Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Aeon Felis

64
Posts
4
Topics
1
Followers
A member registered Feb 10, 2022 · View creator page →

Creator of

Recent community posts

Hiding spikes inside the grass is pure evil.

I'm sorry, but the controls are ruining the game. Mouse does not work for platformers, and make it annoying (not hard though, since the pace is slow enough) to control the jump horizontally. Also, jumping seems a bit broken, and I was often finding myself randomly floating in the same altitude after a jump.

I'm too lazy to draw blocks, so I've just made them solid rectangles. You can think of them as 1x1.

I'm using https://bevyengine.org/  - an ECS engine written in Rust.

Just finished all the functionality I wanted to implement. Now I've got 5 days to do the levels and the "art".

I use Pixelorama, which is a pixel art editor, but I use tools like lines and circles and bucket fills rather editing individual pixels. Also, some of my sprites are 128x128 or even larger - while for pixel art 32x32 counts as "high resolution".

Does it still count as "pixel art", for the purpose of this jam, or should I remake my sprites?

Are the banana haters trying to destroy the bananas? Because if they just don't like to eat the bananas Barry should leave them alone and worry more about other banana lovers that compete with him over the available bananas.

You have to code it on a banana. As long as the engine works on bananas you should be fine.

You can set the canvas size for WASM games in the game edit screen under Embed options.

Dear lord I have a gaming laptop but this still runs like a AAA game would on a potato. Good job!

Still better than Mega Man Battle Chip Challenge.

Is the score just random numbers?

Having a badly configured jam fits the theme quite well, at least.

Try asking in https://itch.io/board/10023/questions-support

Was the struggle itself toward the heights enough to fill a your heart?

I've never hosted a jam so I wouldn't know, but I looked at the help page and the one setting that seems like a pitfall is the ranking criteria, because it seems like if you don't set any it would not be possible to vote. Did you set the criteria?

And I have a feeling they're all going to suck...

Didn't it die a decade ago?

I hear you about the level reset button. I see that many games add one, so it's probably a good idea for puzzle platformers (or puzzle games in general)

As for the not-visible-enough block - maybe I could solve this with a smarter camera controller? One that knows to focus on such entities (I'd have to mark it as a point of interest for the camera, of course) when the player is close enough to them?

Very nice! Many entries in game jams (and I admit to doing it myself) neglect the level design - this game is not one of them. It's clear that you walked the extra mile to make proper and fun levels.

An accurate depiction of real life cats.

Yup - that's the same bug I've encountered. I did not have time to properly solve it during the jam, so I tried to just put the platform a little farther away so that you won't be able to trigger it, but apparently you still can.

I've opened a ticket for myself: https://github.com/idanarye/bevy-tnua/issues/14

Thanks!

just_pressed is a problem for variable length jumps, but I should definitely fix Tnua to avoid repeat-jumping when you land and the button is still pressed.

As for the "stuck between two colliders" thing - this may be a bug in Tnua. I've already noticed one bug when you can do an unintentional wall-jump - is this the same thing, or did you discover a different bug?

Is the side-effect that the triangle enemies move when you use the sonar?

The difficulty is far too high. You need to match four (where 3 is usually the standard), and they have to be in a line - it's a bit too much.

Am I supposed to be unable to jump when the short side-effect in on? Because I got stuck in a room where it looks like I need get short and then jump over some obstacles...

Nice and fun game, but drilling is overpowered because if you let enemies pile a bit you can easily kill enough with a single drilling invocation to fill the gauge for enough drill.

I liked how you could see the item a monster is going to drop before killing it.

I added the shadows as a way to judge the player's location during jumps - it did not occur to me that it can be used to track the rifle. Nice observation!

This game is more satisfying than it has any right to be.

Nice game! Took me a while to get the hang of it, and my cat deciding to stretch in front of the monitor certainly didn't help, but once I understood that fans can revive band members it was actually fun.

One thing that bothers me is that you can only walk up and down - the line is tilted, making it a bit tricky to judge the timing for intercepting the zombies. But I got the hang of it soon enough.

If think you should have at least had a second enemy in that level. Hitting all the enemies with a single throw is trivial when there is only one enemy.

I did not manage to get past the second screen. How are you supposed to aim these jumps?

Is it supposed to only have one level?

The rats are too slow - I easily managed to finished a runthrough without using cheese at all.

Just the graphics, I think? Looks like it was originally a rocket but at some point they decided to change it to a stone.

That was... the point?

Wait, you actually won? I thought I was making it way too hard, but I couldn't find a way in time to nerf the AI enough without making it too easy (doesn't help that it's my first time making a game with AI)

Maybe you are just too skilled?

The gameplay is nice and fluid - though the autoshooting felt a bit weird.

I think the intro was a bit too long for something that's just audio (would have been fine if there were some pictures in it)

BTW, the CONTROLS menu under SETTINGS only a Brightness setting in it. Probably should have been DISPLAY rather than controls? Or just combine it with QUALITY and call it GRAPHICS?