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Constopolis

21
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3
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7
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A member registered Apr 16, 2020 · View creator page →

Creator of

Recent community posts

This game was made for a 72 hour Game Jam, so that's why it might feel like it's missing features! Thank you for your perseverance!

I really like the animation of the hand, and I'm especially grateful for the  thoughtful tutorial! Great game!

The literal interpretation of the limitation...

The voice acting and polished assets...

This is an astounding level of work for three days! Your experience really shows!

The movement is really fun, and the game looks great!!

It's satisfying to see all of my lil' guys take down these buttons!

I'm happy to see another person who interpreted the limitation as a card game mechanic!!

I thought that the lander was a little too small - it was sometimes difficult to tell which way I was facing. 

You did a great job at making the balance of spaceship controls and wire puzzles feel overwhelming! I managed to land safely, but I think I just got lucky...

This reminds me a lot of a minigame in New Super Mario Bros DS (maybe also in 64 DS)! The art is really nice - I especially like the separate sprites for picked-up robots. 

I think the magnet is a lot better than the tweezers. Even if you just want to pick up a single robot out of a crowd, you can just grab the robot using the edge of the magnet hitbox. The magnet is more fun to use, anyways!

I did find a crash, however - if you try to pick up a robot whilst it's still spawning, you get a RuntimeError. This gets pretty unavoidable as things pick up!

Great job on the game!!

I don't want anybody else to have that kind of experience, so here's a little more detail!

- Blueprint cards have a resource cost printed on them. If you don't have those resources available, they won't work!

- Machines that take in / give out cards have a rectangular card-slot above them - some machines only take in cards, others only give cards out - it depends on the type of machine.

- It's common to draw a hand where you can't play anything - sometimes you need to wait for a good turn to get the ball rolling.

Thank you for the feedback!!

Thank you for playing the game!

The snow effect was done using a shader that takes in a  Viewport Texture, black by default. I paint the texture white where you walk, so it ends up like a 'height map' that the shader can use. There's other finicky stuff, but that's the gist of it!

Really satisfying sound effects, great little details like the 'thud' from the axe. Really impressive that you made this in 6 hours!

The effect on the snowballs is really pretty!

I like the risk/reward of going fast, and I like how the controls are only one key. Creative!

Awesome. Made it to wave 50! Style is awesome, gameplay loop is fun. I think the game needs larger-valued resource orbs, though, since the sheer number of sprites on screen makes it grind to a halt after you get enough drills or if you get far enough into the waves. Still, the fact that I even played long enough to have that issue is a testament to how fun the game is!

Really fun! Reached a score of 388 like WaffleVictor, but only managed to get that far because the upgrades persist after death. If you have high enough fire rate, you pretty much get a shotgun, and it feels super cool.

Splitting attention between dodging and breaking blocks pushed my two brain cells to their limits. Whenever I get crushed, it's always because I was too fixated on something else, which makes the game difficult in a really interesting way. Love the style!

It took a few attempts, but I managed a run that reached wave 13! The balancing of the game is probably exactly where you want it - I kept thinking 'my defense will last forever!' and then the next wave would always prove me wrong. 

Art is good, love the concept, wish there was more! More varieties of trees, a way to de-toxify the area, more enemies... I think this kind of tower defense has a lot of potential, and I'm surprised I haven't seen an 'area control' style of tower defense game before already. It works so well!

I'm amazed. How did you make this so fast? There's so much enemy variety and the spritework is fantastic!

Super clean pixel-art and amazing game-feel. Everything feels satisfyingly crunchy. Love it!!

I love this! I've never played a bullet hell before but this game left me wanting to play more! Atmosphere is awesome too!

Having the player be a toxic frog is really creative! The art is super cute, too, and I love how the little ghosts follow you after you lose a life. Some parts of levels are really difficult, and I would have liked it if the smallest jump possible was even smaller, so it's easier to position yourself before a precise jump. Great game!