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ASecondGuy

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A member registered Aug 29, 2019 · View creator page →

Creator of

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The enemies are just damage sponges and there are so many of them that I wonder if you are even supposed to kill them. And as soon as the dogs show up it's basically impossible to hit anything since I'm always running away to not die which makes me shoot in the exact wrong direction.

The main problem is the tunnel. (Can't post a picture because of size limit but Just go right near the floor and you'll find it)

It is also a little annoying that you can't tell which walls you can go through and wich ones you can't.
From what I can tell the red ones are passable and the black ones are sometimes. That doesn't help the issue.

Not really a difficulty curve as far as I can tell but otherwise great.

Ah. I didn't see that. I thought the left to use, right to drag thing was all of the help since there was no indication there was more I just started.

The unbuild shadows thing is a little annoying but otherwise I like the changing of the games rules

Using the pump is pretty tedious but the Idea is good I'd say.

I think the camera is not supposed to be in first person I think.
Going into the battle station an out again fixed it for me.

"Klick through everything fast" and "Here is a lot of text to read" don't mix that well

There are a few dead ends that aren't obvious so I flew into them a few times.

Very polished game. Sadly 3 things at once is too much for my brain so no win for me.

I like the movement. It makes the sub feel heavy.
And a mine spawned basically inside my sub once so that wasn't great.

The physics makes it unplayable but I can see what you were going for and it is a good concept.
I could see this being a casual game.

An explanation which tools fix what damage would be nice. And maybe making all of them hold instead of click to spare my mouse.

It was very close but I did it.


Dragging materials around is really hard with how buggy it is and some would be dropped behind the box instead of put in. Other than that it's great.

Thank you. And yes I know about the visuals. Finding an artist friend to help me with gamejams is on my todo list.
The water mechanics definitely have missed potential, but I have no what to do with them right now.

You shouldn't put a quit button in a web version.
That is about the only critique I have. Well done.

The tutorial is actually shown at the start IF you start the game from the main menu.
There were a lot a few very minor mishaps in the coding.

The web build error is an browser issue. Cross Origin Isolation and SharedArrayBuffer are features you probably have disabled.

The tilt is an interesting Idea. Maybe there could be many aspects of the arena the player could influence.

Looked and felt nice. I really liked that the dash hurt the knights.

Hotkeys would be nice for selecting your enemies.

Great minigames. I only saw the 3rd one when I got to the end.

Great art style.

The game is great but I'm more impressed by your team.
Since this jam I know how difficult an 11-person team is but 24?

Huh. That didn't happen the last time I played.
No Idea why that would happen. I would look into that but you are probably the first person in ever to play this seriously.

I'll investigate those bugs asap. In theory they should be easy to fix.

I will definitely add some gameplay improvements but that might take a month (or 12).

Thanks for playing.

I just added the option in the pause menu. I hope you enjoy the game.

No there isn't. I wasn't aware that can be a problem.
I'll add the option after the jam.

First try. Would be good if the unavailable hearts had a different look than the lost hearts.
I was a little confused about them.

The physics can be a bit janky but it's still fun.

The Monsters feel like rng but otherwise great.

Always.

If you are using Godot (which I think you do) you need to change the screen strech in the Project settings.
You could disable the fullscreen button on itch and that is about everything you can do right now.

I see somebody had fun with areas.

Simple, fun, and it looks good. Sadly the fullscreen doesn't work but that is forgivable.

The companion gets stuck on corners way too often. Other than that I liked it.

I wish my scripting thing was that good.

The vacuums could be faster. And the tutorial level where one vacuum bounces off another should be later in the game where it actually matters.
But that is nitpicking I think.

It only got like 11 resources, 4 drones, 4 buildings on the home planet with interfaces, 3 different buildings you can deploy on other planets, 7 of those other planets, the scripts with 14 instructions, and 2 ways of setting those scripts up.
It's quite simple actually. (-8

A few glitches less would have been nice but still very enjoyable.