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(+1)

This game looks, sounds and controls exactly how you'd expect this type of game to control! It feels good and the grid sections as well as the progression getting harder was a great touch as it could've been very easily repetitive.

The OST is charming and the visuals for the gameplay and the changing colour schemes per scene were a very nice touch. I also like the very crunchy sounding SFX and as for the fruit collection I saw you could hit yourself and get delayed in the later sections so it's actually good you thought about different player states when you didn't need to!

Good detail and its a short and sweet enjoyable experience! 

(+1)

the states it's more of a habit, after several jams, i realize it's simpler and faster work with states in this timeframe(at least for me)
The game inself its controled for an FSM

  • Start state
  • on Stage(in this particualr case   instead i have 2 phase states that serve the same function that loop one to the other until trigger loss or complete stage)
    • Platformphase
    • SpacePhase
  • lossStage
  • complete Stage

I using a fsm addon i made(it has some shortcommins i'm to lazy to fix).  so i can reuse code of previous proyect with minor modifications so i have more time to think about details. For example here i reuse code mainly of the game of the last game jam, https://lides.itch.io/bird-fall, i simply remove the peck state and add the dmg and victory states, for the platformer.

the ship object it's simpler and have less states only 1 to wait, one to move and  1 to damage