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Farrell Nah Jun Hao

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Wasn't quite as laggy for me, so I got to play a bit more of the game. I think the simple graphics really put this game into uncanny valley for me. Just having the pure yellow walls surrounding me was enough to give me a sense of claustrophobia and the AI's model and textures was pretty creepy, so I think its kinda successful at being a horror game. That being said, some music and sound effects would definitely make it better. Having the AI come kill the player right at the start isn't a good idea, since the player would need some time to orient and prepare themselves. I think it would also help the mood as letting the player get a good head start would give them some sense of security, then suddenly introducing the AI hunters would take away this sense of safety. Imagine walking around the maze for a few minutes and feeling like you're doing well, then suddenly a creepy humanoid figure starts chasing you from behind. Something like that?

I'm sorry I don't understand the story at all. There was a lack of direction and clarity in how the story was told. Since this is a story focused game, it ended up being quite boring. But I guess its pretty good for a game made in less than a day.

Personally I thought the art was pretty cute (says the guy that used pixel art lol). I did notice the difficulty increase slightly after a score of 45 (maybe the RNG decided to give me more ships?) but I think a gradual increase in difficulty would have made it much better. The cannon cooldown time hardly even mattered as well. I stopped after reaching a score of 100. I can see this being an interesting mobile game if you expanded and refined the game more :)

Surprisingly addictive! (high score 31 XD), but my hands are kinda cramping after playing it. Like what Divitos said, the pressing control to aim part was totally unecessary, but the game would definitely be way too easy if that was removed. The fact that I die in one hit also makes this game a little too hard. The score system was a nice touch and some shooting/death sound effects would have been nice too.

It was a really nice and relaxing experience. Using the boxes to form the environment of the cave was surprisingly good (i bet it was easy to implement too). The music really helped with the atmosphere but I don't think the footstep sounds were necessary. A great game overall. Its just a little too short.

Its a nice and simple game, but I think it'll be a lot better if there was some visual and audio indication of what the opponent played. I ended up just clicking around randomly for the first few minutes until I noticed that the opponent's health was going down occasionally. Graphics and music are nice, but the looping track gets repetitive after a while.

Great game in every regard, especially the art and music. Took me a while to understand what was going on even after reading the tutorial but I was able to pick it up quite easily. I think it would have quite a bit of depth and strategy to it, although its quite easy to get RNG screwed by not having any minion tiles nearby. For a game made in 48 hours its amazing.

Created a new topic Post-mortem and Thanks

Hi! Just thought that I should spend some time reflecting on this jam and share a little of what I got out of it for anyone interested.

I'm pretty new to game dev and game jams in general. I feel that this was the best game that I've made in a game jam so far (or at least the one that I'm proudest of). It was mostly complete (except for audio) and the gameplay worked out well. My previous games were either incomplete, horribly buggy, or just not all that interesting.

I believe that the thing that helped most was the planning. I spent more time planning out this game (almost half a day) than I had for any other jam, and it really paid off. All that planning really helped me to solidify my game idea and the systems that I would use to implement the mechanics. I was also able to preempt problems on the development side and come up with ideas to solve them. As a result, the development went pretty smoothly, since I already had a good idea of how the game's systems will be implemented and they would interact with each other. I think the development time I saved was much more than the time I spent planning out the project.

As a programmer, art has never been my strong suit, but I've been trying to pick up pixel art. Its been really tough, but when I look back at my first projects (just cubes and squares moving around), I feel that learning that little bit of art really helped to improve my games, not just from a graphics standpoint, but for the design in general. I'm not exactly sure how to explain this, but designing game mechanics and getting the "feel" of the game right is much easier when there's a visual theme surrounding the game. Not to mention that play testing games that at least have some art in it is much more pleasant than play testing games without any art at all. Overall, learning a bit of art was definitely worth the time and I hope that more programmers would try out some art as well.

Clearly the game is still pretty much trash, but its been a really good learning experience and I had a lot of fun working on it. Thanks to Divitos for hosting this jam. I don't know if you have any plans to do this again in the future, but I hope that last minute jams (i.e. jams at the end of a month/year to encourage people to create games, no matter how small) will become a thing in the future.

Cheers!

Its a nice and simple game, but I think it'll be a lot better if there was some visual and audio indication of what the opponent played. I ended up just clicking around randomly for the first few minutes until I noticed that the opponent's health was going down occasionally. Graphics and music are nice, but the looping track gets repetitive after a while.