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BadRAM

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

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Cool game! I'm not sure if there's a twitch reference I'm not getting, but the story still reads. For me, the biggest pain point was getting bounced too high and flying over people's heads by accident. A fast-fall or dive ability could make this a pretty tight speed game. Stage 9 was crazy difficult, you might want to adjust the time limit so getting 3 stars is that hard rather than just completion.

My times:

really cool! I'm gonna put this on my anbernic handheld :)

Nice work! Now I really feel like a winner :)

it took me a minute to figure out that the sword at the bottom of the screen was a button I could click, and it took a run for me to realize I could buy ANY of the first level upgrades and not just the attack damage ones, but now that I understand the game I think it's pretty good! You should definitely include some tutorial text, either in game or on the itch page.

I didn't have a friend to try it with, but it's cool! I like the random map generation, and the movement feels crisp and consistent. Although it seems like the player hitboxes are pretty small, so tagging might be very hard in practice.

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I beat the game, it's really nice! I wish there were some fanfare or a win screen when I did, though.

The way you get warped up the the surface of the platforms feels a little janky. If you can't figure out how to make the platforms solid from all sides, maybe you could embrace them being squishy and have them look like clouds, and make them push you up in a gentler way?

I skimmed through the code and it's neatly laid out, everything was easy to understand. Good work!

I've loaded it up again, the monitor swap feature is appreciated!

Overscrutinizing it in paint.net, the sprite scaling is pretty good.

Text has blurry edges which drags everything down, but aside from that I'm only seeing some minor scaling mismatches and misalignments that probably aren't obvious unless you're zoomed way in on a screenshot like I am. The settings menu sliders and checkboxes are not pixels at all so I'm assuming that's just unfinished.

In this screenshot I can see that the menu tray buttons are at 2.75 scale or so, which gives inconsistent column widths (3, 3, 2, 3) and clashes with the 2x scale beneath them.

This flower isn't aligned to the pixel grid of the world. This is fine for moving things like the birds and leaves but for static elements you can notice it sometimes.


This Vial of honey on the right has the same issue as the tab buttons, it's at a non integer scale so with nearest neighbor it gets crunched a bit.

No problem! In my case it was extra hard because my bluetooth mouse sleeps to save power if it doesn't move or click for a couple seconds, so I kept missing parries. Consider adding keyboard alternatives to the mouse controls for people with this problem.

I like it! The speed of the jump makes it unforgiving. My high score was 7.

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Cool game! I wasn't good enough to beat it, but I like the concept. Feels a little flat without music though, see if you can find some to fill it out. It might be late for this since the levels are already built, but the jump feels a little weird, I think the gravity is too high? I was often jumping too early expecting to hit the top of my arc much later than I actually did.

Yeah sure, I'm on a Thinkpad T14 with a i5-1335U, and integrated Iris Xe graphics and 32gb ram. The lag spikes happened every few seconds, so my intuition is that it's related to memory management or garbage collection or something that happens in the background, rather than raw frame rendering performance. I played the game on my external monitor which is a normal 1920x1080px.

Cool concept! 

Feedback: 

 1. My monitor layout is stacked vertically and the bees appeared on my lower monitor. I would like to be able to set which monitor they colonize.

 2. I couldn't figure out how to change the producer bee to make wax instead of honey. Clicking on it did nothing, and none of the menus were responsive any more once I got to that prompt.

 3. The pixel art was a little blurry on my screen. It's a 1920x1200 display at 150% ui scale, so it's not unusual for things to be blurry, but for a pixel art game attached to screen width it'd be nice for it to integer scale to 1920 pixels

I loved the forestry mod for minecraft, so I'm always on the lookout for bee type games. I'm excited to see where this one goes!

I love the idea but on my monitor there wasn't enough resolution to make out what anything was, and I got frequent lag spikes that made it hard to control. A text scale setting would be helpful for those of us with small screens, and some profiling may be in order to figure out what's stuttering every couple seconds.

Really good showing for your first game! I was particularly impressed with the working moving platform, those are tough! The aerial sword attack animation was very cool as well. The general consistency of physics and movement could use some work, but everyone's first game sucks on that so don't worry about it too much. The real bug I want to report is that the win dialogue doesn't stop your movement, so I accidentally walked into the final portal before hearing what the queen had to say. I had to beat the game a second time to make sure I didn't miss anything.

I only found 4/5 journal pieces, great game. I loved the voice acting. The format reminded me of those old "escape the room" flash games.

it's cool to see a traditional dungeon crawler being made today, keep at it!

This reminds me of the flash game "effing meteors", I had fun!

I love the intro cutscene, and the spritework is wonderful. I didn't get very far, but I've never been big on beat-em-up games.

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I got a time of pi, cool game! I've made a racing game from scratch like this before so I know how hard it is to get it tuned this well, great work!


Cool! The ship movement and aiming feels really good, great work. The laser fire sound is a bit grating though.

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.