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Aarontti

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A member registered Aug 07, 2019 · View creator page →

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0 bugs, only features   ;)

Thanks - As someone who's primarily an artist, this means a lot to me.   :)

You're absolutely right on the attack part; I initially wanted the sword to follow mouse position, but was thrown off by a faulty line of code before the deadline. That's why I had to fall back to a simpler method for the jam version, which feels quite slow and imprecise.

The second part about enemies getting jumbled up feels more like a flaw with the core idea, which is likely why I haven't seen many games that try similar things. Fighting enemies while keeping track of each and every single one is just too taxing for short term memory. Doable for sure, but not very accessible for most people. In the end, it did turn out to be an interesting concept for sure, but perhaps not too brilliant when it comes to videogames.  

Thanks, and that's a pretty good catch! While playing the game, I felt like enemies were pursuing the player too much, making it difficult to land hits since everything was clumped up and right in your face. A last minute change was to make enemies pick a random point in their vicinity after attacking, and move to it before hunting you again. I didn't have time to playtest the change in more complex levels, so as it turns out, enemies can also pick targets which they'll never reach, and get stuck hugging a wall until their demise.

You can pretty easily get stuck due to the hail of bullets if you don't start quickly enough, but other than that, it's a very polished and fun entry for the jam. I really like how the characters bop perfectly in sync with the music. Tiny details like that are amazing to come across on something that was made in such a short time period

Nice double whammy to the theme - Joined controls and joined couple. The autoscrolling is a good idea that differentiates this from most games that went with a similar idea, but makes lining up horizontal shots a bit difficult since zombies take so many shots. Overall though, pretty fun, and the satisfying explosions make for a brilliant reward for successful play.

The metal gear franchise is looking a bit different today

A bit confusing at first, but when you get a hang of the controls and mechanics, it's a pretty fun entry for the jam overall.

As a reference to future players, since nobody seems to check game descriptions during jams:

 -You can swap between the 2 worlds with right mouse button or left alt

 -You complete a level by standing on red circles in both worlds

 -Buttons with white borders can be activated by the player, and black borders by cubes

 -Blue circles teleport cubes between the two worlds

Charming sound effects   ;)

Puzzle bobble: Revenge of the colored balls

It's moments like these, when I'm thankful that escargot exists. Serves them snail bastards right.

Perhaps Jeff should consider moving to a place where his path home doesn't resemble a qr code

Man, despite its simple looks, the level design is absolutely brilliant. Above and beyond what I'd expect from a game jam game

Pushing a crate in front of the cactus is actually the original and intended solution, while leaving the robot at the house's corner is an unintentional, albeit welcome alternative route

Got the game running by building an empty unity project on version 2019.4.1 with x86_64 architecture, and copying unityengine and mono over. The title screen seems to work fine, but unfortunately it still crashes upon clicking "play"

The concept isn't particularly original for the jam, but I gotta say, the level design is pretty great

The game has some absolutely brilliant level design, and it introduces and utilizes its mechanics really well. Coupled with the abundance of levels, it makes for a really enjoyable experience. It's a shame that you missed the first 3 days of the rating period, but hey, it's still a great game

The download only contains the source code exe, not the game data folder or unityengine dll, hence it's unfortunately not possible to play. Out of curiosity, I also ran the file through virustotal since I don't trust stray executables, and apparently it's already been submitted there before - 18 days ago, 2 weeks before the jam began. Not sure what's up with that

It really makes you FEEL like spiderman, except there's a jetpack and sick abilities. Just as a small tip, I'd recommend using Cursor.lockState = CursorLockMode.Locked, since I was having some trouble with my mouse cursor escaping onto a second monitor and clicking random things while playing

Managed to get the game running by building an empty project in unity, and transfering that dll to the download folder - It's just unityengine files after all (as far as I know), while the source code is contained within the download. For those who want to do the same without an instant error on startup, you can either take the dll out of any unity game that's built in version 2019.4.3 with x86_64 architecture, or plop this file into the game folder: https://drive.google.com/file/d/1Xi12QyrMOywmmQ_kc32EDJwsLxwjeuV_/view

The game's art and dialogue between Mark and Jane are absolutely charming! It also makes really good use of its mechanics, especially considering how it's a game jam game. Thumbs up for that!

"This is Fred. Fred is a rectangle. Fred has personality. Be like Fred."

Accurate representation of me and the boys at 3am looking for some BEANS

Gotta be honest chief, I have no idea what's going on, but as it turns out, that's the point.

Sure, it might not be the prettiest thing on earth, and there isn't much of a game there, but I'm genuinely intrigued by the procedural model generation and how you managed to make a game that revolves around it; It's probably one of the most original takes I'm going to come across when checking people's submissions. Though, I'm mostly just surprised by how something so seemingly simple kept me entertained for about 20 minutes.

Oh and also, personal bonus points for the graphics that're reminiscent of classic super monkey ball, whether it's intentional or not