Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

CatIcedTea

60
Posts
5
Followers
9
Following
A member registered Nov 13, 2023 · View creator page →

Creator of

Recent community posts

Simple and fun! I really like the particle effects on the splashes.

Pretty relaxing play! I particularly love the effect on the water. My only gripe is that I wish the inputs for the rhythm section had more visual and auditory feedback.

Thanks! It makes all those sleepless nights worth it lol. There were still so much I wanted to implement but didn't have time to, such as more advanced enemy ai and attacks they can do.

Everything is as it should be!

Thanks! I try to make each mode have some unique properties from each other to encourage players to experiment and switch between weapons best fit for them.

I love the presentation, everything has such a nice style! Also, designing a whole entire card game and making it a reality in such a short timeframe is amazing. My only gripe is that I didn't really understand how resources worked as I just rush to deal damage whenever I can.

I love dungeon crawlers and this is a really unique take on it! Having to manage your chest while collecting loot while also offering extra utilities. I would really love to see this game get developed on.

I love the cute little mech and its animation. I just wish that the enemy hitboxes were bigger/more forgiving.

Thanks for the video! I suspect the same thing but it could also be optimization issues. Cause as it is so far, all the enemies are active in the scene at all times and I suspect this maybe one of the problem. Another I would have to fix would be implementing object pooling for enemy projectile instead of constantly instantiating them. But yeah, I'm sorry it doesn't start for you, I'm still trying to figure out why it does that.

Thank you for playing! I wanted each gun mode to feel different and each have different properties so they feel unique to use so I'm happy that you had fun with them!

Thank you so much for the compliments! I only had a day and a half left to record the bass, guitar, program drums, and mixing; it was a miracle that it came out as it did, but I'm glad you enjoyed it!

Thanks! It was an addition I made last day because I felt that there wasn't any feedback and danger when taking damage, so I added it in as an "Oh Sh!t" moment (especially when certain attack can deal almost half your health.

Thanks for playing! Honestly, I'm surprised how well the laser animation turned out lol.

Thanks, the laser gun is my personal favorite weapon too while working on it!

Thank you very much! My brother tried it and he suggested the same thing you did but unfortunately it was last minute and I didn't have time to implement it.

I love how the game is always going. I thought there was gonna be a break once I reached the end but it kept on going lol. Also love the very satirical themes of the game lol.

Really cute! I love the presentation and all the screen transitions. It started out pretty easy but got pretty hectic the more I play. One thing I wished it had was having one universal button to use all three modes rather than seperate buttons.

Everything's so cool! And really nice artstyle too. Doing all those game modes and combining them into a cohesive experience must've took a lot of work. My only complaint is that the Metal Slug mode player hitbox is wonky coming from someone who plays shmups (most shmups have hitboxes a lot smaller than the sprite, but this is just a subjective design decision).

Amazing presentation, everything meshes so well and oozes with charm and style! Though I did yearn for more gameplay with the farming. It didn't really incentivize micromanaging crops and time as I just use all my money to purchase the most expensive in batch and then just sit and wait. Then just pause time and sell it and repeat. I tried to do different crops at once and then harvested the earliest one, started time so the one still growing can still grow while I went to sell, but by the time I got to the shop, the crops I had on me spoiled ;(

Nice take on Punch Out. Adding in more attacks for the enemy afterwards will greatly improve this game because once I figured out the single attack they do I was easily able to just quickly interrupt and counter them when I saw them winding up the punch.

Very cool concept and really nice art! I love juggling between all the things going on and stuff unravels. Though I wished there was some quick way to land once everything's done and just waiting. I checked the archive in the meantime but I still had to wait awhile to finish.

Really unique and good game loop! Once I figured out that each color has a their unique path, I was able to really start enjoying and planning my moves. Though I feel like the match-3 mode gave you way too much consistent money to be able to easily cheese it and enemy also often get stuck on the octogonal obstacle.

This is sooo cute! I love it so much. Although simple, it has a really nice gameplay loop. I do wish there was more usage for the points though.

Thanks! This is my first time doing pixel art coming in as someone who does regular hand drawn art. Pixel art is an entirely different beast, so I wanted to keep it simple just to learn while keeping some style and making it distinct.

(1 edit)

Thank you so much for the compliments, it means a lot especially the music part as a bassist. I only had a day and a half to record the riff ideas I had floating around my head and making sure it flows right but I'm glad you like it! But yeah, I love the DMC games and games that lets you style and combo so I wanted to try to emulate that feeling (stuff like weapon switching) while keeping it realistic as a beginner dev.

Thanks for playing! The one thing I try to prioritize when I did the art was contrasting between the player and enemy so they are easy to differentiate.

Then I'm not sure what to do. It shouldn't even turn grey because the parallax background mirrors both X and Y. Stuff obviously loads in, but maybe somehow it's being deleted from the scene? The game starts with a black screen that fades out and then deletes itself from the scene, but it shouldn't delete the whole scene. Sorry I couldn't be of any help 😔.

It might be a performance problem then on my end. Did it switch scene when you press start? was it just the background itself, without the menu and player splash screen in the start?  And do you hear dialogue beeps after you start?

I did some testing and got a similar situation but under different condition. If the player were to run past and attract all the enemy and they all start firing their projectiles, it would cause the game to lag out and it bugs out the camera to where it is just the background. But it does not happen for me at the start.


It could also be a problem with how I exported the resolution and window settings if you don't mind sharing it. I did windowed borderless at 1080p because it was easier for me to quickly work with, but forgot to switch it to a more friendly one for others. Other than that, I don't really know what to do. Last ditch effort would be trying to use a controller instead as it affects the camera a bit differently.

(1 edit)

Crap... Does it say anything? It might be something to do with antiviruses. I had a friend try it and it triggered his antivirus for whatever reason and he suspected it might be because I forgot to add stuff like publisher name in the export, leading windows to think it's suspicious.

Edit: I can probably easily fix that but unfortunately I can't make any changes until the jam is over t_t

Love when you start to gain speed and then have to quickly panic and change dance modes lol. I had a few times where on start, a security guard would spawn on top or right in front of me that led to an immediate game over though.

This is really fun but also really hard. It took me way too long to realize I can shoot in both direction at once lol. But the satisfaction once you figured it out and able to start taking the enemy down is so good. This game really makes you feel like Biggy.

This is so cool and a nice throwback. Presentation is awesome, props to whoever did the art. One minor gripe is how autofire has a pseudo recoil compared to how there's no vertical aiming.

It got pretty hectic the more I play lol, it was fun. I really like the explosion sound, something about that made it really satisfying to kill a big group.

This is a super unique idea and a really cool implementation of the system. Though, an in-game tutorial or even a whole tutorial level is definitely needed, especially for those without experience using command lines.

So cool to see you combine all those different game modes. I'm also at a similar stage in the gamedev journey as you! Started about a little over a month ago too. This is my second jam and I learn so many new stuff so quickly each time I did a jam. Keep on keeping on!

The combinations and states are really interesting! If you can make the casting a bit more fluid so you can throw out combos quickly, that would be amazing. Also, love the sprites.

I really love the animation, it has a lot of charm to it. Unfortunately I see that a lot of stuff wasn't finished in time. This is a really great base to build off of.

Game feels great to play, though the camera was a bit jittery but I could be just a web version thing. The dynamic music is also really cool.

Yay! I managed to make it to the leaderboard! Love the presentation and the sounds are really cute.

Once I got the hotkeys for switching down, it was really fun to speed through a section. I managed to fly past the diamond once because I was too fast using the ice mode and overshot it lol (though it didn't restart me after I fell out of the map so I went to the menu and restart the section myself. I do wish there was an easier way to quickly switch to the exact mode as 1234 is really cramped. But great work nonetheless.