linked in the games description so I'd be grateful for your input during development

So much nice feedback! Szym made the good point of making the pieces go left to right instead of top to bottom which would make more room so I'm re-designing for that. I'd love to know if you have any more feedback after finishing the game!

I really like how you didn't just set a maximum distance for the ships, the split screen effect looks amazing but it must've been a nightmare to implement! A few things weren't obvious at first like the small particles being the energy pickups but after learning a few thing this is a really fun game to play! My strategy was mainly to just constantly spam Q to move both ships quickly away from oncoming shapes and then just let the auto-fire take care of them.

Glad you enjoyed! What do you mean by the sequencers? Everything in the game should be rotatable by pressing right-click whilst moving something

Thank you! I'm going to try and a histogram-type scoreboard which shows how your solutions ranks against other players, and yeah I'm working on making the design of the elements easier to read. If you want updates on the game or to get free access to the beta I've put a discord server invite link in the games description

That makes sense, I thought it only came on when things started to go wrong and by then it was already too late!

This is such an excellent game! It's incredibly satisfying watching the messages travel through the network, although this tranquil fascination quickly fades after the random events start happening and you realise half the network isn't receiving any packets! The core gameplay loop is nice and simple with the events making it enjoyable to play over time as you have to constantly adapt to network conditions. It's also nice how realistic thing are represented in the game. Really good work!

My only feedback is that I think a constantly visible indicator of how many connections a node has left before it's full would be usefull since I found in frantic moments I was just randomly hovering over different nodes to pick the first empty connection rather than being able to think strategically about it.

That's some very insightful feedback! Thank you! I'll definitely be implementing what you've suggested. My goal is to release an update in mid-july so if you want to suggest things whilst I'm developing the game I've put a discord server link in the games description, It'd be really helpful to have this kinda feedback throughout development. Do you have plans to continue developing your game jam entry?

Oh nice, guess I was just too use to having to click on UI elements to edit them. Thanks for the clarification!

Saw development of this on twitter! It was fun trying to figure out what the words meant through the different puzzles and clues. I was a bit bad at remembering the different spellings so it would have been nice if the notebook stayed open whilst typing responses.

Played a bit of this before the submissions closed. I really like how you can't just spam the attack button and you have to think about the situation before choosing to attack, especially in the levels where the pylons break after use. Is a fun game!

Thanks Vykri! This game was heavily inspired by Zachtronics so I'm glad it gives the right feel. You're probably right about the names, I agree that push doesn't fit very well. The idea for this game came from a visualisation showing how the different list operations in Python work using shapes, so I didn't give much thought to the names and just copied the visualisation. I'm looking to release an updated version sometime next month so I'd love to hear any other feedback you have.

The movement is even more slippery than my game! Even though it's penalised I thought bouncing off the magnets was very satisfying. This is a really cool concept with a nice speedrunny feel and I would have loved to play more levels. If you do any more work on this game can I suggest you add a restart button please, when I know I've messed up I just want to quickly try again rather than have to go through 2 menus to get back into it

Thank you! They're an absolute must have in a game about crushing enemies with large chunks of metal

Nice & intuitive gameplay, and difficulty ramps up in a not-too discouraging way. I would have liked the confusion obstacles to confuse on mouse collision, rather than apple collision, sine this forces you too think more about your moves but it's fun to play regardless!

This is so neat! The feel of the magnet definitely adds some charm to the gameplay loop, and the art/animations are delightful.

Thanks! The music was made by David KBD so I recommend you check out some of their other tracks. I didn't have much time left to balance the enemy spawn rate so I'm glad it worked out to be an enjoyable experience in the end!

Glad you enjoyed! The slipperyness wasn't fully intentional, I just couldn't figure out how to increase velocity dampening😂

Amazing work, fits the Doom Eternal vibe perfectly. I specifically made my latest game jam entry an action shooter just so I could use your music, https://soggykiwi.itch.io/gauss-effect.

This is such a neat concept! I'm sure this could be quickly adapted into an idle-tycoon type game about balancing requests

This is a nice game! The music really fits the vibe and the gameplay was fun once I realised I had to stop spraying and praying and actually preserve power for dodging attacks with the jetpack. The terrain generation works really well and adding the leg sprite angle changing as you look around was a nice touch. For a more responsive gameplay loop I would add some subtle effects to the shooting and mining actions such as some particle effects that shoot from the rocks when you mine them or making the enemies flash red when they take damage.

Thank you! I've been working on it a few hours a day for the past two weeks

Thanks! Yeah I forgot to fix that before release, should be fixed now

All the nostalgia of the days when 2048 was popular but with bullet hell action! Nice work!

This is a pretty top-tier game, I love the simplicity, the art style, and the concept. I found it quite helpful that the initial configuration immediately shows the core concept of the game. Nice work!

Yeah I see what you mean, I also found it too easy at times but during playtesting I found that perceived difficulty is highly varied between people so I opted to balance the game towards the easy side as not to dissuade players that find it difficult.

I like this concept but I feel like you need to gameify it a bit more. It's a fun challenge for someone that understands wave interference but I think the average player would feel like it's a case of trial and error, especially without a tutorial introducing the core concepts of interference.

This certainly has the makings of a good game! I appreciated the fact that the nuclei actually have electrons orbiting them. My only tip as someone who's made a similar game for a previous jam is that the visuals should instinctively indicate if you can/can't absorb another atom, I feel like having to read the size of other atoms slows down the gameplay a bit. Either way this is a neat game so good job!

Nice and simple game! The background music slaps and I thought the losing sound effects were quite humorous