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BibleClinger

83
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3
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A member registered Apr 19, 2024 · View creator page →

Creator of

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I think you have a massive amount of potential if you wanted to expand it and make a full game. I like the dialogue overlay and voice lines, and the general atmosphere is fairly good. One nitpicky thing is that it was annoying to keep the System Overview active to see what needed to be worked on. I think that should be on a HUD or somehow tied to the main game screen.

The music is great and very 8-bit (Bayou Billy OST feel), and I really liked the upgrade choice after each wave (although I kept getting the same options after a bit). The only thing that felt odd was having shooting and movement tied together. Nice entry.

A polished version of what is perhaps now a classic. Very nicely put together.

Wow, I'm bad at this. I love the concept of using the constellations for navigation, but apparently it does not come as naturally to me as I would have hoped.

Someone else reported also having the input issue, and he discovered that it was related to having *two* mice plugged in. Perhaps that is the issue.

Nice to see more MiniScript entries. The high score table is a very nice addition. I'd be interested in how you did that.

Mouse movement controls the ship's direction. The Y axis is NOT inverted, so up goes up. :) The arrows in the center gyro/compass display shows you which vector the ship is traveling in.

One cool thing you can do is hold A or D and almost spin in place. I wonder if people ever came across this technique with the current controls.

I had trouble shooting where I wanted when the ball was on the edges. Interesting concept. Painting and getting combos while painting is a winning combination. Nice entry.

Would you have preferred WASD for controls, even if the tank can't turn 180°? Thanks for playing and for reporting the sound issue.

What controls would you recommend? Would you recommend WASD, even if the tank can only turn left or right? Thanks for the bug report. I haven't come across that one yet, nor did anyone else report it.

I like it, but I want some way of hitting Mark with the paintbrush or at least defeating him. He's got the same energy as the dog from Duck Hunt that laughs at you. I take it that it just goes on endlessly, which is about the only flaw. lol

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I believe the arcade game from Stardew Valley was inspired by a real arcade game from way back called Smash TV, which in turn is actually the game I took some inspiration from. ;) I wanted to add some voice lines, just like Smash TV had (they had some memorable lines! "Big money! Big prizes! I love it!"), but unfortunately, it wasn't a high enough priority to make it into the product before the deadline.

The visuals are great. The stars are amazing.

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Thanks for playing. The boss definitely needs a health bar and audible feedback on hits. The levels need balancing for sure. The boss music was set to show up right before the boss spawns, but last minute timing issues pushed that off. Fortunately, all these things can be fixed rather easily after the game jam is over.

142 deaths later, and I finally beat it. It took me awhile to figure out the timing for level 8. What a novel concept for a game. Very nice.

I have no idea what I'm doing, but apparently I can make money doing it. :D

A twist on a classic game. I wasn't getting the mechanics at first, but I was able to figure it out and complete it. Also, you guys did a nice job on the music. Nice entry.

I also submitted a top-down shooter, and it was interesting to see how you approached the genre. Soon after I was wondering about regenerating health, I came across the swapping-to-an-ally mechanic, which was a surprise. The boss was epic.

Very nice entry. Rather addicting.

A classic game reimplemented. Nice entry.

Very simple concept executed nicely. I bet the mechanics could be expanded upon for larger levels and maybe a larger game. Nicely done. On a small note, perhaps the "restart" key and the "next" key should be different. Also, maybe it shouldn't be possible to accidentally restart a level after completion. (Yes, I did that. :D )

I'm not sure if I'm missing anything, but I kept getting to a position where all three rows were blocked. It's nice to see a Pico-8 entry.

Nice entry. It's an implementation of a classic.

As I said when testing, the screen-shake made me think I was doing something wrong, and the button feedback is weird, as if the button hitbox is smaller than it should be. Otherwise, no major complaints.

Why am I so bad at this? It's so simple, and yet I keep accidentally suiciding the poor mouse. :( Nice job putting animations in a Mini Micro game. We need more of that.

Video game pool is always fun. Clever seeing it done on Mini Micro. Unfortunately, there was a crash at line 603. It didn't like variable bgMusic.

I'm going to go out on a limb and suggest that the cooling solution for these servers is not sufficient.

Also, I'm glad to see another Mini Micro submission!

Simple but interesting game. I enjoyed trying it out. The concept of running around to refuel and repair your defenses, could easily be extended into a larger game, even a multiplayer game.

I had some trouble figuring out the jump mechanic, but once I read a particular comment, it clicked. My highest score was 3225. The only criticism is that sometimes the platforms seem to stop generating.

I'm speechless. lol

I like the idea. I found myself playing it over and over despite not being able to beat it. It seems like a speedrunner's dream game, but wow does it seem hard. Nice entry.

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Thanks for the positive comment. This game of mine is a fraction of what I had envisioned, but such is the way of game jams.

I love the concept of holding out against the waves of enemies. Unfortunately, I played this on a laptop with a trackpad, so the controls were a bit awkward, but I could see what you were going for. I'm sure it plays well with an actual mouse, since I was still able to beat the first wave. Very nice entry.

Thanks for the comment. The web version of Mini Micro runs particularly slowly, but the desktop version loads quickly and runs at 60fps. I'm hopeful that the web experience will be improved one day.

Thanks for the comment. I had tried to make the difficulty scale, but I had introduced a bug that took me too long to track down. By the time I realized what I had done, it was too late to properly scale the difficulty. I'm glad you were able to effectively beat the game. Congrats.

Hi thanks for the comment. Adding to what you already noted, I had many other ideas that I had to scrap due to time constraints. I had wanted to include buildings in the city. There would be were missions to fly to different parts of the city. You could bring a group of scientists to the volcano to study it, thereby increasing your time available. Perhaps there would be a hospital that you could land on top of and drop off wounded people for medical care. I also had the idea that the lava balls could cause fires in the city that you'd have to put out with water. By the submission time, I was just happy I had something to submit. lol

I found my laptop's trackpad was not quite up to the task of aiming and clicking, but I could complete a number of levels just the same. I think I would have preferred a keyboard button to break the rock if I have to be close enough to trigger it anyway.

Nevertheless, this was a brilliant concept. I like it a lot. Great entry.

I like the idea, particularly avoiding the chasing enemies. It adds some serious pressure.

I thought I was so smart and jumped on the laser-firing thing on the right hand side and rode it like an elevator. Then it crushed me into the platform above, and I died a slow death. lol