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cakemonitor

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A member registered May 09, 2013 · View creator page →

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Tons of polish, intuitive mechanics, and good puzzle design. Great work all around!

Great job. Really nicely polished game!
I'm sure the ammo box always gave me 1 bullet and never 2, but maybe I was unlucky ;)

Hey! I too made a golf game! Yours is more polished though :)
Yours is a lot of fun! I think if I could make one change it'd be to make the ball a bit lighter so it would travel further in a single hit.

Nice work. It took me a little while to figure it out. The parallax stars were a nice touch. Also I completely misread the title at first glance and thought it was going to be a game about the National Trust XD

Tons of fun! Best game of the jam so far for me (my top score was only 29.something ... I guess that's not so great!)

Great looking game! :)

Fun game, and great presentation. The voice acting is a nice touch :)

This was a lot of fun :)
A bit easy, and I did get a crash when trying to upgrade and already upgraded tower, but what it lacks in balance and bugs it made up for in lovely presentation. Nice work.

This was fun to play :)
I didn't fully understand how the attack types work - I assume you must use them all before any of them will unlock. It was pretty hard to beat all the objects/enemies, I did get all of them eventually but my health went negative!

The HTML5 build isn't working for me. It shows the loading bar but then just a black screen, it's the same in both full-screen and windowed. Tested in Firefox.

Nice. It was fun to explore.

I found sometimes the character would move to the next screen but the camera wouldn't follow so I was stuck looking at an empty room! This twice happened after I'd gone into a new room and seen spikes right in front of me so I quickly backed-off but then accidentally went back into the first room, so I went straight back into the spikes room the camera wouldn't follow. Maybe it's something to do with two room transitions in quick succession.

Having the projectile speed a lot higher from the outset would be good.

(2 edits)

Huh, that mouse capture issue is weird. It was a last-minute addition because I'd been capturing the mouse on start-up while testing on desktop, but then I learned mouse capture has to be handled differently for HTML5 (see 'Full screen and mouse capture' here). Essentially, you cannot just capture the mouse whenever you like, but instead it has to happen in response to an input event, e.g. a click. So I now have the following code:

public override void _UnhandledInput(InputEvent @event)
{
  var click = @event as InputEventMouseButton;
  if (click != null)
  {
    Input.SetMouseMode(Input.MouseMode.Captured);
  }
  
  var e = @event as InputEventMouseMotion;
  if (e == null)
    return;
  
  RotateY(-e.Relative.x * turnSpeed);
  
  float deltaPitch = -e.Relative.y * turnSpeed;
  if (_pitch + deltaPitch > 1.5f || _pitch + deltaPitch < -1.5f)
    return;
  
  _pitch += deltaPitch;
  _camera.RotateX(deltaPitch);
}

My last-minute change was adding the first 5 lines inside this function i.e. relating to `var click` and `SetMouseMode`. It works fine on desktop and I cannot see a reason why this change should cause issues with slowly drifting rotation.

After your post I tested it for myself but in my case the view slowly rotates downwards (instead of to the right as you found) - but only when the mouse is captured and only intermittently.

If anyone has an explanation for why there's an inconsistent rotational drift but only in HTML5 and only after capturing the mouse, then I'd love to hear it!

Thanks for the review by the way! :)

This was a lot of fun. Thanks!

Please consider adding a Linux build. it was a faff to get the Windows version running under Linux.

In the same way that you have rough placeholder art in the menus, it would be great to have some rough placeholder sound effects, e.g. from BFXR. I think this would add a lot to the game.

I 'cheesed' a couple of the levels and then felt confident it wasn't the intended solution so I went back and re-did them. The final level in particular had me stuck for quite a while.

I'd love to add spoiler-text here, but itch.io doesn't support it yet so instead I've encoded it in rot13, it can be easily decoded via copy-and-paste over at rot13.com ...

Gur svefg guerr yriryf ner dhvgr rnfl naq gurl grnpu gur cynlre nobhg fraqvat gur zntarg guebhtu n fjvat-qbbe juvyr gur cynlre fgnlf oruvaq. Gur arkg gjb yriryf ner n ovg uneqre naq gur cynlre jvyy yvxryl fcraq zber gvzr ba gurfr, ohg gurl qb abg erdhver gur zrpunavp gnhtug rneyvre. Gur svany yriry vf uneqrfg bs nyy naq vg erdhverf gung rneyl zrpunavp ohg ol guvf cbvag vg vf ab ybatre serfu va gur cynlre'f urnq. V guvax vs gur svany yriry jnf cynlrq vzzrqvngryl nsgre gur svefg guerr vg jbhyq or rnfvre. Fb creuncf zber sberfunqbjvat bs gur erdhverq zrpunavp jbhyq uryc. Nyfb, nf na rneyl-tnzr chmmyr, creuncf zbir gur fjvat-qbbe bar havg gb gur yrsg gb znxr gur oneevre n yvggyr zber boivbhf gb ortvaaref.

Thanks again, keep up the great work!

Could you create a Linux build of the companion app, please?