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Ata Deniz Oktay

416
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4
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121
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A member registered Jun 15, 2020 · View creator page →

Creator of

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Thank you for playing the game and leaving a comment!

Glad you had fun!

Thank you for letting us know your thoughts!

Happy to hear, thank you for playing the game!

Thank you for sharing your thoughts, and you are right about the issue you have mentioned. Glad you liked it overall!

You are right. I, unfortunately, didn’t have enough time to implement a hit-flash feature although it was already coded. Thank you for playing the game and letting us know your thoughts!

Thank you for giving the game a go!

Thank you for playing the game and leaving a comment!

Glad to hear!

Our production capabilities unfortunately were not enough to finish the game up with a bit more polish concerning the sections you have mentioned. I’m still glad that you’ve found it nice, and thank you for playing the game!

Glad that you liked it!

Happy to hear!

Thank you for leaving a comment!

I’m happy that you found the concept cool. Thank you for giving the game a go!

Glad to hear your thoughts. Thank you for playing the game!

🥳

Glad that you liked it!

Thank you for the kind words!

Incredibly accurate for a mock-up. I adore it. Great job!

This gives me Cuphead vibes. These also would make a great platformer game when combined. Terrific work, well done!

Amazing! I'm glad I encountered this while checking the jam submissions. Awesome work.

I am glad to hear it, thank you for playing the game!

Thank you for giving the game a go and leaving a comment!

Thank you for playing the game!

That looks like such a nice tool, thank you for letting me know about it, I definitely will check it out!

I am happy to hear that it feels nice. That was the main thing I focused on about Jumpr!

I liked Bevy a lot. I definitely will continue making my "serious" projects on Godot since Godot provides lots of features that enable me to speed up the production of my projects. I definitely will use Bevy in certain jams, and will continuously check out newer versions though. I heard that Bevy will have an interface in version 0.11, and I am very much looking forward to it.

The biggest problem I had with Bevy was the interface system, even rendering a single button was a lot of work. Despite that, I liked its custom ECS and data-driven approach. I tried to learn it in one day and created Jumpr, but I am thrilled to use it in other projects, especially for mathematical/physical simulations, in the future.

Yes, you are right. If the enemies wouldn't get stuck in the walls repeatedly, the game might offer a much greater experience, maybe even eliminating the need for hand-made levels other than tutorial sections. I hope you guys iterate over this idea!

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Procedurally generated levels have the disadvantage of being able to provide worse-than-adequate levels. Since games should supply the players with an appropriate difficulty curve and well-designed-placed thrills, procedurally generated content is not preferred when it is not just a tool to provide a chaotic environment such as in survival/sandbox games.

Of course, providing the player with hundreds of hand-crafted levels is not so possible for a game jam game. But, I'd prefer playing 5 unique hand-crafted experiences rather than trying to find my way in more procedurally generated mazes that probably won't provide any thrills. For example, that enemy you have implemented in the game can be utilized in certain levels in the game to create thrilling moments, but since the levels are procedurally generated, that is most of the time is not the case.

As I remember, the game crashed after I entered a new level and pressed the space button several times. I couldn't reproduce that though, sorry!

What a nice-looking game! I'm genuinely impressed by the visual quality, and I can't believe this game runs on the browser without any frame rate problems. I adored the atmosphere the most, and the audio was also mesmerizing.

Great game, well done!

I had never encountered a tower defense with actual physics. It was really enjoyable to make towers that throw apples at footballs, and then knock themselves down because they couldn't handle the knockback. This game certainly put a smile on my face.

Such a nice game, well done!

I liked how the game looks, and I think the space theme suits such a game. The same game could be done with simple geometric shapes with a minimalist approach, but the space theme gives it a nicer look. It was a little repetitive for my taste considering the game jam games, but I nevertheless enjoyed it.

Good game, well done!

This is the game I have played the most considering the submissions of this jam. On my third try, I could get to the final stage in 329 seconds, with level 34. It was really fun to watch things die and occasionally upgrade the weapons I had in hand.

This just became my favorite game in the jam I think, thank you for creating such a nice game!

I feel like my counting has improved. Unfortunately, the highest score I could get is -1, which I think is pretty pathetic, and I need to play this game more to improve my counting. This game has really put a smile on my face!

Good job!

I adored the game. It is simple, polished, and feels good to play. It even has a terrifying nature due to its dark atmosphere and sound design. I enjoyed every bit of the game, and I honestly think it is one of the best games in this jam.

I wish the levels were designed by hand rather than created procedurally though, I believe it would multiply the fun.

Finally, after some point, the game stopped working for me. I don't know the exact reason, but it was pretty late in the game after I pressed the space bar over a hundred times.

Awesome game, well done!

It was such a nice simple-looking strategy game. I like how you approached the theme, and I certainly enjoyed the gameplay. Although I figured the game out eventually, it was pretty intricate for me at first. I would love to see this game in a more "graphically directing" way in the future.

Great game, loved it!

I liked how you designed the UI, the chat boxes looked good, and they were clear. I also liked how we only could attack the spawners while we were under the influence of a mushroom. Attacking slimes with a sword was pretty punishing though since they would be invincible for a while, and then attack you immediately. I found that using magic was a more reliable way to fight them.

Good game, well done!

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I understand your point about clicking on the actual balls. It may seem like a good idea initially, but it dramatically increases the difficulty. That was the first implementation of the game, but I immediately ditched it when I found out that it made things much harder. The game's physics also does not reflect real physics since real physics makes surviving even harder.

I, unfortunately, couldn't create some interface elements for the scoring system, but the Windows version has a command window that tracks the high score if you'd like to see how high you can go. I have seen a maximum score of 55 right now, and my personal best, unfortunately, is just 29...

Thank you for giving the game a go and leaving a comment about it, I appreciate it!

I wish the map was a bit more tucked together since I struggled to find my way from one location to another. I like how radiation causes me to power up nearby machines, I enjoyed placing my turret and defending against attackers for a while.

Good job!

Cool jam game, I like how you interpreted the theme with a cat. It took more than I expected for me to figure out how the controls work, but it was a delightful experience.

Good game, well done!