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Brett Chalupa

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A member registered Jun 30, 2016 · View creator page →

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Hi everyone! With Quads Jam 2024 just about to start soon, there are two key pieces of information to share.

  1. The optional theme for the jam is: Shadow. Incorporate this theme in anyways you see fit!
  2. I made a template for Macroquad that includes a bunch of common game functionality to assist with development, from save data to settings to scenes to gamepad support to easy WASM builds. Check out macroquad_quickstart and consider using it to have a jump start with your game!

Have fun and can’t wait to see what everyone makes!

Thanks for playing the game and reporting that bug. I’ll fix it in the next release. I see what the problem is—I’m not clearing the player’s moves when reset is pressed.

Here’s the page where I downloaded the sound effects and music by Melos Han-Tani: https://analgesic.productions/sephonie_OST.html They’re available for use in non-commercial projects.

Feels great to move around and shoot. I really like the art style with the limited color palette. Struggling to get past the first stage, gotta keep practicing! Good work!

Nice job, this feels great to play! I got a high score of 2390. Really love the dash mechanic, it’s so fun to dash around the screen. It’d be awesome to see a larger action game with that dash and slash mechanic. Adding a sound effect when a mob is destroyed would help give a little feedback and add to the polish.

Thanks so much for the feedback, much appreciated! I like the idea of goals, maybe have a couple different targets to reach. Will incorporate in future versions.

Thanks so much! Will revise the tile art, great feedback.

Once I’ve got save data for tracking steps & pushes, one of the fun challenges is to try to beat your record and do it in fewer steps/pushes. Could be fun to have an online leaderboard of sorts for that too.

Great work with this version of Tetris in Pico-8. The polish is wonderful, I particularly like the subtle screen shake when hard dropping a piece.

Nice job! This is very sweet and fun. The polish is definitely noticed, and I in particular like Soan’s run animation. The final boss took me a few tries, and when it clicked it was a lot of fun to take ’em down. Way to scale down and finish something!

You’re so welcome! Glad you enjoyed it.

You’re so welcome, glad to hear it!

I’ve disqualified this game, thanks for calling it out.

I love this thread, thanks for starting it and for everyone sharing their reflections! It’s been really awesome catching up, checking out the submissions, and seeing what everyone made.

My postmortem isn’t very exciting in terms of the jam. I started a new job the week before the jam and haven’t had any personal time to work on game projects, including the jam. I’m so grateful people participated and submitted games, even though I didn’t have the ability to. It’s been a reminder to myself that unexpected life changes happen, and sometimes you gotta put your hobbies on hold for a little bit.

You’re so welcome! Thanks for participating and taking part in the jam.

Really neat concept and execution!

Rad!!

really interesting concept, nice work!

nice work on this, I think you’re got a knack for shmup dev! hope ya’ keep working on it or make more games

Really neat concept with the gravity! Nice job.

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With the jam being less than a month away, have you begun thinking about what kind of game you’re going to make?

I’m going to make a side-scrolling shmup inspired by Cotton 2:

cotton 2 screenshot

I think the world of Pepper&Carrot will fit nicely into a cute-em-up.

I’m going to make it pretty low resolution with pixel art so that I can focus on the game mechanics rather than high res art.

Also, just want to voice that if people have similar ideas, don’t be discouraged about your idea. It’s really fun to see different takes on the same genre!

Love this topic, thanks for starting it! The references page you shared is really fantastic for making sprites and models.

Awesome, glad to hear it!

Strange, I’m not sure what’s wrong. Could you try another browser or maybe temporarily disabling some extensions?

Really fantastic job on this, y’all! Ya’ continue to crush it with each release. Love the level of polish, art, sound design, and how the game feels to play. Great fusion of twin stick and danmaku design.

These are fantastic, thanks for sharing LucKey!

That’s awesome! I think it’s okay to start beforehand if you want. It’s a casual jam, so no worries if you get going sooner!

These are really fantastic, nice! Thanks for sharing, ultidonki.

Pyglet looks really neat! I’ve been enjoying using Pyxel lately. I think that’s what I’m going to use.

Thanks for joining, sounds great! A point and click adventure set in the P&C world would be a blast.

Nothing premade that I have planned. If someone makes them in advance, that’d be awesome. But I’m just going to start from scratch and do my best.

R will reset! 😄 I should to make a follow up video and update to the game that checks the level bounds.

Hey, Eric! So stoked you’re going to be participating in your first jam. Great question. You can use assets from wherever as long as you follow those license terms. Whether you find sprites or sound effects or music, you’re good to use them!

You might need to make sure it’s configured properly in the Autoload singletons of the project settings! But glad it’s useful!

Glad to hear it, thanks for checking it out!

Do you have any questions about the jam? Ask ’em here!

With the jam approaching, do you know what game engine or library you’ll use?

I’m debating between using Pyxel, which I haven’t used much yet, or Godot, which I am more familiar with.

Pyxel seems like a lot of fun to use for a jam because of its constraints, preventing me from biting off more than I can chew. But there’s also a risk with using something I’m less familiar with. So I’m not sure yet. I’ll decide as the jam gets closer.

What are you thinking of using to make your game for the Pepper&Carrot Jam?

Thanks for the feedback and playing it! I’d love to make a twin-stick shooter like plays like you’re describing. That change would impact the balance of this little prototype, as the strafing and aiming behavior is intentional.

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Okay, just released v1.2 with a previous version of the engine. Controller support in the browser should be better now! Thanks for the feedback.

I am doing some testing on the web version and see that controllers are a bit wonky. Will see if I can downgrade the game engine to a version where this is working properly. Should work fine on desktop in the meantime!

What do you mean? Controllers should work. What issues are you running into?

You’re welcome, thanks for checking it out!