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bamfoodle

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A member registered Sep 29, 2023 · View creator page →

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OH... I get it now. You'd try aiming, it wouldn't open targeting because you were empty, then you'd move when you didn't mean to. That's definitely I got from playing DRL because it works the same way there. Jupiter Hell Classic just adds a "hint" message at the top of the screen as an extra reminder. It didn't click until I had a friend playing and he said it out loud

I did push a v1.0.2 that adds auto-aiming at the closest enemy. Trying to keep a limit on what I do post jam period to be bugs or major QoL updates that are real annoyances

Yeah, it could definitely use some balancing especially towards the end of the game. If you play it right, you can face-tank the boss without any issues.  I was going for a bit of an old-school shareware vibe where this would be the first episode and there would be another 2-3 that get progressively more difficult, just like playing Doom, Heretic, Duke Nukem, etc.

Auto-aim I think is doable, just wasn't something I thought about. For auto-reload, are you thinking it should do that if you try to fire and you're clip is empty? I think I'd like something more like gun mods from DRL or Jupiter Hell so you can customize the weapon would be a nice addition

Thanks for playing and the comments!

Hilarious concept! I'm horrible at the game, but the lingo and such kept me interested. I did starve to death on my last play-through, and for some reason it didn't give me game over the same way as if I died in combat. 

Based on the error, it seems like something bugged out when you opened the last door? Not sure why it would have done that, but I'll get a version that should prevent that from happening uploaded later tonight

Thanks for the review! Looks like I'm the victim of not spending enough time play-testing the final level. I'll have to see if I can get a fix in for that over the weekend

For a little bit, I thought that the above ground area was being generated on the fly for how long it went. Then I went into the dungeon and realized I would never see another morsel of food ever again. Great job!

I just found this gif and it's perfect!

https://tenor.com/view/roomba-funny-broomba-budget-broom-gif-14877721

Reminds me of a barebones roguelite game like Deadzone Rogue or Gunfire Reborn. As far as switching characters, a quick sound or maybe an on screen message reminding the player. I don't think I saw the character in the HUD until my third playthrough. Something to know that a room encounter is starting would be helpful too, like a 321 countdown because it was hard to know when exactly it was going to trigger after going through a doorway

Very challenging, but mostly because of the RNG of what you can get. My best run was with incinerate, but didn't get quite enough red items/potions to support it and still died with 10 enemies left.

One thing I noticed about the generation is that sometimes there would be a missing wall next to a doorway that allowed for multiple entrances into the room instead of forcing them into a funnel. Easy to play around once you notice it though

This was a pretty fun game. I did also notice the enemies were far better at aiming than I was, but getting the SMG really helped with the "spray 'n pray" for a good length run. Also, being deliberate in how you choose to use cover can make or break you 

Lots of fun with this! I'm glad all the hacking station answers were game related so I could figure them out a bit easier. Also, great use of color! The extra bit of glow you get from using the neon colors against a black is amazing!

Btw, thanks for the screen size fix!

I really enjoyed this and felt like I was playing something similar to Mini Motorways from the look and feel. Maybe I didn't play long enough, but it seems like all the pieces are squares or rectangles? It could be interesting to see what happens if you add other shapes like an L or a donut

Haha, I wanted a way to create a sense of urgency to grab the pickups before they got cleaned up without just making them disappear after some arbitrary number of turns

Could you update the screen size to be a little wider? The right side is missing around 50px or so and the only way I can see how much ammo I have loaded is to switch with another weapon and look at it in my inventory

Looks good so far!

Just wanted to say that this is an amazing tileset and I love working with it. I'm working on a twin-stick shooter and found everything I could want, except vertical aligned doors. I know that RPG Maker games don't typically have those, so I'm looking for suggestions on what you think would fit well with your artwork.

Below is a screenshot from a test map of what I'm currently using for those. The player is standing to keep one open and there's 3 others on screen.

I'm also making all the doors I use 2 tiles wide because enemies tend to log jam if there's only a single tile path. To make the vertical doors, I used to top bar of the horizontal doors, added the caution coloring, and then rotated the little blue screen.

I'm thinking that adding the curved door framing at each end would probably be a nice touch. I don't plan on spending much more time on figuring out the doors, but I did want to get your thoughts in case you had ideas that just didn't make it into the pack.

Thanks in advance!

Thanks for the review! I will definitely prioritize things better for the next time I do this. I'll also lean away from making the project completely open source so I can use graphics and sounds that I already have in my library of assets.