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andyfuntown

33
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8
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A member registered Apr 09, 2024 · View creator page →

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Thanks for playing! Yep, I submitted at the deadline and just didn't have time to tune the difficulty curve - it's supposed to be a bit tough but goes too fast too soon, like ya said. 


I'll update it when they reopen edits on it, I have one with music and sound effects as well!

Thank you! I had a build with music/sound but didn't get it uploaded before the deadline.

Thanks for playing!

Absolutely on the tutorial level, I meant to increase the overheat time but I was really tired when I submitted and missed that mark.

I have a lot of ideas and plans for this game, I'm day-dreaming something akin to "ASTRO AQUA KITTY" - with a lean towards a more open map and upgrade system, but we'll see!

Thank you! I'm working on art and level design currently, hopefully I'll have a full game soon-ish

Thanks you! I've started prototyping it with the mouse control and I want to see how it feels - I'm a bit concerned it may make it too easy, but we'll see. I've also been thinking about an "aim assist" just a small nudge if you're close to a hit with an object - since I was really hoping it'd b e a controller based game.

Thank you! That's a fantastic idea! I love the concept of "parts" coming off and have to choose when to release the "dead" husk of the other ships.

Thank you! Yes, I wish I'd come up with and started the idea much earlier, but plan on iterating on it.

Great artwork and ship design!

 I like the controls (largely) and the concept, but felt - even with the "fast" ships - a bit like I was chasing my tail, but maybe that's a skill issue on my part!

I really enjoyed this experience and massive kudos for making such a complete game in the jam! 

lol, yes, sorry - I was intending it to be "bug themed" but of course was short on time so all I had was one sprite made.
Thanks for checking it out!

Thanks for taking the time to play it! I appreciate the feedback, agreed on the aiming difficulty, I was toying with making it mouse aimed, but was having some difficulty (in addition to starting the jam late) with getting the mouse hide working in my html5 export. Minor auto aiming would help as well, just a tiny nudge left/right. 
I like the idea of making it gamepad/arcade stick centric so I guess we'll see how it works out!

Haha, what a ride - LOVED the art style and it was quite fun.

Well done, a very complete game!

Thank you!

A lot left to do on it, but I think there's something fun in there for sure.

I like it! Loved the art, and trippy feel to.

Starting the level and death seemed a bit inconsistent (I had -2 lives at one point?)

Great submission, I really liked the bullet patterns!

Thanks for playing it! Yeah, I wish I had more time, but I plan on finishing it up, I think the core mechanic is pretty fun.

Thank you! I have some plans to finish fleshing it out post-jam, I feel like there something fun with the "big area" type playing but your primary weapon making you fight in the much smaller space might work.

Thanks for taking the time to play it!
It could definitely use a lot of tuning, I was thinking about making the grapple/tether via mouse, but was having some trouble with the html5 export. 
I plan on finishing it to a game loop, at the least!

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Thanks for taking a peak at the project! As you said, a lot left to be done here.

Did you push space bar after you're tethered? It only works when you're already attached, but I may have a different issue

Thank you! I really appreciate the kind words, I was pretty down on myself when I got it done, but all the comments have been very kind.

My original idea was I was going to make a rhythm type game, but didn't get to music and didn't add the right incentive/instructions. There is a single pixel that represents the guy you can follow and "following" him means hitting the arrows in the same sequence he's going - a ping for "you're doing it right" and a kinda crunch if you're not on the same path, but that wasn't really clear and most reviewers seem to enjoy the "quick, memorize it" path more - which I may try to expand on.

I think I'm going to play with it a bit making memorization and upgrades part of it, and obviously being chased by the monster.

Expect to see some updates to the silly little game, I'd like it to be a bit more complete than it is - for sure.

Thank you!! I had a LOT more ideas to make it more engaging, but naturally spun on the less important parts, this is only my second jam, but I learned a lot.

I'll be doing a few post jam updates, so I can at least make something I'm more proud of, thanks for the ideas and kind words!

Uh oh! What browser? What OS? I can probably get you a binary, but it's not a very good game as it stands, lmao.

Thanks so much! I will give it a bit more love post-jam for sure, I had some ideas for making your player "upgradeable" etc, but as jams go, I got tired and ran out of time!

Thanks for all the ideas!

Thank you! I hope to evolve it a bit later after the jam, I had upgrades in mind for your player, points,etc.

Thanks for playing! Haha, the intro was the only part I had firmly in mind when I started, hopefully I'll flesh the game out a bit more post-jam.

Thank you for playing! I had some ideas to make the gameplay more interesting, etc. I may iterate it on a bit now that I rested again - I, naturally, spent too much time on parts of the code that didn't matter. Ha!

Thanks for playing! And yes, the difficulty scaling was way off (and the fact that they're not real words makes it rather hard). I've beat it, but it's tough, but at 2am I was like "yup, good 'nough" haha

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Thank you!  I think the problem that you may have encountered was what I ran into and that it's not always clear when you start a "word" - if you start a word that's hard to see or that's going off the screen it won't let you start another until it's completed or off the screen - but it could be another issue all together.
Thanks for the feedback!

Thanks for the feedback and for playing, the game definitely needs some further work, haha.

Thank you for the kind words and for playing!

Thanks for playing! 
Yes, I really needed to workshop the core mechanic A LOT more - better font, slower difficulty scaling, and real words are on the list of improvements post jam. I appreciate the feedback!

Thank you! 

Thanks for playing! 

I wanted to have a dictionary of words but ran out of time. The color/font and difficulty scaling is WAY off - but I was tired and assumed since there was only one boss I'd make it hard, ha!

I'll probably make it into a bit more playable of a game after the jam is complete. Thanks for the feedback!

Oh no, which part of the tutorial did you get stuck on? 

Really should've added an "OK" button to it to move through.

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Hey there! Thanks for playing and sorry it's frustrating, maybe I can update the description a bit. 
You type the words that come across the screen to fire attacks

The first page of the tutorial you're supposed to move all the way to the right and then the left to go to the next page

On the second page of the tutorial (I should've put more information) - you're supposed to type the words out on your keyboard as in :"you" "type" "to" "punch" and then it will move to the third page of the tutorial.

Even with that info I only had time to put in one real "boss" so I made him kinda tough, I've only beaten my own game once so far!