Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

BluEagle

81
Posts
7
Followers
5
Following
A member registered Feb 05, 2020 · View creator page →

Creator of

Recent community posts

Thank you for playing! And thank you for the suggestion! There actually are some very subtle sound effects for the rope, but I need to redo the way they are played

Thank you for playing! And thank you for the suggestion! There actually are some very subtle sound effects for the rope, but I need to redo the way they are played

This is a really fun bullet hell game (pun intended)! I quite like the fact that the bullets are slow and big, it's unique from other games like this!

I think the game should be a bit harder and have more enemies to give the player an incentive to want to go back and buy upgrades to get stronger. I destroyed the portal and just zoomed through the map and killed everything in my path. I also think the melee weapon should have more range and knockback, so it's a quick way to put distance between you and the enemy


Very well done!

Thank you for playing! When I decide to work on this game again, I'm definitely either making the starting part easier or adding multiple (easier) levels beforehand, so the player can get used to the controls and the game's difficulty.

For the controls, I have no idea how to make them more responsive, since the unresponsiveness comes from the velocity you accumulate with swinging due to the physics. I think I will try messing with the speed variables a bit, and maybe secretly slightly lower the rope pivot point out of view as you descend, to help with the increased difficulty at higher rope lengths

I also agree that the music can get repetitive pretty fast. Thank you for the feedback!

Thank you for playing and for the feedback! I will definitely add more levels that are easier and rework this one (it was pretty rushed) if I work on this game again

Thank you! I might make this into a full game sometime in the future!

Thanks for playing! I'm so happy to hear that you enjoyed the game despite its difficulty! The controls become more difficult as you descend because the rope length increases, so you swing more with less movement

Thank you for the suggestion! I should definitely slow down the lasers. The controls are quite tricky; they become difficult to maneuver due to the increased rope length as you descend. Increasing the speed would make it difficult to control when the rope is short in the beginning and after you get the biscuit, and also, it would encourage the player to swing in large amounts, which is what makes you lose control of your speed

Thanks for playing! I do agree that the level design needs some work. It's very rushed

Incredibly clever use of the theme! The levels are really well thought out. I like how complex they get really fast! The last 3 took me a long while to figure out

Thanks for playing! It makes me so happy to hear from someone who beat the game! I'm glad you enjoyed the game and its difficulty

Thanks for playing! I'm glad you liked the mechanics! I agree it's a  bit difficult until you get the hang of it (no pun intended)

Thanks for playing! Without the swinging, the game is quite boring and bland. And it also adds more difficulty and depth to the game.

Thanks for playing! It was half unintended for it to get more difficult. It kinda just happened to be that way, but I'm really glad that it did!

Thanks for playing! That's a really good time, mine is 1:01! I thought of adding an alarm or something when you grab the biscuit and making the lasers a bit faster or changing their configuration, but that would've been too diabolical

Very fun challenge! I love the funny cutscenes

Thanks for playing! That's what I was going for, a bit of a challenge

Thanks for playing! I'm glad you enjoyed it

Thank you for playing! The rope was very annoying to get right. At first, I used a SpringJoint and applied force to the player, but it was speeding up at random angles, and on top of that, it wasn't rotating the player sprite, so I scrapped everything and started over. I tried a PinJoint, which worked perfectly, except I couldn't adjust the rope length at runtime.. Then I scrapped everything again. I ended up using the SpringJoint and making it the child of the player, while making the player not a child of anything (previously, it was the child of the pivot). I simply adjusted the pivot position and SpringJoint length and rest_length (they both have to be the same value for some reason) without modifying any player velocity in code.

This is incredible! I love the voice acting, the comedy, and the soundtrack! I am also happy to see more fellow Godoters

Very fun game! I like the points system. It's very satisfying when you do the hardest landing perfectly.

Thanks for playing! It was quite a headache to get the physics working properly 😅

Usually, yes, but for a gamejam you should use Compatibility mode so you can export a web build. Web builds are what get your game played a lot more, faster, and easier to access! Also, keep in mind you can't use C# for web builds, only GDScript, which should be fine for a gamejam. But ultimately, you can use anything you want 💪, it's your game, remember to have fun with it!

Very enjoyable puzzles! I love this idea!

This is a really good use of the theme, and the graphics are really nice! You did a very good job in this short time, especially considering you said you haven't worked properly in Unity for a few years!

I think it would be a fun idea if orders were displayed above customers' heads, so you have to make the orders in the order the waiter passes them, adding a bit more depth and strategy while utilizing the track even more

Your game idea is definitely more creative than mine. The looping conveyor is brilliant! Would love to see this more polished and refined after the jam is over!

I think this would work way better than what I have right now, but it would mean you have to be really close to what you want to use or interact with, basically, almost touching. I think I should find a way to get the closest object, rather than the farthest

Thanks for playing the game! I definitely wish I could've added more creative game mechanics, but I had to settle on less so I could actually finish the game this time around.

Thanks for playing! I had a hard time picking an idea I was comfortable making. The main twist on the game was supposed to be that you have to serve food as HOT as possible, and if they are not on the heat for some time, they become cold and ruined. 
Thank you for the idea of using keyboard for interacting, it makes so much sense, I don't know why I haven't thought of it!

I would like to make this into a full game sometime, but only IF I can get some good ideas to make some unique twists different from Overcooked.

Thanks for playing! You can see all the orders at the top, along with the amount of time they have left. The game only accepts orders that are placed; otherwise, it simply doesn't take the order. However, I can see how it would feel like it accepts everything if a bunch of orders pile up.

Thanks for playing! The object selection is a bit wonky, and I didn't have time to improve it. Initially, I used a raycast to achieve this, but I changed it to a hitbox that gets the farthest collided objects. However, I should've made it get the nearest object instead, or continued using the raycast.

This game is such a vibe, i really like that you can loop around the map and the powerups, they add a lot to the experience!
And I think the eating sound effect is satisfying and a bit silly

Thank you! Attacking was a very important mechanic i didn't get to add. I even had to change the texts in the "tutorial" area, and i didn't know what else to write there. Initially it was going to tell you, you can attack them

Thank you for playing! I made the hitboxes 1 pixel smaller than the actual traps but maybe i should make them 2 pixels smaller. But it's probably because of the scale, i didn't have much time to design the level more around the scaling mechanic

Extremely underrated game, very polished and with lots of mechanics! Even has cutscenes and a bit of story!

I really admire the fact you had time for lil animations and cutscenes!
I really like the lil happy animation the robot does when you win a level, and the music.

Thank you for playing! Didn't think anyone would compliment the controls, since i forgot to add coyote time and jump buffer

You managed to add way more things than i did 😅
You guys used your time very wisely!

Awesome level design that really sells the concept! The music, sound effects and art really fit together!