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CapitolJay

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A member registered Sep 24, 2018 · View creator page →

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Really great FPS.  Nice and smooth and really kept that old-school FPS feel.  Footsteps could be faster to match the movement speed and it'd be nice to have a clearer indication for when enemies die as the animation isn't really clear in the heat of the moment.  Wound up putting more bullets in them than was necessary on several occasions.  Other than that, great game and I'd love to see you add more levels.

Great fun to play!  Very challenging on insane difficulty, and I liked that you sped up the music on the tougher difficulty.

Great concept!  It's simple but very addicting.  Wanted to keep going to see how many blocks I could put down.  Would be great to be able to move blocks as others have suggested and I'd love to see you add some sound effects.  Great end result though for such a short jam.

Great concept!  It's simple but very addicting.  Wanted to keep going to see how many blocks I could put down.  Would be great to be able to move blocks as others have suggested and I'd love to see you add some sound effects.  Great end result though for such a short jam.

Nice!  Congrats for getting over 200.  I was hoping to add mouth parts to help tell from from back and tweak the color for the player's ciliate but I ran out of time.

Very challenging game.  Love the one-button interface too.  It's not easy to make a game that is fun and only has one control.  Great work!

Neat take on space invaders.  Had some trouble with firing the DNA as it seems to fire in randomly between +/- 5 degrees or so.  Otherwise great concept and I'd love to see you expand on this idea.

Love the animated pixel art and the concept is great.  I might have run into a hitbox issue as sometimes I would run over another microorganism and it wouldn't eat it, even though I was bigger than it by a lot.  Otherwise it was a really nice low-key game and lots of fun to grow your cell.

Really nicely balanced game and very challenging.  Good work!

I really like how you used the cellular automata script to simulate the water.  It's like a twist on lemmings with water and bacteria.

Thanks!  Would have liked to add more to it to set it apart, but it wound up being very Agar.io-like in the end.

Just got a high score of 2149.  Can anyone beat that?

Thanks!  That's a solid score.  I think my best so far was around 1800.  I was hoping to have time to put some obstacles into the scene but I just didn't have the time.  Also was thinking about adding bonus points for drifting around those obstacles, like if you drift around a post it'll give you a bonus for a while.

Thanks man.  If you were trying to do it in Unity, I found this blog post about values for wheel colliders which I always start with.  Takes a lot of the guess-work out of it, and it allowed me to only make a few tweaks to those values afterwards.  https://forum.unity.com/threads/good-values-for-wheelcolliders.441506/

Also, FYI I made some tweaks afterwards to them but here's the values I currently have for them.

  • Front wheels
    • Mass: 20
    • Radius 0.8
    • WheelDamping Rate: 0.25
    • Suspension Distance: 0.2
    • Force App Point Distance 0
    • Center: 0,0,0
    • Suspension Spring: 3500
    • Damper: 4500
    • Target Position: 0.4
    • Forward Friction
      • Extremum Slip: 1
      • Extremum Value: 2
      • Asymptote Slip: 1
      • Symptote Value: 10
      • Stiffness: 2
    • Sideways Friction
      • Extremum Slip: 1.2
      • Extremum Value: 1
      • Asymptote Slip: 1
      • Symptote Value: 10
      • Stiffness: 1
  • Back wheels
    • Mass: 20
    • Radius 0.8
    • WheelDamping Rate: 0.25
    • Suspension Distance: 0.2
    • Force App Point Distance 0
    • Center: 0,0,0
    • Suspension Spring: 3500
    • Damper: 4500
    • Target Position: 0.4
    • Forward Friction
      • Extremum Slip: 1
      • Extremum Value: 1
      • Asymptote Slip: 1
      • Symptote Value: 10
      • Stiffness: 2
    • Sideways Friction
      • Extremum Slip: 2.5
      • Extremum Value: 1
      • Asymptote Slip: 1
      • Symptote Value: 7
      • Stiffness: 0.8

Nice simple game.  It wasn't obvious whether keeping it on-center (green) gave you bonus points or not, but it might be something good to add and maybe indicate somehow (like a text field for bonus points or something)  Otherwise it's a really neat simple game that is more challenging than you might think.

Great interpretation on the theme, and solid gameplay, especially for 3 hours.  Music was also super apropriate.  Only thing I would suggest is to make it a little easier to go around corners.  I seemed to be getting hung up a little more on them than I'd like.  Otherwise really great though.

Very cool.  I like that it ramps up the speed the further you get but it seemed to jump quite a after a while, which might need to be tempered a bit, but otherwise a really neat concept.  Could totally see this as a mobile game.

Super challenging game.  Seems a bit sluggish but that's fixable, and although I couldn't manage to destroy the super tank, it's awesome to see multiple enemy types in a game written in 2h.  Great work!

Great game and lots of fun to play.  Very challenging too.  I did notice that after a few retries it started spawning way more trees but refreshing the page resets it.  Might just need to destroy the existing tree GameObjects when you restart, but otherwise a super awesome game for a 3 hour jam.  Good work!

It definitely doesn't hurt that I've been working on vehicles for some other games, which kinda gave me an edge with Unity's wheel colliders.  Thanks for playing!

Thanks!  I'm definitely gonna add some more stuff to the game, and a birds-eye view would be great.  Maybe I can put an overhead view in the bottom right and snap a picture to go with a high-score list I'm working on.

Really cool concept and a novel take on the theme!  Made it to 10 waves using the bubbles on the enemy projectiles to thin the numbers.  Would love to see this concept expanded on.

You don't know what you're missing!  Thanks for playing

Thanks!  The acceleration issue is definitely something I wanted to address but I ran out of time.  I plan to make some tweaks to it to smooth out the movement a bit and level out the difficulty more after the jam is over.

I ran into this as well.  I turned of WebGL compression and made a new build this morning and switched to click to play full-screen which seems to have resolved it for me.  I've also got a windows and linux download as well in case it still isn't working.

Congrats on your third finished game!  I hope you keep doing these jams.  They've really have helped me get things to a working state, and made me a faster dev.

Yeah.  I really wanted to do a sort of intro/tutorial but I already spent twice as much time as I should have on it.  The best bet is to start with 2 or 3 trees and keep them watered until they grow to a sellable size and december rolls around.  Once you sell a few you can buy more seedlings and grow from there.  Gets a lot easier after the first couple round of that.

Cool.  I didn't see the higher difficulty settings, but it's definitely more challenging on the higher levels.  I could totally see this as a mobile game that ramps up the difficulty as you advance in levels.

Great simple holiday game.  Would be awesome if the elves fought back, maybe dropping candy canes or something but otherwise really cool concept.

Very nice flappy clone.  I think you got a great balance of flying and falling here.  Like Michael said, I'd give more feedback on the acorns, and perhaps some kind of death animation when you run into a tree but I can understand you wouldn't have time for that in 3 hours.

Really fun to play.  I would give the shotgun a wider spread but it was still a good upgrade from the pistol.  Could also stand to have some sort of risk, like maybe having explosive trees that blow up and kill you if you shoot them, but otherwise I really enjoyed playing it.  Really satisfying to see shreds of trees and grass flying around as you're blasting away.

Nice concept but I didn't really see how the evil trees could kill the player.  All I had to do was move back and forth to figure out which trees are evil and then approach them while they can't move.  Maybe if there was an alternate attack for evil trees and if you didn't use that attack they'd kill you, or maybe I was just lucky.  I really liked the concept and had fun playing it.

Cool concept having to balance sharpening your shuriken while cutting down trees dulls it.  Would have been great if you had some sort of time limit or other obstacle preventing the player from cutting down all the trees, but otherwise I really enjoyed playing it.

Loved the idea but I think the hitboxes for the birds and poop could be a bit more forgiving.  Could just be a bug where I wasn't able to always click on them to make them disappear.  Really liked the barrier concept where you could spend 10 poop to make a barrier against the birds.  Do they degrade over time?  if not, that'd be a great mechanic to add so that you have to keep remaking barriers.  Really neat idea!

Yeah, the dealy is way too long without a way to telegraph it.  I'm working on a way to visualize the delay, but I kinda wish I made this an RTS style game where you click where the rover moves.  Would have required different challenges to make it interesting, but I think that would have allowed the delay to be more tolerable.

Thanks for the feedback!

You might have run into a bug I found and fixed where the delay accumulates.  I think you're right on the light on the rover, so I got rid of it.  For sure the whole game could have better models as everything I made is basically just simple shapes.

I think if I borrowed a cam controller I wrote for another game it'd help with orientation (just didn't want to use something I wasn't writing specifically for this jam) I also think upping the camera distance to include the crater sides might also help with orientation, and I'm gonna tone down the sun a bit which might help also.  Thanks for the feedback!

Yeah, that lunar gravity is pretty punishing and I ran out of time before I could loop back around and cancel out the velocity after a reset.  I've got a fix for that in place though so I'll update the game after voting is over.  Thanks for the feedback!

I wanted to go realistic so the delay is accurate to the real world, but I had planned on including a send/receive animation to better indicate the delay.  I also have a checklist of sorts in the works to show what still needs to be done, and I planned on putting a minimap together as well, but ran out of time for that.  Thanks for the feedback!

Ah!  Must have missed that shooting the walls makes it worse.  That's why I thought it was random.  Thanks for the clarification!

Neat approach to a visual novel.  I'd love to see you expand on the sound and visual effects to further embellish the story.