Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Clayton Rumley

38
Posts
10
Followers
3
Following
A member registered Nov 04, 2019 · View creator page →

Creator of

Recent community posts

Glad you enjoyed it! I didn't have the time to try and come up with an balancer for ingredients. Definitely something to look at in the future.

I could see this evolving into a really run game! Well done!

Got definite "Duck Song" vibes from this game. I found this really challenging to play, but it's a great effort for the game jam!

As a fellow food stand game maker, I'm really impressed at how much you two were able to create in the time provided. It's somehow both easy-going and fast-paced. Great work!

What a fun and unique game! Love the mechanic and the art. Great work!

Really cool game with unique mechanics and so well polished. There were a few places where I'd get stuck against a wall and waste ammo trying to get unstuck but still an amazing achievement for a jam!

This is an amazing accomplishment in the time given, including a level editor! Great work!

Beautiful game! Amazing work!

Ketchup and mustard props were added but I sadly didn't have the time to add them as toppings and make them interactive. The red dots are tomato slices. Maybe I should have used an icon of a full tomato.

Thank you so much!

Fun game and clever take on the theme! I only made it to level 6 before my hand gave out 😋

This was fun! Love the aesthetics. Reminded me a bit of Descent but without the open-world flying :)

I found that sometimes a little guy would get to the bottom right corner of the screen and I wouldn't be able to shoot them and they'd eventually kill me.

I have the exact same experience! 😄

There is a settings menu on the title screen to turn down mouse sensitivity (it's very different in editor vs. on a webpage). I'll change the default value to be slower.

Thanks for the feedback!

Thanks for playing it! I'm glad you had fun!

This was a fun little game. I stopped after level 11 because I was hoping for a boss by level 10. I'm not normally good at shooters like this so I was surprised I got as far as I did.

I think with a little more balancing to make harder (or get progressively harder) and a little more variety of ships & patterns, this game would be quite fun. I really wanted a boss encounter though. :)

Great work!

Good choice of music, great artwork. Would have been nice if I could replenish willpower. Excellent solo effort for the jam!

This was a fun little game. Took me two tries to beat the boss. I found it challenging to target enemies given the lead time of the reticle but that added to the fun. Adding more weapons or powerups would be a great addition to the game.

Great work for the jam!

I like the tree attack mechanics but the player moves a little too fast and seems to get stuck sometimes (or I can't swing when moving). I couldn't get much further than 10 trees or so, thus I don't know if it gets harder or if there's more content further in the game.

Good solo effort for the jam!

Very neat prototype. Love the concept and live/dead worlds. Please continue development of this game.

Thank you so much!

Nicely done. The background looks beautiful but the foreground is a little too static. The character is cute and well animated (it looks like he's tapping his foot in time with the music on the start screen). Definitely still some bugs to work out but a great effort for the jam!

Cute game. A lot of "levels" for a game jam.

There was one point where I thought I had to build a bridge of boxes to get a box onto a button. I actually started building a bridge before I noticed it was a one-press button. I think having to build the bridge out of boxes would have made it a little more challenging.

An excellent example of "keeping it simple" and ending up with a great game that's a tad addicting. If this is what you can make in 48 hours, it would be amazing to see what you could have created with the full 240.

Love the atmosphere and the mechanics of this game. The graphics are beautiful, too. I hope you continue to build upon it.

I think the sound of the character's footfalls and the opening of the cape/blanket would be the only sound effects I'd add for the character.

Fun/challenging game, cool concept. I like the "two dimensions" aspect to the story, along with the variety of comments made when you lose. Well done with the time allotted!

Thank you so much!

Thanks! I intend to!

Thanks for taking the time to play & review! I just went through it and found a few other places Quidl can squeeze through and closed them up! Hopefully that's a bit better now.

Loved the katamari feel to the game. Wish I could have gotten enough points to start collecting lampposts and buildings! The secret passage to the diamond was cool.

Since you're running around collecting gifts you always don't get to see the funny names you provided for them. On the end screen it'd be nice if you could roll over the gifts (or cursor through them with the arrow keys) and see the large version + the name (and maybe their point value).

Great job with the time given!

Loved the katamari feel to the game. Wish I could have gotten enough points to start collecting lampposts and buildings! The secret passage to the diamond was cool.

Since you're running around collecting gifts you always don't get to see the funny names you provided for them. On the end screen it'd be nice if you could roll over the gifts (or cursor through them with the arrow keys) and see the large version + the name (and maybe their point value).

Great job with the time given!

This was fun! Well done for your first LD Compo!

Cool mashup of chess & tower defense!

This was a fun game and the low-res graphics were great (reminds me of the graphics back when I learned to program on the Apple II series). Amazing job!

Nice work for only one day!

Thank you so much! I wrote a wordy blog about my experiences leading me to write this game here, but here's the short (yet somehow more detailed 🤔) version of the networking methodology:

  • Doing realtime messaging is quite easy with node.js and socket.io. Since all the game logic is client side there's nothing else for the server to do but exchange messages.
  • Since it's a two-player game, I opted for a simple "lobby" where the first person who connects gets a random game number from the server and waits until a second person enters the lobby. The second person gets the game number of the first. Instead of setting up a channel (as one normally does in websocket communications), I just assign each to an "opponent" property on their opponent's socket. If a socket has a value for its opponent property, it's in a game.
  • The game number is used to seed a client-side random number generator so that the asteroid field is created identically on both players' screens regardless of device. Each asteroid is given an incremental id number which ends up being identical on both devices too.
  • Players report their movements and collisions to the server who simply rely it to the other client who updates the display. When a player hits an asteroid they pass that id number which will tell their opponent which asteroid to remove from their screen.
  • When the game ends, the server nulls out the opponent property on both sockets so they're no longer considered in a game.

Now this isn't at all how big games do it, and somebody with GreaseMonkey (or a similar plugin) could come up with a script to simply report planet collisions and defeat their opponent immediately. Heck, you could probably do it with the developer tools window now that I think about it. But the point was to have something functional after two days and that lack of security/integrity was the trade-off.

I hope that answered your question. I'd be more than happy to answer any others you may have.

This is a visually beautiful game. Well done!

This was such a clever idea and done so well. Please make a full version of this game for me to buy and play (you might need to pay those iStockPhoto licenses first though) ;)