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Cam

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A member registered Jan 05, 2015 · View creator page →

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There's also the method used by one of Pixar's writers, Kenn Adams, called the Story Spine. Here's a great article explaining how it works.

Here's the idea (but totally read the article for examples and more cool info): 


Thank you for playing and for the feedback. Glad you enjoyed it!

You're welcome! Just to reiterate, the levels that were more than a few units of scrolling are fine staying longer. They give a good reason to scroll. It's only the ones where the finish trigger was just off screen that I had issue with. I'd just bring those finish lines back to fit in the single screen. It could even be a case of forcing the game to a 16:9 or even wider ratio (with letterboxing) to better suit the gameplay!

Nice! It worked well, I wish I’d done something like that for mine. 

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Sorry, I wasn’t very clear. The FPS was fine in Chrome, it was just Safari that had the glow and FPS issues. Both browsers nearly melted my Mac though haha

How’d you launch to full screen? Was it a Build Setting or a script?

Nicely done. Great to see the update!

Nice game! I enjoyed the two modes and the mood each has. You've nailed ratcheting up the tension when it goes to night time. I got a JS error in Safari in Catalina that crashed the game (and it made my MBP fans go bonkers). I remember seeing this get retweeted by the GameDevTV Twitter account mid-jam and I'm glad I got to play it!

Great game loop! Satisfying effects when blowing up enemies and the little rest periods between waves were nice. I would've like it to get more difficult sooner as it was too easy for me and I ended up quitting at 10 minutes into a game because it hadn't seemed to get harder for a good while.

Nice work, this was fun to play (even on a trackpad!).

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Nice music and unique visuals. I played this on a MacBook Pro in Safari and it was unplayable (maybe <10 FPS and glow effects didn't show up). I tried in Chrome and got a better frame rate but in both browsers my MBP felt like it was about to take off and/or catch fire!

I am curious how you made it launch into full screen when I clicked Run Game! That's something I couldn't make mine do.

Amazing game, congratulations! It has a very complete feeling. A couple of minor gripes:

  1. Left clicking an unused portal when you already have an unused one selected should select the new one, not place the old one first (i.e. be a cancel and select function)
  2. I only realised half way into the game that you could scroll the level. This means the last part of a majority of these puzzles is meaningless as I passed the level  without being able to see that bit. Consider bringing them into a "single screen" (i.e. no scrolling) or make the puzzle meaningful if it's required to scroll.

This is one of the highlights of the game jam. A pleasure to play and an incredible achievement for your first ever game. 

Nice work! Sold all round effort, I played it right through. I liked the themed levels and the unique characteristic each had. I found I could skip through the levels a little too easily by getting to top speed, jumping and then at the peak of a jump hitting boost. I just repeated that and the my runs were almost infallible.

The only thing that confused me was that after I dropped the package off I wasn't sure that I was meant to go back to the start. I kept trying to jump over the police or hide under the cover of the house I dropped it off to. Perhaps an indicator to hint where to go like Golden Axe (and other beat 'em ups) did with GO! or similar would work well. 

Anyways, great work, I had fun!

I loved the low res graphics. The gameplay was simple and fun. Great work!

Thank you RRgamer! I wanted to make the game time <1 minute so people didn't get bored. So glad you enjoyed the sound too.

Done!

Thanks for the kind words! I’d love to have an arcade cabinet of one of my games, it’s be so cool. As sometime who enjoyed the difficulty is there any feature in particular you thought it was missing?

Congrats on the late change then. It really paid off. Sid's talk is great, I try to remember that too.

I googled the nightmare machine and found this intrument called the Apprehension Engine. That thing is amazing and makes some horrifying sounds! 

Again, great work, dude. It was a lot of fun.

Thanks, I'l check it out. 

Like others have said, I enjoyed this but had some issues with clicking on the items. I'm not sure if that came from switching between fullscreen and windowed, maybe something went whacky? 

I also found that if you were playing in fullscreen (web) bringing up the menu also exited fullscreen. Perhaps the menu could've been mapped to TAB instead (quite common in games anyway). 

Great job, it gave me a Twin Peaks vibe.

Good all round effort! The game was well paced and I liked how you introduced harder enemies.

I ended up just falling to the bottom and running left and right as I fired at 30-45° which made it easy as the enemies just kept running into the arrows. 

Also, it'd be nice if when slowing down time the shot strength didn't slow down too, instead it took the same time to power up as in normal time. I haven't looked at your code yet but with the Time class I think there are a few options to use "inRealTime" or something that will still work regardless of how much your Time Scale varies from 1.

Great work!

Thank you for the nice feedback! Do you mind me asking which browser you were playing in? I'm wondering if it's a bug. The game was meant to be frantic and short as to not waste the player's time but I'm wondering if perhaps there's a bug or it's just faster than people were expecting. 

Yeah, I wanted to have nicer AI but I'm not a good programmer so something like A* was out of the question and NavMeshAgents don't work in traditional 2D so I had to use a straight forward MoveTowards. :( Thanks for playing!

This game crept up on me for fun. It took me a while to figure out the UI—some things don't communicate unusable states or which are interactive vs purely indicators that well—but once I got my head around that I had a lot of fun. 

One thing I'm trying to focus on with my own games (and didn't do very well with in this game jam) is giving the player interesting decisions to make on a regular basis. Your game was great for this. Even when the enemy was defeated I had to choose whether to keep fighting or heal and upgrade. Then, I had to choose upgrades, and which new skills to take on and sacrifice. Always keeping me thinking and questioning. Great work! 

Loved the unique art, but the UI didn't match it so much. I found the font hard to read and something a little more organic would've fit nicer. For all that it is holy (if you update the UI) don't choose something like Papyrus, Comic Sans, Markerfelt etc. haha

Anyway, great mood, I liked the music too. Was the theme SCP?

haha sorry about that! A wave system would've been great. I've never done that before but in my head I think I can see how that could be done. My biggest worry with getting people to play it was wasting their time, so I leaned a bit further towards the "quick round" end of the scale to make sure they didn't get bored. Ideally, I could've managed that a bit better with a "tutorial" like you said, but I figured if it's so quick to restart hopefully the tutorial becomes the round you played before it.

Thanks for playing and leaving some feedback, especially about waves, that's given me food for thought.

Thank you for playing! Resounding feedback on wanting more things to do haha

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Nice game! I had fun playing this. I'll leave more comments on your rating page. 

My run ended where a bug caused the game to freeze! (Animations and music still playing.) This was where it finished, I don't know if this helps, but my skills were: attack, remove negative effects from character. the toxic one that deals damage each turn, block, and increase damage received on target. I was playing in Safari on macOS not in fullscreen though.

Regardless of the bug, this was fun!

You're more than welcome, dude. It makes me ecstatic to see other people smashing it out of the park with their work. I'll definitely hit you up when I get around to checking out your code. Do you have a Twitter account? I'd love to follow you and see what you're working on.

Thank you, Arseny_Gar! I wanted to animate the enemies and make their spawning a lot better but the way I built it got me stuck so I think some of the game's nuance is lost, unfortunately, especially with me choosing a more abstract enemy type. My inspiration was the Atari 2600 and the C64, I tried hard to stay within those confines. Glad you enjoyed the presentation. :)

Thanks! I'm happy you found the art refreshing, I made a conscious effort there. It's not particularly obvious (due to the abstract nature of the aliens) but the enemies go through a life cycle: spawnling > infant > adult > atrophy > undead. My original idea was to make the enemies more human-like to make the life cycle more obvious but shooting babies didn't feel right. PLUS, I liked the idea of creating original enemies. 

Wowsers, you played on a trackpad? I hated testing it on the trackpad haha 

You're all spot-on about adding a way to destroy multiple enemies, I feared adding something else would've got me caught with it unfinished so I added polish with sound, screen shake and particles. :( 

Thanks for playing!

I like the idea of pick ups with limited time effects. I also wanted to make a more interesting arena but ran out of time to do either. Thank you for taking the time to comment.

Thank you! I didn't want people getting bored with 5 minute rounds. If I could've implemented some secondary features I would've made the game last longer for sure.

Thanks for playing and leaving some feedback! I chose to make the game time  short because it'd get boring with how few mechanics there are.

Thanks, KingEthaniel. I was very aware that using such lo-fi approach to sound could get grating, glad the pitch shifting helped that for you. I wanted to create a force-push effect for when you get overwhelmed I just ran out of time! Thanks for playing and commenting. :)

This is absolutely incredible. Every little detail contributes to a cohesive theme and they're so polished. I can't wait to dig into your source code and see how you put it all together. I had a blast playing it. 

If I could make one suggestion, it'd be to draw more attention to the mode change when the countdown timer kicks in. Perhaps the music could escalate like a Mario game would when the timer gets low. Also, several times I was playing it with the sound down and I didn't notice the countdown timer in the top right. That could be me being tired or maybe there could be something else visually when the tension is ratcheted up. 

This is amazing, dude. I've played it so many times already and will share this as much as I can. Well done!

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Great work with the different mechanics. Admittedly I didn't get past the level where you introduced the fast burning candle. I got confused and quit. I found the controls cumbersome on a keyboard but if you have controller support that might have worked better.

I actually really liked how you modified the "run game" message on the web player. How on did you do that?

Keep working on this!

I'll admit I only got to 4/16 before quitting. It was just too hard for me. The jump was way too finicky for my liking. A little bit more float would've made a big difference. Maybe also making it so when enemies were frozen they could be used as platforms could've eased the difficulty.

Regardless, congrats on finishing and submitting, that's the hard part!

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Nice work on getting the game done, I played it all the way through but I'm not sure when I was meant to use the rewind mechanic. I only needed it once I was already dead at which point the game rewound anyway! Do you use Cinemachine already? A "look ahead" movement and soft zones to polish the camera work will make it feel heaps nicer and they're easy to do with Cinemachine!

With your parallax, you've got your values around the wrong way. The further away the object is the slower it should move. In your case your mountains in the background are the fastest moving object and they should be the slowest (minus the sky, clouds, etc). 

I'm really sorry but I had no idea what was going on or what to do. The instructions overwhelmed me too and I found the found difficult to read. The music was nice though and didn't get annoying for the time that I played it. Congrats on finishing and perhaps try to ease the onboarding experience through introducing a single mechanic at a time.

(Adding this here as well as the game's page:)

What an amazing game! I played it right through and adored the polish put into this.

Aesthetically it's right up my alley. The minimalism and colours worked great. The little things like transitioning on level reset/advance, screenshake and particles are all tops.

I loved the sequencing of levels and introduction of new ways to navigate the levels. Funnily enough the hardest level for me was "Gah"! 

In general I feel like the bullet collider could've been a bit more generous towards the player to provide more cover. Or maybe the laser's collider been a pixel or two smaller.

I would've loved R being mapped to restart, just to shave milliseconds off my retry and somehow fixing that dreaded Unity 2D platforming issue of sticking to platform edges and not being able to jump. Perhaps a physics material would fix that but in my experience it doesn't always feel right.

I'm very envious of your game, I can't wait to check out your code to see how you did things.

Congrats!

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What an amazing game! I played it right through and adored the polish put into this.

Aesthetically it's right up my alley. The minimalism and colours worked great. The little things like transitioning on level reset/advance, screenshake and particles are all tops.

I loved the sequencing of levels and introduction of new ways to navigate the levels. Funnily enough the hardest level for me was "Gah"! 

In general I feel like the bullet collider could've been a bit more generous towards the player to provide more cover. Or maybe the laser's collider been a pixel or two smaller.

I would've loved R being mapped to restart, just to shave milliseconds off my retry and somehow fixing that dreaded Unity 2D platforming issue of sticking to platform edges and not being able to jump. Perhaps a physics material would fix that but in my experience it doesn't always feel right.

I'm very envious of your game, I can't wait to check out your code to see how you did things.

Congrats!