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Andrew The Blacksmith

12
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A member registered Dec 28, 2024 · View creator page →

Creator of

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The art & sound is amazing. I do think it needs a difficulty balance though, it can be quite tricky to survive when you're just starting. Maybe make the xp/heal drop ratio depend on player health? That said it is really satisfying when you max out the skill tree and go from playing bullet hell to being bullet hell. You absolutely need to keep that aspect of the experience.

The sheep needs a buff too, it is hilariously underpowered compared to where the player can get to.

I love the concept. Definitely want to see more of it in the future. I do have one critique though, the mob giblets just pile up around the arena and I end up wading through them.
A suggestion for how to address this would be to either let the weapon collide with them or make it launch them in the direction the player aims. That gives the player a way to sweep them in a deliberate direction. Then to give the player a reason to do so add powerups or an objective off the platform.

For balance you might then need to either reduce the number of giblets per mob, or require multiple giblets (total or in a time period) to expand the platform. Personally I think the second option because confetti is fun. Bonus points for using weapon knockback to launch mobs at the edge of the platform and having them pop like piñata to expand the platform faster.

Thanks, the leaf trails were actually part of the plan from the very start, and were going to be part of the scoring system. The idea was to score by area covered, with deductions based on how biased to one color over the others the end result was.

I'm glad you like it.
As for not having plans for SFX & audio, they aren't on the list because I have no skills with either. The wind indicator is the peak of my artistic talents. I do know that I want to implement programmatic audio to match the wind speed and maybe leaf quantity, but I've no idea how to do it yet.

For me it was 'Z' to start

I love it. This could build out into a very detailed game with just a few details.

p.s. I managed to crash the web version by setting agent code to only contain a lookfor

Thanks. I'm probably only going to make a few updates to this version (after the Jam) then build a new one from scratch with what I've learnt. It should be good.

This is a lot of fun. I could easily see this on Steam or something. Although getting the magnet upgrade and realising that the complicated gold maximiser I just built now perfectly passes the marbles through the middle and out of bounds was an epic facepalm moment.

Yeah, I think after the Jam judging I'll fix the wind algorithm & maybe add level reset.
Then I'll probably rebuild the whole thing. There's a number of things I can do to fix performance that would require rebuilding almost from the ground up, and I'll need that performance budget for some of the features I have planned.

The wind is entirely random, so it can stick to one direction for far longer than I would like from a gameplay perspective. It's still winnable, it just becomes an idle game.
If I had maybe another few hours I could have implemented a better wind algorithm that distributed direction & speed evenly, but that's the reality of the deadline.
It will be the first thing I update after judging though.

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I love almost all of it, but the controls really don't work for me. I keep pressing space or W to jump then fumbling the vertical aim. Other than that I think this is a great game.

Thanks, I'm rather pleased with the visuals too.

With respect to the gameplay I wanted something relatively simple and on theme, since the wildcard combination all but spelled out the setting to me.

It also had the technical advantage that the whole gameplay loop is 3 components.