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Box Fox

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A member registered Aug 06, 2021 · View creator page →

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Thanks for the interest! Have just uploaded the most bare-bones version of it I could get done; there's no audio unfortunately, but the core gameplay loop is there!

Thanks for playing, and the kind feedback! I wanted the controls to be (somewhat) easy to pick up and at least be fun to play around with, but to have a high skill ceiling! So I hope I've managed to get somewhere in that ballpark, but definite future tweaking is needed on a few things like turn-speed!

Thanks for playing, and for the kind words! I just wrote to another commenter below that the particle effects made the biggest difference overall in how the game looks/feels!

I've personally found that the controls aren't the easiest, but once you get to grips with drifting, using the inertia and being able to turn you ship without turning your trajectory, there is some amazing movement tech possible - I'm really wanting to expand + refine this into a little speedrunning game with leaderboards!

As for the track creation, the way I did it was extremely Godot specific (partially because I needed the track to recognise if the player is on it or not, so I have a fairly custom logic for creating and representing the track). If I remember correctly, you mainly use Unity? I'm sure there are good tutorials out there on how to do it for Unity!

If not, in Godot I'm essentially creating a Path2D, which allows me to manually click points on the game screen and Godot will link them together in the order they are created, with the final point closing the loop. I can then create a Line2D which when the level is loaded will take the invisible Path2D's points and visualy represents them as a track. 

Thank you for playing and for your kind words! I can't emphasise enough how much of the snappiness/polish comes from the exhaust's particle effects, even though the controls didn't change it was night and day!

Thanks for playing!  Good time you managed to get there!

Thanks for playing and for the kind feedback! 

A fun little game and great job getting it done in the 3 hours! Others have already touched on the topic of looking into future upgrades to better deal with the crowd/number of enemies - I think they've made good points and it was also something on my mind when I was playing!

Really neat concept, I especially liked that each movement type had a different health cost! Others have commented on the controls, for me it's the lack of control in the air - once I jump, I have no imput over what happens; combine this with the need for precise platforming and a limited number of jumps (especially since in some levels a single mistake means you can no longer finish) makes this really stand out.

On the puzzle/design side of things, really good stuff! Well thought through and good use of the mechanics!

As others have said, the overall polish of your game is astounding, well done! Really liked the take on the theme, and it's a fun spin on typical bullet hell games!

Agree with others on the indicator as to when coal was mined/how much the player currently has! Another point for me would be an accessibility option to change mining from each click, to being able to hold the mouse down to mine! (My fingers are awful these days and so couldn't play for long).

The idea and look of the game are amazing, great job to you both! Especially loved the touch of the character's head being the Godot loading icon :)

I like the overall vibe, but unfortunately found myself confused as to what the upgrades did and which move to pick in fights - I was initially under the impression that the enemy's thought bubble would give me a hint on which of my moves to use, but I think it's always the same? So I ended up spamming the same move until I won or died.

Really great entry! Very satisfying vfx + sfx on the charge + shooting especially, nice smooth movement of the player character!

My one issue is that I could go out of bounds and lose myself while dodging enemies, but a minor point + easy fix - well done!

475!

Ahh, thanks! Just replayed and managed to complete it first time thanks to that!

Really nicely done! Really easy to understand concept, nicely executed and satisfying to play! The jumpscare at 69 was not what I was not at all what I expected and gave me a good laugh!

Thanks for playing and for the kind words! I was really happy to get this sorted in time!

Thanks for playing and for the feedback! I mentioned below that theming is most definitely not my strong point for this jam entry - I used an acronym (CELL = 'Crazy Elixir of Limitless Luck') and the cyclops that you chase have different potions to make the elixir.

Well done to all 4 of you - really fun fresh idea, the bat-whacking mechanic was great with the text & zoom in with each hit and mechanically fit really well with the mini-narrative you built!

Really nice horns, I had Lewis bouncing up and down for longer than I'd like to admit! As you've said yourself, it's not wildly on-theme, but nice job on a cute little game!

I really liked your take on the theme! I'm also impressed you managed to implement branching dialogue paths in the time you had, well done!

Really like your take on the theme and good job on finishing within the time limit!
The feedback I'm about to give it 100% with the knowledge that you ran out of time, so please don't take it as criticism! The two major points that stood out to me were that:

1) Enemies and the player could leave the game space where the brown dots spawned, making the game much easier for the player

2) The player has the ability to dash with right-click, but there are no constraints on dashing. Since moving faster is objectively better in this game, the player sends up constantly dashing. I'd personally recommend looking at implementing a stamina bar, or equivalent, so that the player is only able to dash for a limited amount of time

That said, it's a fun game and I hope you had fun making it - well done!

An interesting entry, but i'm afraid I didn't understand how the "inverse sound memory" was meant to work. I ended up randomly hiding my phone in different places, but wasn't sure of how to develop an actual strategy to avoid the guard.

That said, I really liked the idea in relation to the jam's theme, good job on the game!

Thank you very much for playing, and for the kind words!

Off topic, I've always been keeping an eye out for your entries since your first to Trijam #313, it's great to see that you've been consistently making games, improving and expanding your scope!

Really impressed with what you managed to come up with in the time limit! Some impressively deep systems seem to be in place and I really liked the presentation of it being a country map!

To be honest, my favourite mechanic was the fact that the player can choose when they want to trigger their revolution (attempt) - as early or as late as possible! After finishing it 'normally' I tried playing a few games triggering it between 10% - 25%, but didn't get lucky!

Thanks for playing, and for the detailed feedback! I must confess, I hadn't even thought about trackpads and know esactly what you mean - even with a proper mouse the static camera makes controlling the weapon is a bit of a headache.

Yeah, theming is most definitely not my strong point for this jam entry - I usually try to lean as much as possible into jam themes, but was scratching my head here. I did briefly consider 'terrorist cell' and thought that a touch too tasteless, but I think you got it down brilliantly with 'resistance cell' in your own game!

Thanks for playing! Oh dear, I hope that other players don't similarly mistake the edges as a blocked zone!

I'll link the article here, rather than sending people back to the game's Itch page - it is Godot-specific in terms of the implementation, but I'm confident most devs could figure out how best to reverse engineer the concept to their engine of choice!

Fun little game and nice sciencey take on the theme!

A really simple addition for me would be on your Itch page having the controls written down! As jam_mack and I_AM both wrote, due to the solid colour of background there was no sense of player movement until a collectable was on-screen, meaning experiementing with keys/mouse movement to find what I should be doing gave no noticeable feedback!

I had to step away from my pc after playing this and take 10 minutes to think about how I felt.

To keep the technical critique brief, as it feels borderline poor taste for me to do so given the game's subject matter, you did everything brilliantly - the text effects (visual & audio) worked super well and the gameplay itself was simple but very effective.

Regarding the topic of the game, all I can do is wish yourself & your server's community well and hope that Freckle's passing isn't something that weighs on you too heavily. It might be unwanted coming from a virtual stranger, but I hope you yourself are well and have support in your personal life to properly process and deal with this.

It's a powerful topic you've tackled here and you've done it well in my opinion.

Thanks for playing! Yeah, the axe/hammer was ported over from a previous Trijam I did and then scaled up, which then meant some quick reworking of the animation - I wasn't 100% happy with it in the end.

Glad you liked the AI, I'd strongly recommend reading the article I linked in the credits! It's short, easy to understand/implement and a really interesting pathfinding idea!

I legitimately burst out laughing (in a good way) when the first enemy unexpectedly ran off with a piece of my grid - partially because, from the text description alone, I was unsure what they would be trying to achieve and partially because the animation's walk cycle is fantastic!

Really had fun playing! My one piece of feedback would be potentially adding a timer or something similar, to let players set and then beat a personal best of keeping their Grid. But that's feedback from my style of game dev and I totally respect if you'd rather not have it in your game(s)!

Really solid entry! I enjoyed that each bar was more of a leveling up system instead of an automatic increase, meaning earlier in the game you can strategise more about what to pick up, whereas later on you just hoover everything up and dodge the black cells! Had a great time playing it!

Interesting idea! I know it is, as you wrote, rng based, but after having played it a few times and collecting all pick ups as quickly as possible, I was unable to win.

Interesting little concept, I liked how you arranged both the scenes and transitioned between them! Camera was stuck spinning to the right, but for something short like this it wasn't a huge issue

Short, but very sweet! Nice sprite work, the smooth rotation changes were a good touch!

Really great fun, reminiscent of agar.io (and I don't say that negatively!)

Really fun puzzler! Liked the presentation, which got the mechanics across clearly, and some great 'Aha!' moments to be had inside of it!

Had a small bug on level 7 where I couldn't see the timer / which level I was on, besides that I had no bugs!

Ah. Well, now I feel like a lemon! Thanks for explaining on all counts, interesting stuff!

Thank you very much for playing!! I'm glad to hear that it was intuitive (I was worried I was cramming too much in for a new game jam Player who doesn't necessarily want to learn a whole new ruleset/set of game mechanics) and that it was fun!

Thank you very much for playing, and for the kind words! After having spent a tiny bit of time looking into it, I'm worried that it was actually no bug - it was always that fast in the editor, but due to it not being web-hosted the controls are a lot smoother in Godot. A lesson to test on Itch next time!

Thank you very much for playing!