Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

BurgerDaddy

68
Posts
1
Topics
12
Followers
45
Following
A member registered Sep 10, 2022 · View creator page →

Creator of

Recent community posts

The trees are nice. It's also nice to have collectibles in the level, fun to get but also gives me a good trail of where I've already been. Do you have something like this effect in the main game?

(1 edit)

Here's a project I've been working on for about a year.

It's a Multiplayer Battle Arena kind of thing where you are a tiny critter trying to not get eaten by Koi fish, and also potentially smacking your friends into said Koi Fish (and other dangers). The art is made by one of my best friends and favorite humans.

https://burgerdaddy.itch.io/doom-koi



Hope I'm doing this correctly, new to me to post a promo thing. Hope y'all enjoy, and thanks!

Works now



I landed here. Not sure if I'm doing something wrong or if its on the other end.

Looked around and didn't find a discord link, mind dropping me one here or pointing it out for me?

A couple thoughts after playing more runs... I think I did 14 or 15 so far.

The difficulty ramp from level 1 to level 2 seems steep.

I wan't to be able to zoom out.

Grav gun / Rifle is by far my preferred combo, I don't see how anything else could compare (maybe later in game the others shine?)

Happy to elaborate on these thoughts if you'd like.

Apparently I was just being dumb before, the controllers I have tested this evening all work. Playing in Chrome.

I’ll test again later… I have many controllers hooked up to my computer regularly for testing (in progress making a local multiplayer battle game myself) and the only one I had w me when I came across your game was my nock off brand one, could be related? I’ll test them all in the browser and on windows over the weekend (if I have time) and let you know.

(1 edit)

Runs pretty nicely in my browser anyhow. Controller support would be rad. It's works well as is, but for myself I find that with mouse style pointing (as opposed to twin stick, for example) I sometimes make critical mistakes where I think the mouse is in one spot and it's in another, and then I'm firing the wrong direction for a moment as I fumble to fix it. I played a few more runs last night, this is the kind of thing I'll definitely buy and play through the full game, very nice. Wishlisting now. :)

(1 edit)

Cool demo, gonna have to come back and give it another go later. Any chance at a Mac version?

Very nice, simple and cute. Made my girlfriend giggle with how cute it is.

I get the distinct feeling that some of the farm guests are not human, and that is also cute.

(1 edit)

My girlfriend who knits says you need a smaller gauge. Also your game is rad and I like it.

We were going for a radioactive symbol but I think we got closer to a steaming poo.

Cool little game. Since I've got my right hand on the mouse anyway I kept wanting to use the mouse wheel to adjust the  throttle. Just an idea.

Damn this game is hard. Think I need to work on my tolerance. Funny idea though, I dig it.

👌🏼

Lovely stuff, as usual!

Roadblocks... as it turns out, and life intervening. That game's development is on pause until who knows when... do hope to get back to it someday.

Nice! I hope life settles for you soon.

Waiting for the voting period to end to upload 15 minutes worth of code changes. Such is jamming.

If you don't have plans for the d-pad would you also consider adding those as alternate inputs? I'd be super stoked to play this with that as an option

Awesome, I know the feeling, so many things to get right in a hurry. I'll be looking forward to it!

(1 edit)

Controller support yes! But if it's analog stick on a platformer... I'll just use the keyboard anyway. It looks amazing and I would love to check it out at some point when the screen shake is optional. Sorry if this sounds harsh, really it does look great and I do want to play but the screen shake gives me an instant headache. Following you for sure!

odd... maybe my computer is just having a better day.

Hey, nice, running at a clean 60 fps now! Assume a change w the recent update, much nicer to play now!

Peaceful little Zen thing. Nice work.

In case anyone is motivated, here's a time to beat.

My time one the current build. ;)

re played w the boost. I feel like I know what you were going for now. Looking forward to checking out any updates that happen. I think a higher elevated camera angle and faster recharging boost both would improve the ply experience for me

update will happen as soon as the voting closes

ahh I see, thanks!

You must get 5 stars for originality then in my opinion, for writing from a lower level! 

I'm a big fan of zoomed out far... so I can tell where to go and plan ahead, for me that would be better than the minimap idea mentioned below (no time to look at a minimap, I'm catching soap here!). Cool all around idea and awesome movement of the 'character'

So you have to hold in the direction of the ghost mom for some time?

Hey I got it working on a different browser, fun stuff! Sick Jump Man! Wooo. I agree about the air attack thing, sometimes coming down to land and the bat is right there, I could have got him with an overhead air attack!

I found the automatically zooming out camera to be annoying (especially when I hit a wall and it ker-chunk zooms in a lot instantly), though from a game design perspective I agree with Tiger's assessment, it is good to have and most players will like it. I believe I'm in the minority on this one, but for my own games going forward I intend to make the camera zoom automatic by default, but have a manual camera mode option for people like myself. (I just want to see what is ahead regardless of my speed!)

This one is fun, I look forward to any updates you make to it.

Is there a controls list somewhere? I'm wondering if there is any kind of boost or something?

Interesting multitasking needed for playing this which I found to be a unique challenge. I did not find the controls to be problematic as some others did, but I think it may be because naturally for me, I was tapping the buttons rather than holding them, when tapping it seems to work nicely. Do I understand correctly that you designed this without the use of a game engine like Godot or Unity?

I slipped all the way to the bottom of the slippery slope! (Spoiler alert, two gravestones.) I don't understand how I could make any choices. The second time I played through I was intentionally trying to do anything different but I could not figure out how.

Controls have since been changed quite a bit, hoping people will be up to give it another shot after voting ends and I can upload what it is now.

(1 edit)

that is beautiful. thanks for making me cry.  (really)  - burgerdaddy's girlfriend

I tend not to like this type of game, but putting that aside, it looks great and the music feels right for the industrial vibe. I had an issue which you can see similar on martinkozle's post below, where a pending delivery completely blocked my ability to close the build menu. Resizing the window would likely have worked but I didn't realize that, so I waited until I could deliver on it to be able to close the menu. Nice job all in all.

Inspiration from Novena? I love both, thank you for this.


https://haraiva.itch.io/novena