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Anthony

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A member registered May 20, 2017 · View creator page →

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😭😭😭😭😭

A very cute little game for sure! I’m a little confused about the scoring system, as I seemed to lose score by hitting people with baguettes. Perhaps I wasn’t supposed to hit them with baguettes, but then I’m not really sure what I’m supposed to do. I love the art style though, and the music fits the aesthetic perfectly!

Definitely a challenging platformer! A lot of fun, but it might be nice if the difficulty gradually increased? It seemed to me that after you sacrifice the first person, the platforms all require very nearly precise timing to clamber.

Love the simplicity of the concept, definitely makes the game scaleable. I would say though that it gets a bit unrealistic to block all incoming projectiles when you get too surrounded. Perhaps if there was more of a noticeable rhythm to it all then one could more easily time it.

Love the aesthetics; really felt like a true Gameboy game. I think the gameplay is a bit bugged, though, because I got the boss to negative health and nothing changed. It might also be nice to have more in-depth combat!

Love the aesthetics; really felt like a true Gameboy game. I think the gameplay is a bit bugged, though, because I got the boss to negative health and nothing changed. It might also be nice to have more in-depth combat!

Very nice concept! I loved the music and the variety of projectiles/effects. My one comment is that the walls of text can be a little overwhelming especially when there’s so much to keep track of while simultaneously trying to avoid asteroids in the background :) maybe it would be better to gradually introduced each thing in a tutorial mode, and then have a regular mode where you play for score and everything exists all at once?

Hey, I’d be down to work with you. You can check out some of my previous work and contact info here on my creator page: https://anthony-c.itch.io/

tell max i say hi

This game is really sick. At first glance there seems to be a lot of tactical depth to the game and I absolutely love that, especially considering both you and your opponent are exposed to the same information. I realize you could also play this game in-person with a real deck of cards, and that’s really neat. And you really retained a lot of elements from the original game – you’ve turned a horribly boring and fixed (and solved) game into something that requires real thought.

For now, I’ll leave you with my current comments and gripes. However, when I have more time, I definitely want to think more deeply about the tactical part of this game to give my more informed opinion of it.

Comments

  • Fantastic artwork. You seemed to pick a retro style, which is perfect because it means your artwork doesn’t have to be complicated, and so the simplicity really shines.
  • However, there are a few objects in the game that don’t really match the art style: the chalkboard (not just that its a chalkboard, but that the border looks like it was a transparent PNG slapped over the game), the brown of the table, and the wall. Other than that, the cards, the HUD, the top of the table, and the menu all fit really nice.
  • Some sort of attack indicator would be nice, on both the attack turn and the defense turn. I do think having little popouts would be cool, but even pulsing arrows on the board or HUD would be nice.

I’ll be back with more comments either pre-GMTK or post-GMTK, whenever I have the time to think about this more.

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  • A minimap feature would be nice – just a blank rectangle with a pip on it to show where you are. That way the player can at least have a chance at remembering what ground they’ve already searched. Or maybe if you had like 12 unique objects and litter them around the map with fair spacing – this would also help the player keep track of where they’ve searched.
  • I like the red effect around the screen, but it would be nicer if it was a bit smoother. It seems to skip or jump at some points.
  • I think the borders around the cards should visually look more like borders. I don’t really know what that would look like, but when I look at them, they don’t really feel like obstacles.
  • Maybe more ghosts as you slap more jacks to increase the pressure?
  • You could create the illusion of there being more ghosts if, instead of the ghosts just following the player the whole time, they’ll despawn at occasionally at then dive in from new angles (maybe from in front of the player, for example). This would I guess just create a different “feeling” – right now it feels like you’re being chased by ghosts, and with this other way it might feel like you’re surrounded by ghosts. Just something to consider maybe. This could also counter the Matt-strat.
  • I think if you added a bit more acceleration to the movements they might feel more natural? It’s a bit blocky. Not a continuous acceleration, but a slight acceleration to the end velocity (either moving or stopping).
  • A heartbeat sound effect as the ghosts get close might be cool.

Gracias!

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Hey! I would love to join your team and write music for your game. Feel free to check out my other work at: https://sirpython.itch.io/

You can reach me with my discord: SirPython#4770

I’m interested! Hit me up on Discord: SirPython#4770 so we can discuss further.

Sure am! Hit me up on Discord: SirPython#4770

Ranged Combat Jam community · Created a new topic Music

Hey!

I’d love to write music for your game. Check out my creator page for contact info and examples of my work: https://sirpython.itch.io/

Hey!

I’d love to write music for your project. Check out my creator page for contact info and examples of my past work: https://sirpython.itch.io/

Thank you!

I’m definitely interested. Reach out to me on Discord at [Smitty Werbenjaegermanjensen#4770] and we can discuss further if you’d like.

Awesome! Thanks so much for reaching out. My Discord ID is Smitty Werbenjaegermanjensen#4770

Hey thanks for reaching out,

Honestly, I can't give you a straight answer to that, partly because I don't know how fast I can work, and partly because that's a very general question. How long would you say a track is? About a minute's worth of music? Maybe 30-60 minutes for 60 seconds of music. No clue honestly though because I've never had to write music under deadlines (which usually get me working faster and more efficiently).

Hey! I would love to write music for your game. I've been an active musician for about 12 years, with about 10 years dedicated to studying various forms of classical music and 4 years dedicated to studying various forms of jazz. I have composition experience under my belt, but I must admit I'm a bit of a noob at it, and I've never gotten the opportunity to write music for an actual game. If you would give me this opportunity I would be very grateful!

Hey!

I've been an active musician for about 12 years with some experience in composition, but I've never gotten to try writing music for a real game. I'd love to give it a try and write music for your game!