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Brett Chalupa

131
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A member registered Jun 30, 2016 · View creator page →

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Thanks for trying it out and the kind words!

Thanks for the feedback. This is an alpha (meaning pre-release) version I made in 10 days for a game jam. I intend to expand it into a full release with multiple stages, sprites, and polish.

Thanks so much for the kind words! The flow of the waves was the most fun thing to build and tune, and it was at that moment where it felt like I realized why shmup dev is so fun and that I want to keep making more.

Wow nice work!! Impressive

Thanks for the feedback! Makes a lot of sense. I found when playing it that bombing and then rushing in while your bomb circle expands is one strategy to be able to refill the bomb meter and deal more damage. If you stop shooting, your chip pull increases (that’s the yellow circle).

Oh yeah I meant to say too: the enemy designs reminded me of Evangelion!

Love the pixel art and style of the game. Tunes fit the vibe perfectly. Fun to play through.

Absolutely love the visual style. Unique, fun, and charming.

Sick enemy designs!

Thanks for the feedback (and congrats on the clear!). I made the sfx with https://pro.sfxr.me/. There are a few things I did to try to make them less grating: high pass and low pass filter to tone them down a bit and the repetitive sound effects all have variants (3 or 4 of them) and the game randomly plays one of the variants. This helps it be a bit less annoying.

Making good sound effects is something I’m still trying to figure out, it’s a tricky art!

Had the chance to play with someone online via the Shmup Junkie Discord. We played for about an hour and got our butts’ kicked. It’s tough. But really enjoyable to replay and get better at. I’d love to be able to play a single player version and practice more! Impressive work in terms of the feel, sprites, netcode, etc. for a 10 day project.

Thanks for the kind words! That’s exactly what I was going for with the risk/reward. Glad to hear it resonated.

Oozing with style. Chaotic, in a good way. Even though it’s two player, I accidentally remapped the two players’ controls to the same keys, allowing me to play it. The “Ow!” sound effect had me cracking up each time.

Excellent art and style. Feels great to play. Good use of the theme with the shrinking of large bullets to get bomb juice.

Thanks! There’s keymapping support if you press Esc/P/Enter to open the menu.

Here’s my fastest clear: 2:18.55

bomberfrog alpha win screen

There’s definitely room for improvement from me, with more aggressive bombing and chip management. Curious what everyone’s fastest clear time is!

Thanks! Hope you enjoy making games with Usagi.

Really looking forward to Last Days of Tsufana!

Fix pushed, should be better now!

Thanks! I’ll investigate what’s going on here!

I absolutely adore these two games, thank you for making them and sharing them! The vibes and gameplay feel are spot on.

Usagi no Koushin’s shooting and movement is so satisfying. I’d love it if the game kept track of my time so I can try to beat each stage faster.

Double Neko is so chill and enjoyable.

I was wondering, did you code them in Lua or in C?

I hope you make more games for Playdate, I’d love to play them!

Congrats on the release of XIRA! Just bought it. Really love the look of the sprites and feel of the ship and shooting. Your itch page illustrations are excellent—they place an image in my head of the world and characters. Excited to play more and keep up the great work!

Thanks! I hope you enjoy it and make some fun games. I am working to try to finish the book completely over the next two months.

Thanks for playing and the feedback! I’ll work on refining. I haven’t played DRL but am aware of it, I’ll do some research.

Yes, still working on it! I’ve been writing the final chapter. So the first draft is nearly complete. Then I’ll edit the book and revise it a bit, but I think there’s plenty there to get started.

Thanks so much for playing the game and sharing the thoughtful and detailed feedback! I’ll work on making some revisions to improve the control scheme and dig into what could be going on with the combat ordering.

I started with combat being bump-based, but I intentionally made it so that you can choose to attack. This is important in the gameplay as it allows you to pass a turn without moving, which is a key strategy to surviving and luring enemies.

Thank you for you support, enjoy!

Thanks for the support, I really appreciate it! I will reach out via email about the typos. I’ve been a bit slow lately, but I’m back in a groove and have been working on the new chapters.

Thanks for your support with this little game! I appreciate it.

I’m working away at some technical learning that isn’t too interesting for players but I’d like to make a little dungeon crawler soon. And eventually a short JRPG inspired by Dragon Quest and Final Fantasy Legend. I’ll definitely develop those out in the open, that’s a lot of fun for me!

Thanks for the suggestion! I’ll add that in the next release. 🙌

Thank you! And yes, the wrapping is a total trap the further you get. 😂

Thanks for your support! If you have any feedback or requests, let me know.

Thanks! Usually dabbling and experimenting but trying to get back in the groove of finishing stuff and sharing it.

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.