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Aniraster

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A member registered Jun 10, 2020 · View creator page →

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Nice job lol, love how you can break it with enough upgrades

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Fun concept! I’ve played a lot of factorio in my time, so an automation game where you have to constantly manually move things around is a really neat twist!

My only complaint is that the recipe indicator bubbles above the machines block too much, so it’s hard to see a conveyor or anything in the tile above the machine. but that’s am very minor issue. excellent job

It had some good puzzles and has a lot of content for a 5-day jam, but the boost dash felt too difficult to pull off sometimes. The time limits were so tight that if you “bonk” off a wall while dashing a single time, you automatically fail the level. But if you don’t hold the dash for long enough, you won’t reach the exit in time. A few of the levels, I would have already found the solution, but just couldn’t execute on it because of how tight the timing is.

That said, I did have fun with it- The puzzle mechanics were interesting and I really liked the puzzle that organically taught me that I could diagonally dash (the one that’s just a big open room with a keycard in the center)

it took me some time to figure out, but once i realized that the hammer was bolt+nail, and not sheet+nail, i figured out the rest of the recipes and got like 60 points

holy smokes!!! level 10 was a tough one, but i managed to get it!

well done, micheal box!

Interesting concept, though the limited weapons mostly meant hiding by a “”“pineapple””” until all the rats clumped up, and then hitting them with an axe. I do like how you unlock more dimensions though, that parts really neato!

it took me a second to get the hang of it, but had fun with it overall

fun little romp through the cosmos! i liked the upgrades and progression, but it was a little hard to tell which direction i was facing at times… but overall it was pretty cool

that ending genuinely was amazing. i love twists like that!

i really liked the particles showing how fast you were going, it led to a pretty nice feeling interpretation of space travel. great job!

I liked it, I found out that you can drag suitcases into other suitcases and kinda knock them around lol. I had some good fun whacking them out of the way until a bird came and popped me >:( but my next try i got decently far

Dig the style and the vibes. The overall style felt almost like an old point & click horror game (in a good way!)

It seems like the game might not work properly when played on a monitor at >60fps. My monitor is 165fps and makes the game absurdly fast to the point that it’s hard to control, whereas if I move the game to a 60fps monitor, the game seems to run at a much more reasonable speed.

This is a hard thing to test for, but typically stems from using delta time incorrectly. You might be able to try turning off v-sync and that might help test for it? It’s a pretty common mistake to make, but something to look into for future projects :)

The AM voicelines are some of my favorites, so I’m glad others appreciate them too. Thanks for playing!

Thanks for playing! The splatoon connection is interesting, because I felt it too near the end of development, despite it not being one of the key inspirations.

We were thinking of having a more proper ending (i think the Groinch was gonna explode) but just didn’t have the time to add it

thats just how game jams be tho :P

Hi- All the levels take place in one level, and pathways are made to new sections as you progress through the game.

To be completely honest, this game was made by my younger, more inexperienced self, and I can’t recommend it to be worth the price anymore. Instead, I recommend checking out the more recent game jam games I’ve worked on- Not only are they free, but (at least I think) they become much more quality.

Uploading uncompiled code is an odd choice. But, if- like me- you were warned by Itchio that this could potentially be a virus, it’s (almost certainly) not.

Reading the “windows” (python) and the “linux” (c++) versions, I didn’t find anything malicious or out of place, it just looks like an AI generated “make a snake game for me” in 4 different programming languages.

I’m not familiar with java and I thought swift was a pokemon move, so I can’t fully validate that theory… but hey, it’s just a theory. A GAME THEORY thanks for reading!

very cool idea, the only real issues i had were on level 5, its a bit tricky to know which cubes are gonna clog the hole first, i had to do a few tries cause i kept having the roundish one clip into one of the cube ones… also, its not immediately obvious which direction pressing “down” will go on the isometric angled view, though thats not a big problem and at worst makes you burn a turn or two.

overall i really like the idea, levels 6 and 7 reminded me a lot of that old flash game bloxorz. nice job!

It’s a really good idea, but dying in one shot makes the game very difficult, between having the skeletons that can snipe you out of nowhere and your previous ghosts sniping you while they try to shoot said skeletons, it feels like it needs a bit of balancing… i honestly got the furthest when i just did a full reset, and didn’t have to worry about my past-selves killing me…

that said, it’s really cool to have a proper roguelike in a jam (at least it seems procedurally generated?) and it seemed like i was softlocked a few times, but spawning skeletons that drop chests that can have the key you need is a very clever way to get around that.

i think this game could be really great with a bit more balancing, and i think it’s overall a good game, like many other jam games, it just feels like it needs another day or two.

pretty fun!, it took me a bit to figure out i had to dive and crash through the enemies to kill them (didn’t read the description award), but eventually i read the description and figured it out!

also, something worth noting is it looks like you’re updating the camera’s position in the _process() function, and its following the player’s position from the _physics_process() function- this can lead to a weird jittering on monitors with refresh rates above 60hz, so it’s recommended to put camera movement in the _physics_process()

if you don’t have a monitor above 60hz, you can change the “Physics Ticks per second” in the project settings to something like 30hz or even 15 to check if you’ve fixed it- it’s not the biggest issue, but it’s a mistake i see people make a lot.

this comment became more about a minor visual bug than the game itself, so i’ll end by saying that i liked it, fun game loop and it felt very polished, especially for a jam game!

the ‘deckbuilder’ aspect is a really interesting interpretation! the idea is very much based on the concept of both looping and shuffling a music playlist, and shuffling a playlist is much the same as shuffling a deck of cards- so there’s another connective thread to deckbuilding.

thanks for playing!

very atmospheric, the monochrome style, music and film grain made it feel like a creepy old cartoon (in a good way!)

glad you enjoyed!, i worked hard on that “fade out” shader so i’m glad somebody noticed it 😅 the little hanging is probably the lack of proper loading screens and just the engine loading everything in an easier (and less optimized) way… but yeah, it only happens when the game starts so its not a big enough issue to fix for a jam.

I love the art style and vibes!, it reminded me a bit of Ena DreamBBQ

glad you enjoyed!, we probably won’t do any more with this particular project, but we’ll certainly do similar games in the future!

very enjoyable, the little character immediately reminded me of those little fellas from portal and the momentum and setting and story and radios gave me big portal vibes lol, even before reading the ‘about’ section.

very good, especially for a first jam! nice job!

(also, always nice to see a fellow linux user! 🙂)

i dig the surreal style and music, though a volume setting would be nice, i had to turn up my pc’s volume a good bit to be able to hear it clearly 😅

only real problem i have is it’s a bit hard to tell which color is which layer, so it’s a bit hard to experiment

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i wasted the first few generations trying to figure out how the game works, but after a few i felt like i really got the hang of it- i played a lot more than i expected… image.png

edit: the game page says only windows was tested, but the linux build worked just fine! :)

i like the idea of controlling a big snake with the mouse cursor, but it was a tad cumbersome to push my mouse to the side of the screen to go to the next area only to have to immediately flick it to the other side so i don’t get hit by an enemy!

that part was a little annoying, but i quite liked the rest of it!, it was quite satisfying to see a big row of enemies, wait for them to attack and eat them all when they’re vulnerable!

very silly little game, i liked talking to the funny little characters and then flinging myself into the stratosphere

A+ writing genuinely very creative and funny

I love my rock

ah, that explains it!

we honestly didn’t have time to test the 100% clear until after the submission deadline so some of the food is in very… unfortunate places…

glad you enjoyed it though! :D (or at least enjoyed the first 30 minutes lol)

woah nice job!!! it took me 39 minutes to get all the food myself 😅

also i’m glad the linux version worked because we didn’t have time to test it lol. i guess i must’ve accidentally exported that one with the debug console though….

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i like the art, but couldn’t get the ‘play’ button to work until after i opened the credits menu… i wasn’t really sure if there were any controls other than holding space

it felt like i was supposed to be able to be in the air more?, it felt like my jetpack didn’t recharge, so i just mashed space and ended up getting first place, which i’ll take as a victory lol image.png

pretty fun! i do wish it was a bit more obvious where you’re aiming, and the long default cooldown meant a single missed shot makes you lose

that said, after getting a few upgrades it had a nice rhythm to it, and i got some pretty good runs! image.png

a nice little artpiece, some more interaction would’ve been nice, but you still did lots with only 8 hours

glad you liked it!, the dance is very important, so i had to make sure there was a button for it :)

thanks for playing!, yeah, with the game being download only, we sacrifice ease-of-access for better performance and a better render engine, which we decided was worth it

im glad you like maggies funny dance! im ver happy with how that animation turned out :)

like the game said, i did get pretty used to them after a bit!

and i do appreciate how you can control your roll too- that combined with the very granular control of pitch let me do some cool stuff!

i think it was my 3rd, i went through 5 or 6 times though!

this game reminds me a lot of my real life.

  1. telling people that birds are drones
  2. gambling all my money at the casino