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Calobbes

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A member registered Jan 02, 2018 · View creator page →

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Thanks for the feedback! To answer your questions:

- Yeah, the weak bounces from holding the button is a known bug. Couldn't fix it in time, unfortunately... If I come back and refine it later down the line, that's getting fixed.

- Programmer art strikes again... Definitely agree on the "needs more details" front.

- I talk about it in the questionnaire, but the current game is a really tuned down version of the original idea. Originally the idea was more "speed / acrobatics" focused, building and maintaining speed was way more of a mechanic, and there was going to be stuff to hit mid-air for bonus points / hazards. Unfortunately, my status as a beginner got in the way. 

- Thanks for the compliments on the movement, feedback, and the ending screen! Also, the solar panel idea is a cool one! If i ever revive the original concept, Ill be sure keep it in mind!

Neat concept! Like a more chill "Puzzle Bobble / Bust a move". Took a sec to wrap my head around the mechanics, but once I, did I had a pretty good time! In a weird way, it reminds me of older PopCap tittles (Remix a pre-existing concept, strangely addicting, i don't know the exact term for it but the "pre-rendered" / "photograph" backgrounds). If this were to be made into a full game, perhaps a limited use "Board scramble" function would be nice? While i didn't run into it myself, this feels like the kind of thing that might become unwinnable due to shear happenstance. Then again, so can solitaire, so who knows.

Best time so far, 3:34. Something about the setup makes me think speedruns would be interesting to attempt, but I don't have that kind of dedication... I'll definitely be tinkering with it more!

Gotta say, I love the little robot faces. The game as a whole reminds me of those "Key master" skill-tester machines (although nowhere near as rigged). If you were going to add more to it, perhaps some kind of rough center point / crosshair / "sweet spot indicator" down the bottom to help line up the shot? Either that, or my aim is just trash.

Best score so far was 1140. Not great, but eh. While I'm here, love the little splash screen! I gotta learn how to do that eventually...

I like it! Simple concept, but surprisingly engaging! Reminds me of those "lock cracker" arcade games, mixed with a bit of roulette. Only real nitpick with the demo is that, since the bonus round is forced, losing points feels a bit mean... If there's going to be the chance to lose points, perhaps make the wheel optional? Or maybe just replace the minuses with 0's.

My best score so far is 1645. Great work!

Thanks for the feedback! Yeah, those are pretty valid problems. Ill be honest, for most of the development the arrow hit-box wasn't working right (couldn't quite get my head around AlphaColide, so the hitbox was gigantic). As a result, balance wasn't really on my mind until the end, and I didn't have time to tweak it in the end... 


In terms of "Give a reason not to shoot", originally the idea was that the weapon would be auto-fire, and you would have a melee weapon on the opposite side of the crank for emergencies. I feel there's some good potential ideas there (Character options with varied attack speed / rate / projectile types, a reward for prioritizing melee attacks, enemies that require a specific attack to deal with), but since I'm just starting out, I figured I'd start as simple as possible. Maybe Ill come back and fix it up properly someday.

Thanks again for trying it out!

Thanks! Ive learnt lots from it, and should be able to put it to use somewhere down the line.

Really? Ill have to try that out. Let's hope nothing breaks!

Ahh.. Sorry about the typos. Must of just slipped under the radar during refinement. Also, I was going to try and export it to web browser, but I wasn't confident with what time I had left.

Thank

Thanks! For a first work, I was scared that people wold perceive it as too basic / cliche. The fact that stock assets didn't seem to detract from is is also nice. Thanks again!

It certainly looks interesting! Shame I don't have anyone to play with, or i wold of certainly given it a spin.

For starters, good concept! these sorts of "pile up" games have been a thing, but very few have a distinct goal in mind (i.e. getting across). 

Only issue is that the map seems randomised. now, this isn't a bad thing by itself, but since you have no indication of where the falling blocks will freeze, you can get stuck making leaps of faith very quickly. also, since jumping over the roof can kill you, if the game spawns a high path, you can get locked out of ways to go quickly.

As you said though, since this is a prototype, don't take this too seriously. With a little refinement, this could be a really cool game! 

Art style is nice, reminds me of older adventure games.

One issue is that the controls aren't told to the player. Not sure if this is a Mac thing, but I couldn't figure out how to attack.

Audio is a touch repetitive, but it certainly fits the mood.

Overall, there is certainly something here! With a little refinement, this could very well be really good. keep it up!

From what I've played, this is pretty good! the concept is neat, and reminds me of several flash games I've played in the past. Controls were tight. There was very little in the way of difficulty controlling where I wanted to go. New mechanics such as doors and immovable blocks were also a neat touch. Only issue is difficulty curve. The levels tend to vary from easy to hyper precise, and back to easy in the span over 3 levels. Other than that though, I like it!