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ab_plus

388
Posts
3
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10
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A member registered Mar 18, 2023 · View creator page →

Creator of

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If you upload a web version, I'll give it a try. Also your post contains html code.

Thanks for playing! I should add the object-projectile to the tutorial. The barricade mechanic I might keep as a hidden mechanic since t'is less relevant and the tutorial will be shorter that way.

I don't mind the cracking platforms, it's just that due to that, jumping over enemies seemed to be always superior over ducking.

It's refreshing that you let the player walk up stairs instead of just forward or right like most endless runners do. The art is nice. I wonder if the coins can be used for something in the future.

I had almost no success with ducking, it slowed me down and the platform below me might break. It took a while until I figured out that jumping over the enemies is doable, and after that I used now more ducking.

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I'm wondering how people play my game:

https://ab-plus.itch.io/trash-fortress

Please first play the game before reading my specific questions below, because I want you to go in blind.






  • Did you start with the tutorial or just jumped straight into the game?
  • Through which mechanic(s) did you try to defend your base? (Sentries, melee / throw attacking , barricading)
  • Why didn't you use the other mechanics?
  • If you played the tutorial, do you read the text or just experimented first?
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I'd reserve jokes for sections in the game, where the player is in a calm environment. Contrast between a happy place and darker scary places. Or only add most jokes in new game+. This would encourage replaying the game. Because they really can break the immersion.

🟡 Gameplay Feel

The flap feels responsive. I can't describe it, but the sound of is a bit uneasy on my ears.

The difficulty is definitely not frustrating for me, I scored 56 on my first try. Due to this long playtime for a round, I had less desire for 'one more try'.

You increase the difficulty by speeding up. I'd look into other options too, like moving obstacles for example.

🟡 itch.io Page Impressions

I would just start with the game's description on your page (maybe make this specific text bigger), without the title 'Description'. Also I'd reserve all-caps font for titles, not for longer text.

Your links are in red color, on red background. That's difficult to read. How would white look?

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Nice variety on quick time events, I liked the one a lot where you trace a shape

Thanks for playing. The mostly fiixed camera is a design choice, same as player speed. I only want to work on the execution.

Thanks a lot!

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Funny making the menu a puzzle. The button got slicker as the game progressed and the mites too!

The art and music are very nice

Great art and polish. As a feedback, I was fighting the sticky walls more than the level.

Very cool concept. I have to try this again with a controller

The shaders did end up nice 👌

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Nice art and sounds. I'd make that treadmill move the player too. Oh and the water looks really good.

Cool how you added multiple enemies and that you get one of their items. The art is really nice

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Thank you. I used Godot but I'm sure you can achieve this look in any 3d engine.

I think the aesthetic you describe is the result of the texture compression I had to apply to the models (to keep file size down) and also that the level architecture (walls & ground) is really low poly and flat in my game.

Quick time event put to good use, good job

Only to the section where three arrows were next to each other in the bottom left, in total 5 arrows.

Cool how the floor breaks and nice game over screen.

The concept is really cool. Not a fan of the controls in combination with the isometric view. I played with keyboard, I think with a joystick this would feel better

Nice little game. It was slick using the ramps

Animations and gamplay are slick, nice work

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Cool idea for a rythm game, was a bit difficult for me

Nice art

Funny animations and characters

Very polished and thicc

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The moving font is cool. Nice game for speedrunnig

Very cool game! The effects when  the ship was hit felt really real.

I like the concept and atmosphere a lot! I can totally see the game be expanded on. I think the game lagged on my machine, making the QTEs too difficult unfortunately.

Small tip for the game page, you can hide spoilers with this html code (if you want of course):

<details>
<summary>Visible Spoiler Title</summary>
Hidden Spoiler Text
</details>
<p></p>
<details>

Thanks for the suggestion, will look into it

I like those multitasking games. Nice how you made it noticable that a wall needs attentions, even when another one is shown. And nice applications of the two jam themes.

Thank you! The default selection is basically always the left button (which is often the hotter level). Confirming one of the two buttons with the Space-Key isn't actually needed to change the level. Just selecting one is enough.

Thanks a lot! I initially planned to make one final (and difficult) level where all themes / projectiles are mixed, but totally forgot 🤯

I liked how subtle the quick time events were. The controls are really funny and unique, gives the game a lot of character

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Funny characters. First I didn't notice the stats and just assigned the agents based on their descriptions, that brought fun thoughts too.

Haven't played it in round 1, so: The character creator is really smooth!

I like the atmosphere, the first person scene was a cool intro to the level. As a non-fan of quick time events, I liked that you kept them simple and short :D

No idea if it was scripted / planned, but how the enemy waited on the other side of the door but decided to give up after a while made it look smart!

Sweet little game, the two themes of the jam were executed spot on.

The best qte's of the jam I played so far