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albesca

138
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A member registered Apr 30, 2020 · View creator page →

Creator of

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Thanks!

Given the one hour time constraint I had to keep things super simple, even on the coding part, so the game is a bit monotonous as it is.

I'm currently working on a three hours version that has basic graphics (making art is a time sink) and sounds, I hope to upload it later this week.

My high score

The rays got faster after the third minute and got me XD


That's how far I got, nice game

That's the best time I got, the last part is brutal XD

(1 edit)

I got to 12, but the game reset before I could take the screenshot

I managed a two seconds run

I tried to make a project during the jam but badly overscoped and got to a barely playable state in a little less than two hours, still with no sound nor music.

Still I did something and I think that I learned something about scoping for such a tight deadline, I'd say that the game I had in mind was more of a three hour project, so I decided to publish it and write this post.

Here's the link to the game

I'm sorry, but I understand.

Have you already chosen a new engine or are you still considering your options?

In any case good luck for you future projects, I look forward to them

You're welcome and yes, you can credit me :)

Sure, go ahead!

One of my favourite entries, great job!

Funny place wouldn't be out of place in a Zelda game

Thanks, I'm usually very slow at writing music, starting with one or two ideas, mixing and altering them only to start again with a variation, and in the end discarding most of what I wrote; this time pretty much every single idea I wrote ended in the final piece.

It's been a superstressing but also quite fun experience

Thanks!

The panning was intended to be a bit disorienting, but maybe I went too far; I think I'll tone it down in a future revision, after the jam.

Thanks!

Thanks!

I wanted the shamisen to sound a bit like a siren, but I may have made it too loud, obscuring everything else; I usually review my music after a couple of days to fix this kind of things, maybe I'll rework the mixing after the jam.

Thanks!

Thanks!

I was wondering the same thing, maybe something went wrong with the submission time extension

Thanks!

I learned two things, mainly, one from the feedback on my game and the other from looking at the other submissions.

The first is that no matter how obvious I think a concept is it has to be clearly spelled out in the game instructions or a tutorial or an on screen prompt or better yet all of these ways. Same goes for the commands, no matter how intuitive I think they are.

The second is that unless it's impossible there should be a properly functioning web build, with the right resolution and all the features working, and well thought cover image and game description: in the last two days of the voting phases I filtered the submissions to only show those playable in browser and picked the ones with interesting covers.

The idea is interesting, but as it is now you always have to move both ships together, there's no point in clearing an asteroid going over it with one ship and under it with the other, so they always move in pair. Also some visual or audio cue that you're travelling from left to right would be nice, as would be a final approach animation.

Interesting concept and elegant execution, the split screen is quite well done!

The energy mechanism isn't much clear and as it is both attacking and healing consume too much of it; also the movement is a bit clunky: at times I got three square ships homing in on my ships and evading them is pretty much impossible, as is destroying them due to the energy consumption of the cannons.

Interesting idea and nice game!

The camera needs some work, I think that when the character is moving the camera should follow and be moved freely when the character is still.

The back from the how to page doesn't work and the rest of the menu becomes inaccessible.

Overall I think you should have made less levels and focus on making them more complex, as it is now I never had to actually think to solve a level, it was just a matter of doing the necessary steps.

Nice little game, lighthearted and fun. The ending is bugged but for a jam game it's not the end of the world.

I noticed that the box-x guy is green but shows as cyan in the dialogue.

Thanks for the feedback!

I had planned an interactive tutorial, but I had to cut to submit in time; I plan to revisit and expand the game after the jam ends.

The idea is interesting but at this point there's no point in Ben presence in the game.

I also tried the button on the upper left corner, but besides pausing the game I don't understand what they do.

Very interesting and original idea, I loved the little details like the different gravity between planets!

I play guitar so I found the game not too hard (I was stumped on the second level only because at first I hadn't found the fifth note), but I think that some way to play back the note sequence while connecting them would be helpful.

I wasn't expecting a kinetic novel in a non dedicated game jam!

The story is very interesting and is directed quite well, if I had to nitpick I found that the portrait of the main character didn't always match the tone of the dialogue.

Great job overall!

Nice game, though the connection (ahem) with the theme is a bit weak, in that the bridges do not need to connect anything (I more often than not made them in mid air to catch a falling character), and the objective is not always to bring all the character together.

The choice of the esc key to bring up the pause menu is unfortunate because in full screen mode in the browser it just goes back to windowed mode, maybe you could bind it to P.

Also in desktop mode I didn't find a way to close the credit screen after beating the last level and had to alt-F4 out of the game.

Thanks for the feedback!

I plan to work on the game sometime after the jam ends to improve many things (as you mentioned an interactive tutorial and easier cube selection among them) and add some features I had to cut to submit in time.

Nice game, though a bit too hard for my taste.

I think that the main focus of the game should be rapidly connecting the right type of tower in the right sequence in the right place (for example making enemies wet with water and then attacking them with ice) rather than getting the money to add more tower as in usual tower defense games: I would make the tower way cheaper (especially the air tower, that more often than not took forever to aim at a target and either missed or never even fired) so that you place more of them and then focus on activating them in the most efficient way.

For the same reason I would remove the middle click and just have left click to select in the store, place a new tower or quick connect and right button to sell a placed tower.

Thanks!

Interesting concept!

The game is a bit too dark, I had to constantly hug a wall to see where I was going: maybe you could add a light on the character that uses power and attracts the spiderbots when used.

Thanks!

The idea is very interesting and the game is very atmospheric (though a bit too dark).


I got stuck on the third level, this is my configuration and though I don't see anything wrong it didn't work: maybe you coded the exact sequence? That is for example, the second and third gear from the left, though identical, are considered different by the game?

I would also move the gears a little towards the camera when you drag them, so that they don't collide with the placed gear and can be freely moved to their spot.

Thanks for the feedback!

This is my first puzzle game, so I tried to keep it simple and still ended up cutting a lot of features due to lack of time.

I noticed the collision box of the cube was too small after submitting to the jam, I'll update it after the jam ends.

Great game, I liked the idea and the execution.

The end credits and the level selection menu are lovely.

Just two nitpicks: jumping in tight spaces is a bit hard, as as soon as you touch a wall Buggi sort of sticks to it, maybe the hitbox should be a little smaller, at least when in midair; in the end there's the question about getting all the stars, it would be nice to add a counter in the levels to keep track of them.