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AntonisDevStuff

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A member registered Jun 28, 2024 · View creator page →

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Well played!!! To be honest, I didn’t expect anyone to play that game jam entry after 4 months (it feels like I made it last week, lol). I really learned a lot back then. For the past 2-3 months, I’ve been working on a hopefully Steam release game, and every day I get closer and closer of having a demo while improving my game dev skills.

I really appreciate you playing my games, even if they’re not yet in the state I’d like them to be. I might re-make it in the future or make it more polish, as it’s not that bad for a browser game!

Thanks for playing <3
- AntonisDevStuff

Once again pygame represents. Interesting idea, now i can play in real time my bad assets as a character  

The process to make a raycaster is very unique and instersting. The browser fps are in half so keep that in my mind and the game is not optimized at all (currently running with 330 rays), even has some  bad code just to make it in done and a bit of a fisheye effect. It requires basic knowledge in geometry so keep that in mind. These are some tutorials-videos I followed and you might find useful (1,2,3). In my opinion it's very worth it and looking to make a better one in the future.

Feedback is always nice, the best one I can give you is to do a lot of play test and think for possible features that would make the game more fun and work around them, experiment is very immportant. Also I understand the frame time is small ( I had the same issue with my game in that jam because I spend a lot of time trying to do the ray casting and understand how it works ) in that case aiming for something small is ideal. In the end of day game jams are for fun and learning by doing.

if I found time, I would probably check the windows version too.

Sure, here

Finish it, reminds me of a a submission 2 jams ago. The concept is very clever because it allows room for creativity in the level design and changes the whole mechanics of the game + gives the game a more puzzle theme.

Adding more weapons with different shapes would be a nice idea for a future update and the option to save the image

We got breed simulator before gta6. Very interesting and different concept 

The game looks like an old flash game, so you get extra nostalgia points. You need to add better balancing and extra features to keep the player interested. I usually find successful to add presure for the player, a bit of randomness and  increasing game stats.I find the color movement and music very fitting, gotta pull out my notes. 
For 5 weeks of game dev you're doing great, keep it up.

Good Presentation,Smple Game and Nice Colors

brilliant concept, very hard controlls but I really like it.

Thanks for playing and yea based on feedback it seems like I have to change the movement input. "CLICK CLICK CLICK"

Good to hear, making blind mazes was the best I could think of. 

Another pygame enjoyer extra kudosss for that! You did a very good job in the assets/particles area, good job. 

I'm addicted to pygame, I tried godot like a normal person and still went back to pygame

An easy factorio game? Sign me in

Very nice intro, too sort to have an opinion but the presentation was in a very good level. I would love to see more levels in the future.  Also the use of limitation is out of contex.

got a normal ending whileI had no idea what I was doing ohhh welll, cool concept. 

Very cool concept but the maps are not well made. 

Everything was perfect, amazing job 10/10 

A nice classic idle game (got some tiktok ptsd with the blocks and balls).  Closed the game when I hit 650+block health. 

Here we go again

First of all the presentation of the game is amazing and the game being in 3d gives it extra points.Also I can see a lot of names in the team so I hope you all had a fun time developing together.

Let's get into the main part. The game had small bugs but I overlooked them due to the small timeframe,the worst one was the waves stop generating in lvl15 which was a bit sad( I wanted to limit test my base /: ) .

The buildings were good in ammount (but 1-2 more for the late game would be nice) and the idea that you need different part to build one was nice.

So the issues arrive in the playability department.Wave games looks easy and simple to make but the reality is they can get repeatedly very very fast. I realised that when I was making my wave game in the last jam I was participating. A quick way to delay this problem is by slowly increasing the diffuclity and making the player more active with interactions. Or the best is to make the game complex to you win the player intrest, take as example Bloons Tower Defense.

Overall a nice entry, the only tip I can give for the future is more playtest.

I made it, after many hours of practicing dodging, patterns and attacking.

You surpassed all my expectations for a game jam. Never imagined I will spend more than an hour in a small jam game.After killing every phase I screamed "THERE IS MOREEEE???". I really had a nice time playing and felt so rewarding after finishing it. Never played a soul game in my life but after your game, I probably will .  

I don't have something to suggest as I'm not very familiar with soul games but I would like to see more. Maybe you can  add levels with some basic story line and more enemies/player attacks.

Also the grid system was the perfect fit.

Generally an easy 10/10 submission

Thanks for the feedback, I didn't had something in mind till the last moment and the tils being smalls didn't helped at all. I would probably update and add wasd instead.


The fog is just a layer on top of the maze, so you can still use explosives.I don't intend to change it,making a strat around it sounds cool to me.


Well after designing the first maze, I realized how easy is to visualize lines in your mind to solve the mazes. There is where 2d mazes faill, not having an extra axes to hide the dead ends and the whole identity of the map. So the only way to make the maze more harder is to increash the size which is questionable if it's enjoyable for the player. I solve the issue by adding fog, much harder for the brain to map the whole maze and there is a trial and error aspect that makes it intersting.

Hope you had a fun time.

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Thanks for the feedback, I didn't had something in mind till the last moment and the tils being smalls didn't helped at all. I would probably update and add wasd instead. Hope you had a fun time.

 It was 4am and i was like hmmm that would be a good place for music to start playing. I was limited by time so i couldn't do much more but i hope you liked it.

good job, for a first pygame project it looks good.

cool

hey, the upadte is out

hey, the upadte is out

Thanks for playing, damm not even me have reached room 100 yet. About right click i will make it aoe as you said and nerf left click. You're right about spell 1 being a worst version of spell 2 but is also half of the cost. A spell about autofire for x seconds and a cps limit for left click is a very good idea. I'm happy that you had fun playing my game.

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Thanks for playing, pygame is a python library that helps you write python code to draw images into the screen, handle events etc. The visual area is not my best part but i'm happy that everything fits together. The idea was to crete a game with high player input that's why the room is small so you have to always moving making it more demanding.  Also you're the first one that wrote about the trick with the fireball, I i thought i was the only one who knew about it .

thanks, I plan to add more features in the future

hahah, try to do good heat management and convert coins to heat 

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Thanks for giving it a try, I connected heat to speed,health and attacks with the logic of heat is a form of energy.
I'm planning to add more enemies-attack etc after the jam but didn't thought about replay value,i will try to implement it.

finished it.The concept is nice, assets are nice, i really really liked the sound effect of the dash (if it's your voice that's extra kudos). Every feature i could suggest is in the game. I can only say to change how cooling system works because it's really boring waiting for 3-4 seconds doing nothing, what about colling faster for the first half and then cooling slower so you need to wait long only for the long jumps. ohh and maybe more ways to "sabotage" the player to lose like the way you did with the destroyable floor.

First of all, I want to thank you for playing and spending time on my game. It really motivates me for my future projects.

This was my first game that I took seriously and decided to work on after a long time, close to 2 years, due to many personal reasons. I had to code for multiple hours each day, so I had fun.

You're right about the assets. I'm really bad at making pixel art, and it's something I need to work on in the future. So instead, I tried to implement the assets to fit the concept of the game and focus more on the gameplay functionality.

Making my game without an engine in 3 days was a marathon. I hit close to 1k lines of code implementing basic things. It could have been done in less code, but I decided to build it with less stress of debugging and to see how well I could organize big projects.

About spells and the scale system:

The scaling was done in the last hours of the game (a "you learn from your mistakes" moment) and was rushed. My idea was to have an easy static start and later scaling with the player's heat (health). After playing my game, I came to the same realization that it needs to be a maximum of 10 rooms for the "intro".

The spells were almost not in the game due to time , but I managed to include them.

Spell 1: The maximum enemy count is 20. After playing 2-3 times, I lost due to being stuck within the enemy hitbox, so the idea was to make a noclip clutch button to save you from death. Technically, it is a bad spell because you still take melee damage from enemies, but it can be really useful after 20 rounds. That's its main purpose.

Spell 2: This is a better version of Spell 1 because you teleport to the opposite side of the map, which will be clear. However, if you spam it, you still get hit by moving attacks, so you can die.

Both spells were made for clutch moments and to remove the limitation of the map size. I didn't make the map infinite because I wanted a fast-paced game—not hard, not easy, but one where if you make a mistake, you lose. Also, Spell 2 can't be spammed due to cost scaling with the room.

Now about the fireball: The fireball concept is a second attack that is much stronger (strength^2) than the basic one, but it's slow, more heat expensive (you lose 10% of your heat), and you can't be moving while using it. It can be really good if I add more enemies to the game, as you said, so you need the extra damage or make it AoE or moving through enemies.

I will probably make a new version with a more finished game when the jam ends. Once again, thanks for playing <3

you have a song named Greece, ofc you get extra points😉. Good job 

Thank you,I'm not good in making assets so i tried to connect the assets with the concept of the game.

I would recommend to change the control button to something else because in browser you can press control w and close the window or any other browser shortcut.