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antjowie

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A member registered Sep 26, 2023 · View creator page →

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Good job on winning with only the beam and drone, the intention for rail cannon is to clear out resources faster, but with some yield and radius upgrades it becomes quite potent. We actually wanted to go for that kinda old school flash game vibe. The whole theme is to not take itself too serious. 

Now that you mention ULTRAKILL, I should've added a coin thrower weapon which would've been such a great easter egg :D Something for next time, thanks for playing!

Happy to hear you had fun. If we had more time we actually wanted to encourage exploration more, by adding chests that you need to pickup with the drone launcher and the initial vision was also a bit different, where each weapon had their own cooldowns (laser would have heat meter, rail cannon 3 shells and take 10 seconds to create new one) so you would end up trying to use all weapons as efficiently as possible. 

But we thought that upgrades would be more beneficial so prioritized that over improving the weapons. I agree that the laser overstays its welcome a bit too much though. 

Thanks for playing. Glad you liked the loop. I was thinking of how to make collecting ores fun and mainly thought about Minecraft and Terraria. For me in Minecraft it's that initially it can be tedious but the sounds/feedback and gradual improvements make it satisfying, and in Terraria I always like building the hellavator cuz it's just fun to blow up a ton of ground, so I tried to combine them. Happy to hear it worked quite well :)

As for performance I was actually surprised how many times I had to profile and improve sections of code. I personally had a pretty stable performance (above 120 fps all through) but I'm also on very recent hardware (9800x3d + 7900xtx). I'll keep it in mind tho and test my future projects on my laptop as well.

I like the vibe but I got stuck after picking up the blue rabbit. I couldn't interact with the door anymore where the girl is that asked for it. Maybe this was intentional and the blue rabbit is supposed to represent the girl behind the door but I wasn't too sure. I also had the issue where dialogue with certain characters always stayed white, but I couldn't interact with them again. So I wasn't sure if I was running into a bug, or if this was intentional and I'm missing a dialogue option. 

I think maybe some guidance or hint with items could be helpful for the player who get stuck (or having a walkthrough) so that I can see everything because I do think you've got a interesting aesthetic going on and I would've loved to finish the game.

This game was hilarious to play through, love the dialogue and choices. Also I think I've never seen a left handed cursor before, it felt weird but it adds to the experience. I'm not sure what feedback to give, if anything, it would be to maybe have a skip button for encounters I had already seen before so I can see more of the game. 

I enjoyed playing this, it was really chill. Style wise it also looks nice, the music also fits well with the game. I like the movement system with the dynamic camera. I don't think I've ever seen it before but it's really neat. 

Personally my biggest annoyance with it atm is the snapping that happens when you go to the next platform. I feel this really detracts from a polished feel, if you can make this smooth and play a bit more with the ability system (I didn't really understand when I got air or water) I think you got a pretty good casual game concept. 

Nice work!

Really cool visuals, though the jump is quite finicky if you sprint and jump you can fly through the entire level. I think some checkpoints would've been nice as getting hit is really punishing and the player controls aren't that responsive (like I want to turn to shoot I actually start walking towards the direction). 

But I like the vibe it has going on so great job on that!

I liked the intro cinematic, it was very animated and activating the world map gave a really cool effect. I did get stuck at tree though so maybe some hint system could help. I also liked how planting the grass allowed you to duplicate it, thus eliminating quite a few steps from the mixing process. 

This was really nice to look at. The visuals and the music match perfectly. I'm always a sucker for dynamic music and this was a great implementation of it, I had the upgrade where you'd deal bonus damage if you are under 33% hp but I wanted to hear all the music so never made use of it. 

While playing the character does feel quite floaty, and this can make it very annoying to pick up resources dropped by the enemies. I think some pickup radius would be very helpful with this.

All in all, a very fun and polished experience!

Pretty good for your first game. I think the game could use a bit more user feedback. There's actually 2 approaches to consider (imo): 

  • Introduce some outline effect for things the player can interact with when near. This can kind of help against the player just walking and spamming but I also think it can reduce the player wanting to explore as they won't look at the levels but just the highlight
  • Do how old games do it, and indirectly guide the player to it. For example in half life there was a rocket. Nothing was telling you to launch that rocket but as a curious player you just want to launch the rocket, so you look for a room that contains launch control and you just press the button, and it works.

I had this with the cake and mouse. It just made sense so these kind of interactions are really nice. But the shower was a bit harder for me because I couldn't distinct the shower switch from the background, so I just walked around and clicked everywhere. If you are more deliberate in guiding the player by making it pop out I believe it will improve their enjoyment (but avoid the yellow paint problem, were you quite literally tell the player just do this).

All in all, good job on this!

It works well but I think for a game it plays a bit too simple. Other then the limit there wasn't really anything stopping me from just dragging in whatever I want. I think you'd engage the player more if you'd add some kind of failure mechanic, where sending wrong files too many times can break the game being made.

Overall the game functioned well and felt good to interact with. Good job on the UX!

Cool game. It feels polished and was fun to play. I don't really have much feedback as it was so polished. The theme is well implemented and I would love to see some more interactions since atm everything is just "pick this up and throw it towards the enemy". 

Really unique but simple concept. And fits very well with the theme. My only complaint would be that sometimes picking up an asset just makes the whole asset jitter and disappear all over the place, I like the idea behind it as it adds some playful mechanic, but atm it feels like sometimes it's just behaving in an unnatural way. I think it would be more fun if the physics of it all were a bit less finicky. So I could actively make the decision to pick up this building on this spot and have gravity move and place it like such.

Nonetheless, I enjoyed the experience. The sound and vfx fit with the wackiness of it all

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Very creative take on the theme and had fun playing it. I think the biggest things missing from this were sounds. Also one more tip is to add coyote time, it helps with making platformers less frustrating.

I don't want to give too much feedback on the platforming though as the main gimmick of the game is all ui and text being environment to use. And the art while simple does work, though the red floor made me think it would kill me, since the red spikes deal damage. I started associating red with taking damage so I'd advice from a UX pov to associate certain colors with certain behaviors.

All in all, I enjoyed the puzzles presented

Its a pretty fun game, but it's also quite unfair cuz the platforms behave inconsistently. I also don't think it really fits the theme. But for someone new to game dev you've come up with an interesting twist and delivered on it so good job!

I'm not really sure what the gameplay objective is, I guess to survive? One issue I had was that I couldn't fullscreen the game so I only saw the top left. 

Nice take on the theme. In the beginning I was carefully planning my moves but around level 3 I was able to jump so many tiles I just went wherever I wanted to go and the puzzle aspect was lost a bit. Because of that it was quite easy but I would definitely love to play more difficult levels. Great job on the game :)

It's a good idea but I think it's missing a lot of feedback to have the player know what they are doing. For example, you can show the player where they can drop their items, or give them a toast when they do something they can't do (use a fruit if you have only one of them).

Other then that, the idea of having your fruits be a resource, that you either save or use during the battle can definitely have some interesting levels to play around with.

What a great opening sentence 😂. As for the station I'll take your feedback in mind for future projects. While it was intentional I think it just punishes players who want to dig on the right side. It effectively halves the playing space. 

I've never played Noita but they're technology is impressive, I was already getting performance issues with this project (though truth be told, due to time everything is implementing in a very naive way) so that's a really cool game to check out what they're doing underneath the hood.

Thanks for playing the game :) 

Thanks for playing it :) I always like to go for these kind of "big powerful company is generous or bad" vibe. For this the ideas came a bit from Armored Core where the companies quite literally hire you, and the next day hunt you. They just do whatever is most efficient.

One thing we wanted to add in the targeting circle was to highlight efficient resources green and inefficient red. Though I was also a bit worried that this might simplify the game too much (I think part of the fun in finding the most efficient way to mine is by observing). Since you understood it after some attempts I think the onboarding should've been better, maybe a little tutorial.  

Thanks for playing. That's a good idea. Initially we wanted the ship to stay stationary and have projectiles fly kind of like in Worms. If you haven't played it before there is a bazooka and the rocket will just explode on contact so you have to sometimes aim on the side instead of right on the target. 

But it didn't really work out in this game, and with the station being stationary, you actually also limit the playable space as destroying the right side of the map is actually more inefficient. Mining the right side only punishes the player. 

So thanks for the feedback :)

Thanks for trying out the game, initially the rail cannon would have a way lower cost but it would need to load shells which would take time so you would be swapping between the systems and essentially try to use all 3 at the same time (kinda like FTL). Though we didn't have time to update the UI to show this so we ended up relying on the upgrades to make it worthwhile. 

I'd say the rail cannon becomes quite nice to use later (it has positive yield after 1 radius or yield upgrade) but using it before that indeed very likely loses your run, and I do think that's pretty bad as it punished experimentation. 

Thanks for the advice, I'll keep it in mind for my future projects :)

Glad to hear you found it satisfying. A lot of focus was put into that so it's nice to hear it paid off. Initially we wanted to have stations that would also shoot lasers so you'd have multiple angles but that got cut, so now indeed people tend to just mine the left side of the map. Maybe it would've helped if you could also move the station sidewards. The laser is definitely good in the beginning, but I'd say after the first upgrade on rail cannon it can get strong real quickly. 

All in all, thanks for playing :) 

Thanks for trying out the game. When we playtested on the last day with a few friends we noticed that nobody really understood what to do (we missed a lot of feedback like the costs, the ore info, etc). Since we had so little time left I tried to just make a tutorial popup and keep the text as bare minimum. 

But yea I was still quite worried about the pace of things. Because you start the game, and now suddenly there is a timer, you're unfamiliar with the controls. It just goes full throttle immediately. Next time I definitely want to introduce the player into the game a bit more gracefully, or make a simpler game that involves the theme better :) 

Thanks! I'm also glad we managed to finish it, with all the systems we were making it was kinda hoping they'd all come together well but it seems to have worked out quite fine. I do agree with the theme implementation, it's quite boring and literal. Next time I'd definitely want to change up the brainstorming approach and actually make something that really involves the theme, instead of a project where you can just kinda fit the theme into.

Thanks! Haha going straight down was indeed a strategy that we tried to work against by scaling the deadline faster and making the oil resource worth a bit more, and the idea was to have a bit of progression where you start with the laser, and then transition to rail cannon upgrades to actually make that weapon have a positive return and transition to mining with oil. 

As usual we overscoped quite a bit, and so on the last day I wanted to really lock down the features but after playtesting we just really thought an upgrade system for some kind of progression was needed. 

Anyway, I'm glad to hear that you found the game to function well. It was a bit of a gamble hoping that all the systems came together at the end but it seemed to work out quite fine. 

Happy to hear you liked it. We put lots of effort to make the mining as satisfying as possible. SFX, shaking UI, number feedback with pops. It's a bit of a shame all the audio got mixed weird when playing on a WebGL build. 

I do agree that the interpretation of the theme is very literal, and for the next jam I definitely want to spend more time on it. I already got some ideas on how I'd like to change up the brainstorming approach. 

All in all, thanks for playing :)

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Glad to hear you enjoyed it. Yea one thing I noticed was that there was a lot of missing feedback initially about what you exactly need to do, different weapons giving more resources, an ever increasing deadline. We didn't really have a lot time remaining to improve this experience so I tried to tackle it with a tutorial overlay that tries to explain the main gimmicks as simple as possible, and some more in game feedback like showing you which weapons are effective. But even with all these changes I think it can still be confusing, since the game immediately starts, giving a new player almost no opportunity to familiarize itself with the systems when they first play. But it's nice to hear you got the gist of it after a few tries. 

For the art and SFX style we kept it simple, but like you said I think the main thing is to keep them consistent. I'm quite happy with how it all came together, the shaking and color changing UI, the compressed VFX, it blends pretty well. 

I do want to correct that we didn't make the music ourself. Initially we wanted to but we ran out of time so we downloaded it from a royalty free youtube channel. You can find it here or in the description. I get the misunderstanding though since audio is marked as "made by yourself", but we only made the SFX ourselves, not the music. 

The ideas you have for improvement align a lot with ours, especially the one about "animations for collecting resources". Initially another system you'd have would be the Space Elevator (I've added an image for the POC where you can see the space elevator) and you would see drones picking up the resources and bringing them here, and would have to balance upgrading your weapons or logistics to improve yield or increase amount of resources gathered. But we had to cut scope to keep time for polishing. 

All in all, thanks for the feedback :)

Thanks for playing, I'm happy to hear you enjoyed it. Upgrades were a last minute thing we decided to add after playtesting so I'm glad to see it improved your experience

I also had the issue with a weird scale but I fixed it by dragging the game to a 1080p monitor that is 16:9 instead of on my main 21:9 monitor which is 4k. I did have issues reading the text though cuz I couldn't fullscreen the game. 

Issues aside I did enjoy the puzzles and using the entire mouse to solve problems was an interesting twist. I did feel that without the walkthrough some puzzles were hard to figure out, but I think that's just due to this being one of the first point-click puzzle game I've ever played, like once I saw the solution I though "ooh it's pretty obvious to match the colors with the rainbows".

All in all it was fun to interact with the puzzles

This was a really fun game. The mechanics are fun to play with and after a while it got pretty intense with pausing the game and changing the time. You can definitely make some really cool mechanics and levels with these abilities. 

If only it was this simple to recycle trash :D. I liked the SFX and trying to get bigger numbers is always fun. Once I got the tent crafting recipe it was all I ended up making to get tons of money, pretty neat.

Thanks for playing. Yea we wanted to introduce some textures for the terrain but decided to first really focus on the gameplay to get something going that atleast feels good to play. When we finally finished the mechanics we had about a day left to actually play test and once we did we decided that adding some kind of upgrade/shop had the most impact on the gameplay. Even with the downscoping we ended up having a bit too little time to add. 

The over rendered visuals was definitely a stylistic choice. It was a bit inspired by Nubby's Number Factory but it's definitely a love it or hate it kinda thing. Ultimately I wanted to try making the models in blender and exporting them to see how that works (for easy iteration and normal map) and the result does kinda work. 

And also like you mentioned, yea it's quite a literal interpretation of the theme. For the next jam I'd definitely try and spend a bit more time interpreting it. 

All in all, thanks for the feedback :)

Glad to hear you enjoyed it. We put quite some effort into making it satisfying to destroy and mine the planet with sound effects and shaking ui so I'm glad it paid off :)

The style is nice and I liked how resources got introduces. Though I got stuck at this level I collected all the coins but wasn't able to continue. Other than that I enjoyed the movement, I'm only missing a good background soundtrack for a full experience. 

It was nice to see everything coming together. The space shooter visuals were very nice. I feel like maybe it would've been nice if it played a bit more in the theme, like being able to gather resources in different ways to get your ship running again. Other then that it was a fun play. 

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Nice short experience, I was a bit confused because some walls you could walljump and for some you couldn't. Also I decided to never sacrifice my crouch ability and seemed to be able to complete the game just fine so I'm not sure why you would decide to sacrifice the abilities. Otherwise I did enjoy my time with it. 

The gifs look cool but the web build didn't load for me. It also made my entire browser lag, I'm using edge maybe it has some issue? I did see the following error in my console so that could maybe cause it.

Gameplay was nice but also quite easy. I think maybe some upgrade to grab the ammo for you if you are close, or a bigger circle would be nice