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Beetroot Paul

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A member registered Apr 02, 2021 · View creator page →

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You can download the cart from https://www.lexaloffle.com/bbs/?pid=114801#p (the cart icon in the bottom left of the game’s iframe)

Hi 😄 Would you be interested in a full 3 levels game if I reworked the first level as well? Asking, because I already re-implemented the game in my own engine (same look&feel, just different technology under the hood) and was looking for a motivation to finish levels 2 and 3, but then got super disappointed by the way I designed the boss of level 1 😭

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Hi 😄 Would you be interested in a full 3 levels game if I reworked the first level as well? Asking, because I already re-implemented the game in my own engine (same look&feel, just different technology under the hood) and was looking for a motivation to finish levels 2 and 3, but then got super disappointed by the way I designed the boss of level 1 😭

Hi 😄 Would you be interested if I rework the first level as well? Asking, because I already re-implemented the game in my own engine (same look&feel, just different technology under the hood) and was looking for a motivation to finish levels 2 and 3, but then got super disappointed by the way I designed the boss of level 1 😭

thanks for the feedback and thanks for playing! :)

woah, a very interesting game! Nice job!

Thanks for playing and thanks for kind words!

Yes, I think for example bigger levels with more time to really run away from mobs would do good.

Regarding the speed: I kinda wanted it like that: ultra quick loop, and when you fail, you back in game in a blink of an eye. But I see it might be too fast, agree :)

wow, really great execution of an interesting concept! And polished as well

UPDATE: ah, sorry, I see Spellslinger is for Windows only, and I am on macOS

Woah, it was scary, I like it! Really felt the mood.

One thing that was difficult for me at start was to “catch” the ball and understand how does it work. Then after several tries I realized I can just click ball throw wherever I am, no matter how far from the previous ball I am.

After I found out how to play (it took me some time to realize there is an “upgrade” button) I really enjoyed watching how more and more blocks are lighten at once :) Pretty nice game!

I love the concept!

I had difficulties guiding the cat, but still, the concept is great! :)

Simple but satisfying :)

Interesting idea and soothing music :)

What was most difficult for me was to understand why 50% of my clicks resulted with no action. Maybe it could somehow indicated when and how I can move

I like the idea!

My main problems were:

  • I had hard time distinguishing green mushrooms from the blue ones
  • and hard time remembering which button was which color so I was just pressing them randomly
  • also, there was that yellow bar at the bottom filled with coins, but I lost the motivation to fill it, because it was filling very slowly and I had no idea what is it, whether it’s worth the hassle

Completed the game, nice idea! :)

tried with a mouse this time, it was better now :)

An interesting concept!

I didn’t understand what light does at first, but after several tries I realized there is a HP bar and it gets refilled :)

Very atmospheric game! I enjoyed the calm music and visuals.

I got stuck on 2nd level, because I am playing on a laptop and right click (tap with two fingers) is difficult to perform while managing camera direction (touching the touchpad) at the same time. Also, I learnt about jumping with space accidentally - before that I didn’t know how to progress with the level.

I hope to find time to try it again when back at home, with a proper mouse :)

Interesting game! Sadly, I didn’t make past the 2nd encounter, always ending up defeated by the 2nd enemy, therefore I probably missed further content

There are… 8 levels total, this is the max I had time to prepare before deadline :D But each level have multiple possible places for the light to appear. I totally agree would be better to have a bigger variety of levels.

Something that aligns with your feedback and I imagine would be good:

  • increasing difficulty (harsher mobs? more of them? more difficult room layouts?)
  • boss every N rooms
  • upgrades to pick

I am really glad you had fun! That was my 2nd most important goal: no matter how simplified the game is, to have fun playing it, even if for several seconds. (my 1st goal was to find out rough edges of my own game engine, the parts of its API making me irritated when hurrying up in the jam)

Will check your game for sure!

Totally! I imagine it would be great to have:

  • increasing difficulty level
  • a boss every N levels
  • some roguelike upgrades, for example available to be picked up on levels (like: do I hurry to the light or do I take an effort to pick the upgrade)

Thanks for playing!

Yes, it is an endless game. I imagine it would be better to implement some difficulty progression and, let’s say, a boss every N room.

Thanks for the feedback about the room size! Yes, I regret not trying to do it on a higher resolution, with more space for an actual challenge of not getting caught by mobs.

Thanks for playing! And I’m glad you appreciated the music!

the game is available in PiCO-8’s Splore

I just updated the game and published under new itch page (because I migrated it to my own framework). Spawns should be drawn on top of the player now (and indicated beforehand). Also, I added an “announcement” of where Memories are when the “no memories” mode ends. Feel invited to check it out 🙂👉 https://beetrootpaul.itch.io/avoid-your-past-beetpx

I just updated the game and published under new itch page (because I migrated it to my own framework). Spawns should be drawn on top of the player now. Also, I added an “announcement” of where Memories are when the “no memories” mode ends. Feel invited to check it out 🙂👉 https://beetrootpaul.itch.io/avoid-your-past-beetpx

I found a moment today to sit down and code something like that. Feel invited to try it out 🙂 Let me know if the new version is better or worse 🙃

Thanks! I might be addressing it this month, since I am motivated to work with my framework which is used in this project :)

thanks for the detailed comment! 🙂

thanks! And 129 is good!

Thanks you for the feedback!

Regarding close-to-maximum indication: there is an exclamation mark shown on the robot’s face, but it’s just a static image, no animation, therefore not really visible, I understand. Also, that exclamation mark happens 2 chickens below the max, which means… really low margin of error. So… I get your point and agree 100% 🙂

nice!

thx for the feedback! 😄

oh, an interesting point about the “victory” screen 🤔

Regarding things not being obvious: in general, I am aware game lacks in the area. For example, I planned to add an animation of chickens falling down from the robot’s head after overhearing animation ends. Also, wanted to add a “+ 12” score section about chickens on the top of the head, and then that number would get removed in the animated way so you will see that overheating made you lose it (when in contrary, placing chickens in the nest would trigger an animation of the number being added to the score)

Thanks for the feedback!

thanks for the feedback! 😄

thanks! 😄

thanks for the feedback! And I think 99 is pretty OK 😄

thx for the feedback! 🙂

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oh, thanks for the feedback! 💯

I was not thinking about it as hard, because in my head it was like:

  • there are way too many chickens falling to catch them all, which means there is no need to catch them all
  • so there is no difficulty, just the more you catch the better. Or rather: the only difficulty is to beat your own score in the next play

My decision was only dictated by intention to remove a score ceiling that everyone would hit easily.

But good to know it was not perceived as that by you 🙂👍

thanks 😄