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CrankyCranton

55
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A member registered Oct 04, 2021 · View creator page →

Creator of

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Rule 4: "Create a new public GitHub repository to store the source code and any assets you’re able to share for your entry and push your changes before December 1 13:37 PT."

Because it says "public", I think so.

Awesome map design! It was quite satisfying when you would unlock a new shortcut with the fuses. The only thing I felt it lacked was a more in-depth storyline.

I got 65. :-D

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Nice & simple! Got back to the ship with 1% left. Not very challenging to the mind IMO, but soothing. I really liked how the astronaut would step to the music.

Thank you for the feedback!

The Piano Ninja was the music composer.

A mesmerizing game. The ending wasn't very satisfactory, but I guess that's the point. Putting up the help stand was a cool way to give instructions.

The graphics are nice. The gameplay was dull to me, but that's probably just my personal preferences. The first time through, I couldn't find out how to get to the trash compactor, but after re-reading 'How to Play', it was clear. After finishing a game and going back to the main menu, the buttons wouldn't pop out. They still worked, just no visual feedback on what button you're currently on. The mini map was super helpful.

Thanks for sharing your game!

Cute kitties! The intro text went by sort of quickly. Maybe tell the player to press a button to continue? I wasn't able to hit many of the actions. Good music!

Love the art! I used the spread gun, but didn't try out the other weapons too much. Sometimes when the bullets were fired, it felt like there wasn't any 'space' to doge them. The ending was funny.

Thanks for playing! The Piano Ninja made the music.

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1. The rules don't seem to specify that the games must be created during the submission period.

2. Under the Prize section: "Also,the winning game will be CONTINUED developed by other devs(Of course we will ask your permission) and will be submitted on another game jam." What is the other jam? Do the winners still retain full ownership of their game?

3. Is vector art allowed?

Thanks! I'll try it out.

The font wouldn't load on my browser:

Do I need to have a particular font installed on my system?

Another thought: The eagles come in less and at random intervals so that they feel more special when they do appear.

Hello!

The black and white art style gives the game a nice retro feeling! I thoroughly enjoyed slaying the giants, because of their size. Having to wait in the water was a bit boring. Would play the game through, but the game starts getting laggy over time, causing the player to fall off the map.

Oh, yeah. I forgot to map the directions for opening the vault to the WASD keys, as well as arrows.

Thanks for playing!

Cool game!

I liked all the shaders, but I had to disable the heat shader in settings because it was making the game lag. I enjoyed spamming the left mouse button shooting aliens. Tried holding it, but it seemed to shoot a lot slower (about 1–2 shots per second).

The fast movement in combination with being able to fall was frustrating, but I guess that's part of the challenge. The spinning earth on the title screen was interesting! I didn't get what the pickups did (except for armor; found that out after paying more attention to the health bar), but figured they did something good (perhaps more visual feedback would help?). The heat damaging the player slowly gave an intense feeling to the game.

Thanks for submitting the game!

Great game!

The art looks amazing, and the music fit the mood well! It took me a while to figure out how to use the fire bolt jump boost, but it was still playable without it. I don't think Orcus dealt any damage. I liked the large variety of different enemy behaviors.

The village was a nice way to make the story feel like it's part of the game rather than an independent chunk of text in the game description. A finishing touch could be to have a cutscene or something at the end of the hero saving the town.

Thanks for creating the game!

Bug:

This might be because an autoloaded script isn't being reset for the player's score.
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Making quick comment because the jam's not over yet.

Bug 1: Player can fall off the map to the left:


Bug 2: player can get stuck here:

This might relate to bug 2:

Bug 3: I think it crashed. Music is still going, but the game stopped:

It stopped when I pressed Q to attack in mid-air.

Hello!

I liked the billboard art style! The weapon switching mechanic was hard to understand, and it was a bit hard to see. Reducing the movement smoothing might make the controls feel more responsive. The giant boss was fun to fight. I wasn't sure what the weapon icon at the top of the doors meant, but assumed they told what weapon I would get by traveling through that door.

The music got a bit annoying. Maybe a longer loopable track that continuously goes on in between the levels? In the win/lose screen, it seemed as if the game was still running in the background. But other than that, nice arcade feeling!

I think art and sound/music are supposed to be credited in the same way.  with the love studios would know for sure.

OK. I messaged comradeBoogey456.

I'll team up with COMRADECHOnKy. If everyone wants to, maybe we could all team up! Not sure if the game engine compatibility stuff will work out, though. COMRADECHOnKy and I use Godot.

And I have a brother who's a game designer, but he is pretty busy with school, so he might not have the time.

Hello! I would be open to teaming up. I use Godot, and can pretty much only program. I already messaged on the post 'Music Composers searching for a Team!', and am not sure if I will team up with them. Perhaps if everyone wants to, we could make one big team :D!

I believe you can still create your own art, but just have to post it on OGA.

I'd like to team up. I can code in Godot, but can't do any art (but that's what OpenGameArt's for :D!)

Here is my itch page: https://crankycranton.itch.io/

That is an interesting idea! I put it into the updated version with the key 'C' (or 'B' on a controller) assigned to the action.

Hello! I just updated the game on a different page here: https://crankycranton.itch.io/electro-leap-post-jam

And, just wondering, but did anyone notice that I forgot to make level 2's soundtrack loop?

Thanks for the review!

The camera does seem to be quite a problem (*o*)! I got the camera working on my local version, and will update the game after the voting. In the last level, do you think removing some enemies, adding a boss, and/or enlarging the platform might help? Perhaps the scoring system could be time based, or how many times you got hit or fell (at the end of each level: "you made it! But you fell x number of times!").

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Thanks for commenting!

Because I was using the Compatibility renderer in Godot to have it work in the browser, I wasn't able to put in shadows. But I guess should have changed the renderer to Foward+ (which I don't think it supports HTML5), or make custom shadows.

Oh, yeah. About the sword... one of our pre-release play-testers asked the same question. It did function in early development. We wanted to have the player move whenever he attacked to give the game a dynamic ninja feel. So, we initially had the sword swing when you jumped, but it didn't feel good because you had to get at the right angle to an enemy to use it. So, we took out the functionality and left the mesh in because it looked cool (but perhaps it is a bit too misleading).
Does the grenade make up for the sword? :)

Thanks for playing!

I made the camera automatically move because of the co-op mode, but it turned out to be even more frustrating in that mode than in single player :/. I was considering making the camera only rotate when the player was standing still, or have the camera look at some hard-coded positions, but for some reason or other, I didn't even try them out.

Thanks for making the game.

I tried the game with my brother. We enjoyed walking around, picking mushrooms, and looking at the landscape. The beautiful art and realistic audio made me feel like I was really there!

It took us a little while to figure out how to interact with the world, but my brother eventually found out that 'E' did something after pressing just about every key on the keyboard (maybe LMB would have been more intuitive?) We weren't able to catch anything, but I have heard tell that it is possible from other commenters, so perhaps I should try it out some more. Also, the turtle on a stick behind the waterfall was a nice detail.

We found a way to climb the mountains by going through the waterway arch and climbing the mountains from the other side. It's a nice view up there, being able to look over the entire map. It was also possible to fall off the map by going through the backdrop. When hopping on the sticks on the rock in the water, I got stuck. This might be because the collision shape was too detailed, lifting the player's feet off the ground.

The player's pill shape casts a shadow, but it's not very noticeable. I didn't quite understand how to win, but this is the one of the first open world games that I've played, so perhaps a win screen is not usually needed in this genre of game. I tried trapping Benjamin, but it didn't do anything (^_^). It would have been nice if Benjamin had an idling animation, to make him look alive. We were confused about what to do after we finished laying our traps and Benjamin told us to get some rest. We tried walking into the tent to sleep, but it didn't do anything.

A day and night cycle might make the game look even better than it already is, but the game looks astounding anyway! The 3D sound of the waterfall also sounded nice.


Thanks for submitting the game!



P.S. I use Godot as well.

Is it alright to implement networking as long as there are no logins/accounts?

What a review! I didn't expect anyone to put so much care into any game that I made.

I still have plans to keep on working on it, but it might be a while before I get around to it.

Thanks!

Yeah, there is currently a bug scuttling around, where if you click the gourd buttons, then every time you harvest, it will use a gourd if you still have any (harvest is space). This bug will be fixed after the voting stage (the fix is quite simple), but for now the hotkeys (Pumpkin Pie: 1 or P, Banana Squash: 2 or B, Cucumber Cracker: 3 or C, Red Pepper: 4 or R) work without any issues.


Thanks for playing! I hope that pumpkin was delicious!

Thanks for the review!

A work-around for the space bar bug is to use the hotkeys (Pumpkin Pie: 1 or P, Banana Squash: 2 or B, Cucumber Cracker: 3 or C, Red Pepper: 4 or R) instead of clicking on the buttons.

OK, I can wait till after voting to fix the bug.

I will go update the credits.

Super fun game! Not being able to go diagonal made it a bit difficult to maneuver pumpkin man. The ghost not harming you was an interesting design feature, because the guy was quite distracting when fighting the vampire. The vampires felt a bit robotic, not moving around and all, but they were still fun to fight.

I actually forgot myself, but I referenced the rules page, and it said to use the Dpad/Cpad buttons pointing away from the controller (on an Xbox controller: Dpad left/ Cpad B). The build zone on both tanks must also be clear (it builds one portal at each build zone), and you must have at least 30 oil.