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AstroPippin

33
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5
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A member registered Oct 06, 2017 · View creator page →

Creator of

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Very fun!

Oop, found him. I did see that door the first time, but my hand phased through the handle so I assumed it was a decorative door. The next door that leads to the first skull fight is the only option, so I figured out how to open the door properly, but didn't think to check that first side room again after dying. Maybe some kind of hint pointing to that room would help?

Also nice to see a fellow Godot user ^_^

Similar problem. First time my headset displayed eldritch runes and then turned itself off. Second time I saw a couple frames of environment before it crashed and threw a graphics card out of memory error. For the safety of my equipment I'm not going to try a third time.

I wish the map was a little easier to use. I'm the type of player that likes to physically turn, so the map kept ending up behind me. I wouldn't necessarily mind using the stick to turn but the increments were so small and slow so it was a bit of a hassle keeping the map in view. The sound effects made me a bit uncomfortable, but maybe that was the point because then the heart flatlined Q_Q

I would give you 6 stars for fun if I could. I don't think I found all the bananas before I got jumpscared by the big man and fell off the edge of the map. But I had a great time swinging around!

I could not get the game to run through SteamVR.

Fun game! The sound of skulls popping was very satisfying. I died a couple of times before I was able to beat the game. I didn't kill the slime because... I didn't see it? It was pretty clear what I was supposed to do to get healing but.... I only ever saw the slime in the death/winning screen. Conceptually fun idea though! Pretty sure I couldn't bring myself to hurt it if it *was* there, so personally I don't think I lost much.

Also, as a short person it was a little tough to hit the skulls coming at me from so high up. Dropped my mace a good few times, too.

I also really liked that I could clearly see the goal through the windows as I progressed. Made it feel more like a real place than a series of rooms.

There's a level selector in the bottom right corner of the menu, so you should be able to continue from wherever you left off.

I am also having difficulty getting the game to work as a vr game (non-oculus headset). I could sort of play it with wasd as a pancake game though.

I've been getting really into animation this year, so it stood out as something awesome that no one else had mentioned yet. I probably should have also mentioned it's super fun and I spent a long time playing over and over haha.

How dare you capitalize on our nostalgia by making a sequel to such a beloved franchise!

Yeah the physics are a bit wonky, but since you made it on hard mode (SDL instead of an actual engine that does physics for you) it's actually really impressive. I liked the level design and the story (and honestly the music goes without saying). Nice work!

Adding that I respect the sound effects.

I definitely had fun. Reminds me of those simulators they have for high school physics classes. Great concept for a game.

I spent a long time playing before I scrolled down and saw in the controls that I could move left and right. I actually had way more fun playing with just the rocket launcher. I'm not saying it would be better with the mechanic removed- I actually think it would be counterproductive to your sandbox design philosophy. I just wanted to share my experience. I will say that I think it would be perfect for me if the side to side movement was slower, just for small course corrections.

Had a lot of fun playing through a couple times. In particular I think the music was really strong. I love the Penguin Pike song, and I replayed that level a bunch for points so I could hear it. It's neat that you can pick where to go to get points for upgrades.

I enjoyed the animation of the legs changing perspective between rising and falling. It looks really nice even though it's only a few frames.

For anyone else like me, the threshold seems to be closer to 1300m. I was stubbornly trying to get that far and getting stuck around 1100m and felt lied to when I finally got past 1200 and nothing changed. I'm glad I kept going to see that next area.

Yeah having ending animations for each level was definitely a stretch goal!

Well then, I'm glad I thought of that and wasted time on it XP

Glad you liked it! Thanks for leaving a comment :)

Nope. Thanks for playing!

Nah, you didn't miss anything. It's just a really long hallway. Just keep going!

Currently only the Windows versions are tested to work (specifically only on my machine). Appreciate if ya let me know if anything is broken. HTML was broken so I took it down.

I'm stuck in the vertical level! I can make it to the top, but I can't seem to get the cat to move to the left so I can get it on the button. There is a wall in the way so i can't hit it from the right, and it won't follow me if I jump over it to the left. It's so frustrating! That said this game is awesome. I really dig the music, and the concept is great! Would love to see more!

One of my favorites so far. I don't think it's a problem that there's no goal/win condition. It's just neat.

Personal high score: 123

I dig it.

Yeah thanks for your feedback! I totally agree that the game is hard to understand. I intended to have an in-game explanation of what to do, along with multiple levels with increasing difficulty, but of course that took a back seat to finishing the actual game in the time we had.

One of my favorites so far haha. The progression was really fun for me! Rather than progressing mechanically, I felt like each night I learned something new about the zombie behavior to exploit in my next day's build. It was fun trying out different designs, especially trying to design differently based on each gun. My initial designs I tried to make a base to hide in but was quickly overwhelmed and had to kite them. Then I tried a tower but again they were able to jump up so I had to jump off and run away. Then I tried pitfalls to take them out with the shotgun. Finally I moved on to getting them to line up a certain way so I could take on waves with the sniper. Even as the game is, I could see myself spending a long time on this (I had to tell myself to stop so I could get back to rating all the games)

Thanks for the feedback! And yeah the character not being controllable is the problem in Chrome. I don't know why or how to fix it though haha. It worked fine for me when I tested in Edge and Firefox though. 

(1 edit)

Just added a browser version, but it doesn't actually work right now; tryin' to fix that.

EDIT: Fixed for browsers that aren't Chrome :P