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ahintoflime

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A member registered Jul 31, 2017 · View creator page →

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Very neat railshooter. I played on my phone because it's shown as an option and playing a jam game on a phone feels quite novel to me.


Technically it loaded up very quickly and looks quite good on the phone, runs well. But after the first couple enemies the camera zooms ahead then just sits there for a while. After that the route it's following seems messed up because I'm barely able to hit the rest of the enemies as it zooms by and it goes through some of the city geometry. Maybe this is a mobile only bug related to my hardware because I see nobody else mention it.  There also was no gyroscopic functionality for me. I'm on android using Firefox.

The city looks quite nice but is certainly lacking some texture/polish. other than the bug I mentioned above the thing works quite well and it seems like a solid foundation. Great work!

Fun!  It's simple, and the VS-esque structure is well trod ground but executed well.  There's a reason this gameloop has proliferated to so many games, it's very solid, intuitive and addictive.  The game itself doesn't feel finished (and I mean beyond the missing art), it's lacking in upgrade diversity and enemy diversity. But everything that is here works quite well and as intended. The truck-mech design is a lot of fun and reminds me of the 'Methane-Wanzer' from Front MIssion 3.  The game is tuned too easy, at least early on-- I got to ~17 before stopping because there really was no challenge or variety to the gameplay. 

Absolutely a solid foundation if you choose to develop further.  I'd suggest putting some wacky stuff or tough tradeoffs in the upgrade choices to keep things interesting. Some basic pathfinding to help the enemies get around obstacles would be nice too.

Nice work, solid jam game, great job!

The game feels unfinished, but also sick af. The 3-color dither stippling thing you've got going on is fire, the scene transitions are slick.  The cockpit design is cool but needs textures.

The mouse-relative WASD movement is an interesting choice but I can't say I'm a huge fan. If you stop moving and use the dodge, I've got to say the behavior feels straight up wrong-- it dodges in the last direction you moved, not the direction you're facing.  That's downright unintuitive. 

Anyway I had a good time playing it, found it quite difficult (but not too hard), the control style I found unique (not necessarily good or bad), visuals amazing.  I think with some unique sound design it would go so freaking hard.

Quite enjoyed it overall, nice work!

Thank you for playing <3

Hey this is really well done, your battle system is solid and easy-to-learn! I did immediately find a bug/cheese which makes the entire game trivial: when you go to confirm your attack, you can continue pressing inputs.  At first I thought this was just playing sfx (like if you press up/down it plays the menu sounds still) but no, you can in fact just spam Z to do your attack repeatedly until the enemy is dead. So any unit can kill any enemy in a single turn.


Anyway the sprites look nice and the battle system is solid, you did great work for a solo jammer! Nice work.

I also got prompted to install the C++ redistributable (which I should have had installed?) but installed it and it the game did run for me.

I love the visual style of this-- the bold colors with flat shading looks awesome, like it's vector art or something.  I also really like the design of our little guy and he looks cool when grinding on the walls or when waggling his arms around.

Are you not meant to land on the ground? my first few runs I would drop to the ground and when like '50 mi' away it would just suddenly end the round as if I arrived at the milk store, and I had only scraped together 3 cents lol.

I started over and played a few more and was able to go much longer and get more money by hopping from wall to wall.  occasionally the grinding sound would stop triggering.

Anyway I think its a solid foundation with a cool look but the gameplay is a little one-note. would love some more stuff in there to mix it up. Anyway great work especially for a solo jam! 

Is the game framerate dependent perhaps? I can't get past the very first shmup section it's over in seconds-- I tried many times. Everything moves very fast and there's also full screen (intentional?) shader glitches which make it hard to see?


The insane vibe and art style is pretty neat. The colors are lovely. I'm unfortunately unable to play very much of it though :/ Good job completing a game for the jam.

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This is fun and an ambitious jam game.

I loved: the music, the logo, the vibe.  The city level, with all the chaos and destruction is awesome!  It really feels like it's under attack and there's some nice enemy variety.  The little people running around is such a good touch and really helps get the scale across.  The controls for the player were nice and simple and intuitive. Its quite playable.


what I think could use some work:  The character movement itself feels very floaty, and the animations don't blend at all. Some of those animations, like the melee attack and the roll, need some editing because they don't line up at all with the actions. The walk animation doesn't look believable when it comes to contact with the ground and the player speed.  The melee attack in general I'm not sure what's going on, there's just a swirly area around you that's in the attack zone, and I had the melee attack animation get stuck looping a few times.  The default mixamo animations don't map well to an anime style mech IMO, you want to cut down the time-to-action to give them some punch/juice.

In the end, this one made me smile, I had a good time with it and I think yall did a great job.  Nice work

The mech 'pet' is quite charming looking but I would have definitely liked some interactivity.  I'm not quite sure what the purpose of a 25 minute wait would be if nothing's really happening in that time.

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Really cool concept, the intro is great, the cockpit looks awesome, the vibes are creepy and awesome.  When it comes to actually playing, it's very confusing.  I'm sure that's the point to some extent but I ended up in situations where not only I couldn't figure out what to do but I seemed to be unable to do anything at all.  For example, I got all the software disks in on the right, I got the camera movement hooked up, some pipes burst and I duct tape them.  After that the duct tape is just sitting there 'ready', I can highlight any items, the plug the stereograph etc but clicking on things does nothing. How do I put the duct tape away so I can interact with other objects?  I'm not sure if it's a bug or if I'm just missing something.  I did also have an audio bug where the same audio sting would repeatedly play over itself (happened on a 2nd try).  Some stuff is inconsistent in design-- why do the machines on the right have the same red plugs if I'm unable to plug into them? 
 

Regardless this is a highly original and cool game, great job!

Cute game! The controls are a little clunky but maybe that's intentional. I would have liked to respawn on the level I died on rather than play the tutorial level again.  Love the color scheme and the sprites have a lot of charm with the hand-drawn style. 

Thanks so much for the kind words!

Thanks for the feedback!  You're definitely right about the balance/difficulty.  We were down to the wire on just getting it completed and didn't have a lot of time/effort to devote to balancing-- so we erred on the side of making it too easy rather than too difficult which could have pushed people away. You're spot on about the consuming-- before that was fully implemented the game was HARD and very resource draining, after implementing the whole thing became fairly easy. If we were to go back now we'd probably scale enemy stats per level to make things more difficult.  Thanks for playing & commenting!! 

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The intro narrative section is great! Lots of characters, thrust into action, dialog is all believable.  The gameplay, I'm not sure what's going on to be honest. The HUD is overlapping off the edge of the screen, I'm only able to shoot downwards.  It's not clear at first that movement even works because there's nothing onscreen relative to the player, other than space which essentially stays static-- even if that's realistic, it makes for a disorienting game. Maybe emitting some particles behind you as you move or having there be space debris or asteroids would help.  Anyway I was able to find some enemies to my north and kill them but it doesn't feel finished unfortunately.  Regardless good job getting something done and submitted on time!

freakin cool. the controls and cockpit strike me as really realistic for this type of mech.  would love to play 1v1 against another real player, that would be a blast.

Graphically its a bit barebones but I can see the vision.  For now I blasted the other guy (strafing OP but tough) and that's all there really is to do afaik.

I did manage to figure out a way to 'cheat' which I assume is a bug-- while firing the vulcans if you hit 2 to switch guns the vulcan continues firing.  so you can fire both guns at once. maybe that's intentional?

would love to see a version of this with additional content!

This is so cooooooool!

I really feel like I'm trapped in a metal coffin with some crappy displays I can barely see out of, the sound and visuals are fantastic. So eerie and spooky. The sand worm is scary af. The way you've made all the abilities not just diagetic but like, physically your character turns and puts their hand on the button/handle etc is just wonderful.  

I think the voice lines are a bit quiet, it would be nice if I could adjust the sound to turn them up slightly (or include subtitles). 

Yall did amazing, #1 in atmosphere so far for me.

Insanely impressive! The locomotion is excellent and truly anime-mech-like, the visual style is superbly polished for a jam game, the particles beams and explosions in particular are gorgeous.  My favorite has gotta be the trails on the missiles.  The 3D and 2D art across the project is really awesome, those are some great character designs.

my only feedback would be pretty minor stuff-- the city could use some greenery, skybox is a bit bland, missions don't really tell you where to go afaik (I just fly up high till I can see the objective).  I also had a bugged mission where I cleared 5/9 waves, it even said 0 enemies remaining, but no more would spawn.  Also for me personally the camera tilt when you move side-to-side is too much, motion-sickness territory. But these are all minor nitpicks on what is an excellently executed project, very impressive for a team of 3.  

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particle effects, sound effects (I suggest using a teeny bit of pitch randomization so they sound less samey) camera movements (zoom in/out depending on how many enemies are on screen etc).  knockback, making enemies flash or squash/stretch on hit, camera shake, etc. anything that enhances the gamefeel-- the more reactive to a players actions, using sounds or visuals, the more locked-in the player gets and the more satisfying it is to play.  Tween everything you can-- instead of setting a hp bar to the new value, use a tween to animate it.  when you get hit, shake the hp bar, shake the whole screen etc.  it's all about enhancing what you've got happening on-screen and from the player inputs.  these are just some ideas but you can find your own ways you like to juice up your games.

you guys did a great job! awesome work for a first jam for Psi. I find every jam builds skills and the next jam you can push further and further.

I'm sorry you encountered hardware/performance issues! Regardless thanks for trying it out and we appreciate the kind words 🙏

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I'm not necessarily big on fishing games but I thought this was a pretty fantastic entry to the jam.  It's got a really calm vibe and a nice visual style.  I'm particularly impressed by the camera movements, the way it follows the lure and mech is very satisfying.  Audio and visuals were solid!


I managed to catch a decently sized fish right away and bought the mech jets, which made things a lot easier. 

did have a funny bug where this fish was very interested in my lure after i pulled it back up, so much he gained the ability to fly in the air 😂


overall I think the idea is awesome, the execution is strong, the vibes are good! great jam entry

Very nice jam game, quite polished for a solo project.  The crunchy pixel style works well, your UI communicates nicely, there's some solid juice and gamefeel.  I do think you could do a little more w/ the hero mech, it looks a little stiff, maybe leaning or some squash/stretch to amplify the feeling of movement/momentum.  The enemies look nice but could use some more variety, specifically in their attacks/movement. They pretty much just show up then stop to shoot at you, it would have been nice to have something more mobile or maybe flying units to mix things up. The target indicator seems to get 'stuck' on enemies, even if i move and target another it stays on them too long (even while my bullets go at the one i have moused over), not sure if that's a bug or intended behavior.

Overall great work, easy to hop into and satisfying to play, nice job!

This is my kind of game!  Obviously it could use more content but the movement & gamefeel are very satisfying, it's FAST.  I love a dodge, the simplicity of two weapons to switch between is great.  Would love to see this with some levels/missions built out.  

I will say the controls didn't seem to work with my xbox controller, but I played with mkb no problem.

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Ok this game is simultaneously really fucking cool, one of my favorite so far-- but also completely opaque and I have no idea what I'm supposed to be doing.  

The graphics, right off the bat are stunning!  The space colony looks gorgeous and the lighting/contrast/colors looks so good and rich. The model and texture work across the project is great, this is easily one of the best looking games I've seen in the jam this far.

Controls are okay, but some things are not explained or functional? R seemed to do nothing, placing charges did nothing.  The environment itself is cool and mysterious and vibey, but I am in deep space no? Why is there gravity??  it felt quite odd to me. I just wandered around the structure throwing boxes at turrets before dropping to a lower level.  Down there I found some mysterious looking machines but they seemed to do nothing.  

Is there some sort of extraction mechanic? is there an exit I am meant to be heading for?  I love that you guys had the intro cutscene but I think some additional information would be helpful for the player. 

edit: btw I first tried playing on web but the experience was not good.  I'm on a macbook air M4 currently, and there were really bad hangtimes and after I first just fell off the level it took forever to respawn me then on a refresh it wouldn't load at all.  downloaded version worked much better though!

Hi! Can you check the web build of your game? I just get a black screen but I'd love to try it (on a mac can't do PC downloads at the moment)

Hey this is a lot of fun, and a great start.  Would love to see it expanded-- right now it's too easy then it's just over.  I had a killer army of definitely-not-zakus who barely got touched.  The beam effects were nice, would love to see this with some sound! (unless it has sound and I was just getting a bug?)

Hey this is cute and functional, a little buggy (left over enemies from a wave but the dialog starts as if its over, sounds clipping, lag on instancing though from my experience thats just a godot web thing).  I like the different guns, I'm a machine gun kind of guy myself.  The pixel art and writing for carl i mean the junk shop guy was quite charming. 

Is there a way to see how much damage has been done to the junk shop?  The failure message came out of nowhere I thought I was doing fine!  With a little more info feedback to the player and some juice this thing would really shine, the premise is solid! Love the junkyard setting. Nice work! 

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I really like this one.  I wish there were more to play! Honestly it controls very well, it's quite intuitive, I like the way momentum is handled and skidding is available manually. Both guns handle how you'd want them to.  Doing a whole tutorial with (actually quite good) voice acting is super cool, I rarely see that in a jam game!  Unfortunately that's where the game ends other than the clay pidgeon mode.  I messed around in it for a bit but I wanted more expansive levels in the vein of the tutorial, but with real enemies etc.  As for the graphics, I think the models in there for the main mech and the vehicles look fantastic, have that mid 00s vibe, but there's not much else present.

Beyond more content, the main thing I felt was missing was sfx (and some vfx/juice). Even just a stompy sound and  grinding sound for sliding would have gone a long way. I can definitely imagine this fleshed out into a bigger game, I wish you luck if you choose to do that!


btw the fake operational manual is a great touch, I love it

This one is a lot of fun.  I love fast movement based stuff, the way the drill can charge up and ram an enemy is quite satisfying. Runs smooth.  The visuals are a bit plain but everything is very readable and clear.  Great work!

very unique. unsettling strange vibes, a totally unique battle system, a cool mysterious collagey aesthetic.  ran into a handful of bugs very quickly (not facing enemy during combat, a soft lock where i couldn't moved). some neat sound design! 

This was super cute.  The beachy vibe is awesome w/ the cute mech and anime pilot. Very classic gameplay, reminds me of old shmups, I love that you were able to get some nice enemy diversity.  I beat the manta ray boss on my 3rd try, got rank A!

Not a ton of notes! Music wasn't super exciting, leading shots to hit far away targets (like the boss) was kinda difficult and it was hard to tell if I was landing my shots.  The way you just stop and slide left/right at the boss was a little awkward but it all worked. The mech looks very cool, I find the colors and look of your game pretty appealing. Very impressive for a solo dev! great job

Very nice.  I know from experience it's really hard to make a fighting game!  You did a really nice job with the sprites, animation timings, particle effects, sfx etc.  The AI opponent also seems quite well programmed!  The whole thing is small in scope w/ just the two characters but very well executed, great work.

awesome thanks I'm going to keep playing!!

Thanks so much for the lovely review, your summary at the end made us crack up. I also love the hubworld music, I'll let Sam answer that one since I have no idea what kind of magic goes into making music like that haha.  Programming all the systems was tough and if it feels balanced I'm happy, but I'll tell you it was down to the wire trying to get everything to work nicely with everything else haha

Thanks for playing!

Awesome that you included in-mech and out-of-mech combat. I will say fighting the enemies felt a little pointless and repetitive, I kinda just speedran the whole thing after the first few enemies.  I also found you can cheese movement by blocking in the air, your stamina regenerates, and you can keep jumping/flying by doing it over and over. If you get out of the mech it flies off really far and at one point I thought it was a bug and my mech despawned, so I think it could use an indicator to point to where your mech is.  I'm sure you could accidentally send it to a location thats inaccessible so it might need some kind of recall function.

Anyway the greek mech vibe was really cool, love the spartan warrior / tallgeese vibes on the main guy.  Nice work!

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You did a great job with the sense of scale-- the animations are slow and weighty in the vein of Pacific Rim. I would have loved more feedback on my hits, I wasn't really sure when I was hitting or missing-- some additional sfx, vfx, screenshake would go a long way.  The way the health bar is displayed makes it hard to read if you've done damage as well.  Nice job!

edit: btw I love the GM-ish mech design! It's very eyecatching in the thumbnail.

I immediately recognized your style from last year's entry, so cool you brought it into 3D!


Including so many mechs and weapons is very ambitous, great work.   I'm missing something about the gameplay though-- how do I open the gate on level 2?  I've wandered around everywhere I can and can't find a way (shooting it seemed to do nothing as well).  If you can get back to me on that I'll hop back in and play more lol

I'd suggest making the minimap bigger and zooming it out--it basically covers the same range as the player's camera so it's a little pointless right now.  If I could use it to find objectives it would be more handy. 

This is really cool. Simple concept, punishing gameplay lol. I can't say this genre is my favorite but your spin on it is definitely unique and the mechanics all worked well!  The packages bouncing based on your landing velocity is downright evil, it took me so many tries to get them across that first major gap... I'd get 3/4 over then when landing on the last one a package would bounce and tumble down. EVIL lol. but i had a good time.  I took one package up the platforms to the next delivery point but stopped playing there, I just don't have the patience to keep at it tbh

I absolutely love the mech design, reminds me of the Maschinen Krieger model kits, but cuter.  You got across the stompiness of a mech quite well too. You created a nice erie vibe with the look/sound and I think it's an impressive game for a solo dev! Great work 🤘

Thanks for checking it out! glad you had a good time :) thanks for sharing the video

I uploaded a Linux version, let me know if there's any issue

You've got solid foundations of a VS-style game there, it just needs a fresh coat of paint.  You should find an artist to pair up with for your next jam!  But nice job for a solo jam 👍