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Biohazard335

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A member registered Aug 17, 2021 · View creator page →

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Thanks for playing!

Nice use of the assets, I almost thought the title was using custom art!

Nice little game! I would love to see some more elements here so that it holds attention a little longer, maybe colored enemies that if you land on them with the right color you can defeat them and get a boost, or a trampoline that would bounce you extra high

Interesting take on the theme! I enjoyed the story parts, but the actual painting part kind of dragged on, I wish the timers were shorter, or there was some kind of submit button to get to the next part

Congrats on finishing your first game! Everybody has to start somewhere, keep on working at it!

Interesting mechanic! I really liked the visuals.

It was just a little bit tedious to wait for an asteroid to be facing the right direction, if there was a way to speed up its rotation while I hover over them I think it would be a little more fun. The hitboxes are also just a bit too small, when I have to wait for the thing to do a full rotation because I misclicked it's frustrating. But the mechanic was definitely enjoyable enough for me to play to the end, well done!

I don't know what insane fever dream spawned this game concept, but what's most strange about this game is that once you understand how it works, it actually works, and really well at that. I can easily see this as a successful mobile game. I did have to turn off the music, for my sanity, but I played this game FAR longer than I expected to. Add some achievements/unlocks and put this on the app store!

Nice visuals on the water and skyline! I do wish the flying dutchman wasn't right in front of you though, it would have been a fun challenge to try and find it somewhere in the world and have it fight back

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This is great! Surprisingly intuitive controls yet challenging to master. The enemies telegraph their hp/speed super well, and the bullets are distinct enough to immediately know how they work. The music was fine at first but by level 6 I was ready for a new track haha!

Loved it! Solid mechanics and plenty of levels. I liked that there was no jump button, it really added to the puzzle that I had to maneuver myself with the rotation to get around the blocks.

Everybody starts somewhere! For your first time and in just 48 hours this is a nice little game. Keep working at it!

A nice twist on a classic genre.. The dialogue of the buttons was absolutely charming. My only complaint is that it's a bit too easy, and more unique levels like the one where you can't use 'e' would have been great

Solid little puzzle game, good use of the theme. I would have liked to see some special blocks to mix up the gameplay a little, like a rainbow block that will match anything or a block that changes color when rotated

A good bit of chaotic fun! Some performance issues on lower end systems, I think there were just too many particles and my laptop couldn't keep up. Objects didn't always  collide properly when rotating, and the death hitboxes are pretty unforgiving, but still fun enough for me to keep playing it until I won. The music is just too perfect!

Thanks for playing, I'm glad you liked it!

Good idea to add collectables, that mission felt a little plain. They could even be worth money for the shop!

Thanks for playing!

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Thanks for playing!

A nicely polished little game! I love the enemy variety and power-ups. Those yellow planes are deadly though!

Did you _ a word, or did you really make this in only 8 hours?!

Much appreciated, thanks for playing!

A nice simple polished game. Excellent audio/visual feedback, and surprisingly addictive. It would have been nice to have a high score counter and some more mechanics, like a target that doesn't just move in a straight line, to keep it interesting

Unique mechanic! The addition of the story also added a lot of flavor. Unfortunately the difficulty of only being able to attack the enemies when the cursor is in the right spot paired with the enemies moving around erratically made this a bit frustrating. The game actually becomes a lot easier after you've destroyed most of the buildings haha

Really fun! The story really added some nice depth and the mechanics were solid. It would have been nice to see some powerups or enemy variety to keep the gameplay engaging

This game is great! The reloading mechanic is super clever and I love the overall feel.

I do wish there was some treasure to collect or some kind of upgrade system, after a few minutes of blasting the enemy ships it starts to feel a bit aimless, which is a shame because I wanted play more!

Really unique! Even though it was nauseating I wanted to keep playing to master the controls. I do wish there was a way to play against an AI or something, so there would be more incentive to get better 

Super polished visuals and interesting control scheme! I wish there were more obstacles to really show it off, it feels like a waste to be racing through empty space

Thanks, I'm glad you liked it!

I love FTL and that was actually my original concept for the map: where different missions close to each other would link up, but I way over-scoped so I ended up going more like StarFox haha

You know, you could have made him HOP....

Not a bad game though, ironically it's a fresh idea and I played it a lot longer than I thought I would. Though I would have liked to see some kind of medal or star rating system so that I know how well I did on each level, and maybe like a trampoline or spring you can bounce off of to make the most out of your...boost

This is a fun concept, and a good use of the theme. But there are some things that can be improved here:

The enemies spawn right next to where my units spawn, and without warning. If there was like a ship orbiting the planet spawning the enemies where I can see them and not on top of my units that would be a lot more fun

When all the characters are on top of each other it's impossible to click on the one I want. If they had some sort of collision  keeping them separate they would be easier to control

Really interesting ideas here, the further I played the more impressed I was with the level design. 

This game definitely would have benefited from checkpoints, and as others have said coyote time. The camera was also wildly fast, but a few unity games I've played for this jam have been like that and no one else seems to be commenting on it so it may be on my end

Excellent game!

I love the mechanics, and the visual/audio feedback is suberb. I only wish there was a little more meat to it, like upgrades or enemy types.

Also there's no actual exit button, I had to alt-tab to quit the game haha

I love this concept, and it looks gorgeous! 

I wish the turrets contrasted a little more with the space station though, it's kinda hard to tell where I've already built.

With a few more enemies and turret types this would be a fantastic game

Not my kind of game, but well made. Good use of the assets

Great game! The reload mechanic is genius.

Those little green planes are just a bit too hard, but other than that stellar work.

Fullscreen was glitching out on me though, whenever I hit esc to pause it would toggle sometimes, and the fullscreen button in settings seems like it only activates when you leave the menu

Love the idea and aesthetic, but these controls are just too twitchy. I tried it with both keyboard and gamepad and neither felt right to me. I would love to play this with a little bit tighter controls!

Solid gameplay, and looks great! 

very short though, as soon as it felt like that game was getting good it was over

I also agree that having keyboard controls would have been nice

Thanks for playing!

I wanted to make it so that players could rebind the controls however they like, but sadly I didn't have the time!

The map starts you off on the left with 3 missions to choose from. After you complete a mission it gets highlighted in green and you can then choose from the 2 missions to the right of it which are connected to the mission you just finished by white lines. I wanted to allow the player to view all of the possible missions from the beginning of each run so that they can strategically choose which path they want to go down. To show that only some missions are currently available all of the unavailable missions have a light X over them

Thanks for playing!

I appreciate the feedback, I couldn't decide whether or not to have the bounds hurt, I wanted to dissuade players from just camping the edges but I also didn't want it to be too hard. I decided to err on the side of difficulty because it's a rougelike, but this is why it's important to have beta testers!

Uh Oh! That didn't happen on any of my test machines, can you give me any more info about what Windows Defender said?

Thanks, I'm glad you liked it!

Sadly I had to cut the story for time, but that's definitely something I'd add in an update!

"Scratch" is a bit of a misnomer in C++, everyone uses SOME libraries of pre-made code just because there's no real reason to completely reinvent the wheel. My engine primarily uses SFML for cross-platform rendering and keyboard/mouse/gamepad input, as well as a LOT of custom code I wrote to serve as a framework for my games and facilitate making games fast. I wrote the engine before the jam started, but everything that makes Merc an actual game was done during the jam