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BadRAM

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A member registered Mar 02, 2017 · View creator page →

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Reminds me of FWG Evolution :)

I'm excited to see how it grows!

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Really nice! It took me about four tries to beat the game, although I'm still not sure what the rabbit ability does. Regicide is very satisfying. I wonder if there's an achievement for winning with Hin?

Cool game! I beat the first boss, and the find 10 level, and stopped there. The car form is fun, but really hard to use. I ended up using plane form most of the time. I'd recommend limiting the plane in some way, as it's the least fun but the most useful.

First run, I boosted shy guy with chain then gave him ultimate bat so he hits 150% and runs 6-12, then I put starman on first, use comfy boy to get him to third, then score with shy guy and repeat. Baal has repeated once, so I think I've beaten the game with this build?


if you can't make it line up properly with what's on screen, consider making it just reward the player for doing anything at all, and setting the duration of each level manually. A couple times the sonnet finished and the game just left me on an empty screen where the score ticker counted down seemingly for no reason.

Really cool experience! I managed to get the final fish to say the fish are becoming quite fond of me, not sure if there's still a fish that I've missed. The texture of the skybox and textures really makes it feel like a living photo in a marina pub.

When playing in browser without full screen, I was getting a constant camera drift to the right. in full screen, the game stays in a tiny letterbox.

it runs, but I can't manage to intentionally score any points in the game. I think the native version is running faster than web? The music is also at a noticeably different pitch...

Really cool game though, I think I accidentally got the end cutscene through the level select, and every part of this thing is highly stimulating. Great work!

Tried running this in a fedora VM, it made the sound of a single string plucking and then crashed. 

Error:

/root: The caller  thread can't call the function `propagate_notification()` on this node. Use `call_deferred()` or `call_deferred_thread_group()` instead. at: propagate_notification (scene/main/node.cpp:2597)

Better than Five Friday's a Funky's 5/5

I love the DS immersion! I wish I could use the touch screen though... I was expecting to draw walls in between tiles, currently it seems like I just need to press A in each room to win, are there plans to change this?

For me in firefox, the game doesn't run unless it's focused. it's kinda hard to justify leaving my computer dedicated to this, but maybe it'll help me get more offline time...

I love the artstyle of this, it reminds me of Zoo Keeper for DS :)

Great overall polish on the game! Now I just need to find someone to duel...

This is so cute! I remember back when banner ads were flash enabled and could embed little games like this to try to trick you into clicking on them, I love to see tiny games of that scope.

This was wonderful! I love projects like this and windows93.net! I'm afraid I didn't have the patience to play out the pong game though.

I love the idea of this one! it's fun to disable movement and focus exclusively on fire rate >:]

I've been trying to make a battlebots type "design<->test" type game for a while now, and my entry to the jam is an entry in that saga, though I'm sure it's far from the last. I hope you also keep at it!

This is a cool take on orcs must die's dungeon defense genre, I cleared the first 6 levels but got stuck on level 7.

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Cool game!

The window seemed kind of shrunk? might be a thing on my end because I have weird scaling settings set in windows but I had trouble reading the building prices. I'm also not sure if I finished the game or not, I didn't notice any win message but the age progress bar went away. I also found it annoying trying to place buildings and being unable to tell why it wouldn't work. Having the preview image turn red when overlapping another building could help with that.

This is great, I loved Shark! Shark! on intellivision and this is just how I remember it!

I noticed that my hitbox seems to extend further left than right, and it might feel more natural if fish spawned off the side of the screen and swam into frame instead of popping in.

hell yeah!

I love it! Who did the voice acting?

Great work, I love the setting! The range limit isn't fun, especially since there's no way to tell if an enemy is out of your range or not. The game would benefit greatly from better telegraphed projectile paths, maybe a linerenderer that fades out quickly after each shot so you can know where it went. if you want to make weapons ineffective at long ranges, inaccuracy would probably be a more interesting approach.

Nice work! The last two levels felt impossible, but I managed to get through eventually. The mechanics were clever, and the puzzles well designed.


Too tough for me, I couldn't make it past WORDS. stuck at 3/4.

A nice platformer. Pressing escape to exit as prompted at the end did not work, and I wasn't able to solve the last level, instead managing to clip through the wall adjacent to the goal tile. Overall: neat mechanics, decent level design, rather weak collision detection and handling.

Thanks! The button sticking bug was too intermittent to debug, and can usually be solved by right clicking a couple times.

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I love this. I would definitely buy an android port.

I like it! very polished. The large influence circle meant that it was easy to get very precise control over player movement. I'd quite enjoy a time trial mode.

My mouse won't lock, so I cant turn more than 45 degrees.

Hi! I've worked with unity's wheel collider in the past, so I've learned a few things:

  • Set the car's physics material to zero or very low friction. (make sure the friction combine is multiply and not minimum, because that doesn't work for some reason.)
  • increase the side to side grip a little bit. The front tires are slipping when trying to turn at speed.
  • reduce the turn strength when at high speeds. it's possible to manually accomplish on a controller, but not easily on a keyboard. turning the full amount at speed makes the tires slip and lose traction.

I think this is as far as I'm going to take HAMMO, but I will definitely make similar games in the future.

An android port would be wack, how would the controls work?