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Antonsem

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A member registered Jan 23, 2017 · View creator page →

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Oh I totally forgot that I made this :D

Hi dehaotu! I'm very happy to hear you liked it :)

Thank you! Happy to hear you liked it! We will polish it a bit, and add some more encounters. So stay tuned :)

Thank you! Glad you liked it :)

Thank you, I'm glad you've enjoyed it! I deliberately obscured the landing position. I wanted it to be a small risk-reward mechanic and something that a player can get better at. That being said, I failed to properly explain how the throwing mechanic works. Some kind of throw force indicator would be great, but I didn't have enough time to implement it.

About the theme; I drifted away from the originial design. Although in retrospect the original design wasn't as a good fit to the theme as I imagined it at first :D so yeah, the theme is not strong with this one :D

I couldn't agree more, your feedback is spot on! Thanks for trying it and for your feedback :) I will address the issues you mentioned in following weeks

thank you, I'm glad you liked it :) the lack of targeting was a deliberate design decision. When throwing the unit first I calculate the velocity for the unit to land exactly where you point to an then I modify the initial speed value slightly. Point is to add some skill to targeting. You have to be careful when throwing the unit further because you can overshoot.

That being said it definitely needs some explanation 😃 I should add some kind of a bar showing the throw power or something like that. Thanks for trying it out and for the feedback :)

I think I installed it from itch app. And when it didn't work for the first time I opened the folder and launched from the exe. I can try it again in the evening once I get home and let you know what I did exactly :)

thank you! You are definitely right, it does need some explanation and visual feedback :) I'm already working on it. And the stuck units thing is a bug. Which I though I fixed :(

thank you! I'm glad you liked it :) yes, I do have plans for this game. In fact I even have a publisher in mind who will like it :)

You are right though, it does need a decent tutorial and some feedback for aiming/throwing :)

Am I the only one for whom the game doesn't work? All I see is a pink screen with score on the top left. If I press esc I see two buttons: next level and restart. I'm on Windows if that helps...

Yep, I should have explained the throwing mechanic better :D Don't think of it as throwing but as winding a spring, and you will be fine :)

I thought I was gonna have Bioshock hacking game PTSD, but this one is actually nicely implemented :) The chill soundtrack and nice sound effects definitely helped!

Polished, chill, cyberpunk and randomly generated levels. I don't know what else I can ask from a game jam game! Awesome entry, congratulations!

PS: I'm tweeting about games I play from this jam. Here is yours: https://twitter.com/TheAntonSem/status/1430259348299726848

Thank for the feedback, I'm glad you liked it! Indeed the ships do have different characteristics. I was going for a simple game but with some deeper strategy elements for those who are a bit more invested.

The flying off the map is another design desicion for strategy reasons. If you want to intercept an enemy unit you would need to throw your ship further, but if you throw it too far it will explode. I obscured the force calculation for the same reason. You have to develop an intuition for the applied force. However, I know I didn't communicate the throwing mechanics properly. I wanted to add an arrow or some kind of force indicator but I ran out of time.

Again, thanks for playing and your feedback! I appreciate it :)

Even though the core mechanic is simple it is very well implemented! The game is polished and surprisingly relaxing. I liked it!

I see this game is currently the most popular one for a reason! Very well polished and fun game! Add more levels, adjust the difficulty curve and you've got yourselves a full mobile game :D

PS: I'm tweeting about the games I play from this jam. Here is yours: https://thejaspel.itch.io/oops-no-brakes

Relaxing indeed! I do like relaxing, slow-paced exploration games like this one. And the visuals are very nice too!

PS: I'm tweeting about games I play from this jam. Here is yours: https://twitter.com/TheAntonSem/status/1430234943528083457

A simple yet addictive gameplay. The only thing I would suggest is to make the restarting process faster. I would remove the UI buttons and just make it automatic. Oh and the visuals are fantastic, obvously :D

PS: I'm tweeting about games I play from this jam. Here is yours: https://twitter.com/TheAntonSem/status/1430210562517082116

Simple yet engaging mechanics! It gets really tricky really fast :D

PS: I'm tweeting about the games I play from this jam. Here is yours: https://twitter.com/TheAntonSem/status/1430208634550722561

This is the kind of idea I wish I would have thought! Fantastic mechanic, great implementation! Loved it!

PS: I'm tweeting about the games I play from this jam. Here is yours: https://twitter.com/TheAntonSem/status/1430206635545399298

A super simple yet very addictive mechanic! I would like to see more screen shakes, and particle effects but this is still a great game!

PS: I'm tweeting about the games I play from this jam. Here is yours: https://twitter.com/TheAntonSem/status/1430077902008291328

A very nice addition to the tower defense genre! Took me some time to understand when the towers are shooting, but after that I had a lot of fun playing it!

PS: I'm tweeting about the games I play from this jam. Here is yours: https://twitter.com/TheAntonSem/status/1430074329824383003

Yeah, the throwing controls do need a tutorial and feedback. Something like a power bar, or at least an arrow would help a lot.

The stuck ship is a bug (unfortunately very well known, many people have encountered it :( ).

The lack of control was a design decision. There is actually a lot you can do to influence the outcome. Trowing a correct unit to a correct spot does make a difference. But it definitely should be more obvious.

I'm very happy to hear that you enjoyed the game. Thank you for the feedback, I will address all of these issues after the judging period ends :)

(1 edit)

Thank you, I'm glad you liked it :) I intended to create a simple casual strategy game. So not letting the player control a ship was a conscious design decision :) I admit that the strategy part is not very obvious, but there are decisions to be made :D

Perhaps I should have been more clear, but it is a compliment :D

Thanks for trying it out! Yeah, there is a bug when a barrel gets stuck inside one of the bases (I could swear I fixed it though...). And you are right, the throwing mechanic is not explained properly and there is not enough feedback. I wanted to add an arrow or some kind of throw power indicator, but ran out of time :) I hope you enjoyed it, and thanks for the comment and rating!

A really cool implementation! And there is a leaderboard! This is awesome!

Yeah, it definitely needs a tutorial and more feedback for dragging. Glad you liked it :)

A bit too simplistic. May be with some more momentum, camera shakes and a background could be a fun simple game. But you did complete a game jam, so congratulations on that :)

With some polishing and mission design this could be a full game! Great job!

PS: I'm tweeting about the games I play from this jam. Here is yours: https://twitter.com/TheAntonSem/status/1429513418944417800

Got some Super Hexagon - Flappy Bird vibes!

Cool concept! Could be a nice casual mobile game :)

PS: I'm tweeting about the games I play from this jam. Here is yours: https://twitter.com/TheAntonSem/status/1429506886756360198

Took  me a few waves to figure out what's going on :D a nice concept, but I think there should be some other defensive options. It is annoying to wait for the satellite to turn around.

PS: I'm tweeting about the games I play from this jam. Here is yours: https://twitter.com/TheAntonSem/status/1429503292338581505

Took  me a few waves to figure out what's going on :D a nice concept, but I think there should be some other defensive options. It is annoying to wait for the satellite to turn around.

PS: I'm tweeting about the games I play from this jam. Here is yours: https://twitter.com/TheAntonSem/status/1429503292338581505

With some polishing this can be a very addictive game. How do I know it? A friend of mine made a very similar game about 10 years ago. If you have a flash player you can check it out over here: https://www.kongregate.com/games/torreng/pixlander-2-infinilander :)

PS: I'm tweeting about the games I play from this jam. Yours is here: https://twitter.com/TheAntonSem/status/1429499698725855234

A nice game jam entry! A bit camera shake, and sounds would improve this game by a lot :)

PS: I'm writing about the games I play from this jam. Here is yours: https://twitter.com/TheAntonSem/status/1429493515768238083

A nice game jam entry! A bit camera shake, and sounds would improve this game by a lot :)

PS: I'm writing about the games I play from this jam. Here is yours: https://twitter.com/TheAntonSem/status/1429493515768238083

Well implemented mechanics! Movement feels floaty but not floaty enough to be frustrating. Great job!

PS: I tweet about jam games as I play them, here is yours: https://twitter.com/TheAntonSem/status/1429489943835971591

This one made me laugh! I loved it!
PS: I'm tweeting about the games I play for this jam and I couldn't find your twitter handle. Here is this game: https://twitter.com/TheAntonSem/status/1429486606130585607