Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Séb

81
Posts
3
Followers
3
Following
A member registered Jun 25, 2021 · View creator page →

Creator of

Recent community posts

(1 edit)

Thanks! I tried to do a bounding box but it didn’t work out in time, I’m thinking maybe an asteroid belt to border the map. It definitely does need a proper background, that and the map are the first things I’ll be working on after the jam!

Thanks! More sounds and animations are definitely something I want to explore for the atmosphere of the game. This was one of my first experiments with camera snapping, so it definitely does need some work, I’ll try to fix the smoothing after the jam!

This was really good, what a creative take on the theme! I really enjoyed playing it (though I definitely should have read the signs properly at the start). I think an interesting idea could be that you instead bring the displayed food to the shrine and then you can get the rune in return to add to the pot. With a bit more polish on the level I could see this becoming a fantastic multiplayer party game if each player got a different recipe and you had to race!

I understand you didn’t hit your scope which is why it feels a bit unfinished, but I understand the idea you are going for, and think it could be a really good game, please do come back to it afterwards!

Pretty good concept, I really like a relaxing game like this with more of an exploration emphasis, and the music really helped to fit the vibe of the game. I think the shipwrecking mechanic is a bit annoying and doesn’t add much to the game, especially since you can shipwreck on what looks like empty sea (at least at the front right corner of the level. Other than that though, I enjoyed it a lot!

Thank you! I’m glad you enjoyed it and I’ll be sure to address these issues like the background and the map after the jam!

Thanks for the feedback! I’ll be sure to add in a map and adjust the snapping after the jam.

The concept here is really good, but for me it feels maybe a little too luck based. I’m not sure if I’m missing something, but there didn’t seem to be a way to figure out where the items were, so I was mostly guessing. Also, would love to be able to hold to keep walking! I’d be interested to see a more expanded version after the jam!

Wow, the level of polish here is amazing! Everything feels crisp and clean, from the controls to the camera and the audio and stage design! There were a couple of slightly frustrating bits, but this feels like an actual game!

This was a really nice idea. I think adding some audio would make a big difference since the visuals have a great atmosphere. Also maybe some small puzzles or something would lengthen it out a bit. Well done!

Amazing work! The building in this feels so good! The rocket controls were maybe a bit loose for my liking and some of my ore deposits got stuck under the level near the elevation changes, but this is a very impressive entry! Maybe consider showing the scan radius for the probes as well so it’s easier to plan your scans?

Really like this idea! Found it just the right amount of tricky. Would love to see an expanded version of the same concept. I had a couple of issues with it not placing a block directly in front of me, and it making a path next to the one I built when trying to fill in a square or two, so maybe some snapping logic might help the player experience.

Ah, that makes a lot of sense, mostly I’d just say you need to tweak the presentation then to give it that sense of urgency!

This was excellent! I was super impressed by the level of polish you were able to pull off within the time limit! I would definitely play an expanded version of this game. I couldn’t figure out the heavy attack, but the other abilities worked well. Some minor quality of life improvements I would like to see would be being able to hold to walk and a keybind to mine in addition to mouse click. Excellent work!

Fun take on an auto-battler for the theme, I liked it! Would be nice to have some way to heal for sure, and maybe some animations for the combat to make it more engaging since you can’t affect what is going on. I got the same item as both options once as well, which may need fixing.

This was really intense! I was impressed by how polished it all felt, the main thing for me would just be that it feels like you run out of ammo very fast, so it may be worth looking at the balance there (it felt like I was getting way more health pickups than I actually needed, so tweaking spawn rates could help perhaps?). Amazing work!

Thanks so much! Lore is a great idea, I think with a more developed release I’ll give planets more attributes as well, which will help make it easier to give them identities along side the lore.

Thanks! These are some great points and I’ll definitely incorporate them after the jam! A dash was meant to be added but didn’t make it in in time. I’m looking forward to learning how to do maps as that is new for me!

Unfortunately I’m on Mac so I can’t use the download version :(

I like the concept, but I found that it was a bit too difficult at times with a swarm of enemies descending on you and the king getting stuck between you and the enemies. With some balancing this could be a lot of fun!

This was a fun take on a shooter, almost like a roguelike, I enjoyed it quite a bit! There were some performance issues with slowdowns for me which made it a bit harder to play, and it was unclear if you could heal and where the shops were at times, but it was quite good!

I just played again to recapture the error and it happened just after the log after the third level again:

An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
RuntimeError: indirect call to null
@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.wasm:wasm-function[57725]:0x10549dd
@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.wasm:wasm-function[49149]:0xeffa8a
@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.wasm:wasm-function[8435]:0x2bd54c
@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.wasm:wasm-function[36023]:0xb152d4
invoke_iiii@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.framework.js:3:361629
@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.wasm:wasm-function[1566]:0x94ce0
@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.wasm:wasm-function[20346]:0x8642e8
@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.wasm:wasm-function[735]:0x6c476
@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.wasm:wasm-function[11859]:0x46305e
@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.wasm:wasm-function[46779]:0xeaab44
@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.wasm:wasm-function[17400]:0x607fad
@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.wasm:wasm-function[39145]:0xba4a2b
@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.wasm:wasm-function[20249]:0x85a863
@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.wasm:wasm-function[20249]:0x85a8d4
@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.wasm:wasm-function[16594]:0x56c78b
@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.wasm:wasm-function[36015]:0xb15256
browserIterationFunc@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.framework.js:3:201262
callUserCallback@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.framework.js:3:154460
runIter@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.framework.js:3:155736
Browser_mainLoop_runner@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.framework.js:3:153995

Hopefully this helps a bit!

That’s a good point, initially the camera followed the ship at a lag to give a bit of a sense of movement, but I had many camera problems so it got scrapped, I’ll definitely incorporate a better background and some form of map in the revised version, thanks!

I like the interconnected puzzle concept a lot, it’s great fun! I’d definitely like to play the finished game, and it would be great to add some sounds, but this is a great entry, nice job!

Always a fan of a neat RTS game, I think the main improvement I’d like to see aside from expanding the game, is the controls. Menus without options are just a place for a player to get stuck, and I think this game could benefit from a more traditional RTS control scheme, where you have a key per action, e.g. E to explore/harvest, F for factory, H for house, M for mine, P for power plant. you could instead use more grouped keys, but this would make the game easier to play.

Also, I wasn’t sure what the win condition was, I filled the entire surface with a decent mix of buildings so then could not do anything, and just waited for ticks to go by to see if something would happen. Keeping the win condition a mystery can be fun, but in a case like this I just don’t know what to do, and seemingly can’t progress, so may be worth adding some guidance! Great concept, hope to see it developed more after the jam!

Great idea, I enjoyed this game a lot. An issue I found is because the asteroid rotates, you can spawn while the entrance is far away (at least on lvl 2) and waste most of your energy getting to it, which is a bit of a pain, it would be ideal to make the spawn point rotate with the asteroid. Would definitely like to see an expanded version after the jam!

I liked the concept of this game, especially the very short bursts, but it crashed for me after the third day so I’m not sure if there is more that I didn’t get to play. It would be nice to expand the gameplay to involve more exploration as well as the fights!

I liked this a lot, and the concept of the dungeon collapse. I’m not sure what the safety meter was for, I didn’t seem to encounter any danger, and it seems like you can take as much time as you want before getting the key to collect things, so it might be good to have a timer for the entire game that accelerates after getting the key? Great game!

Definitely a nice concept, I think it is missing a bit of difficulty though, you can spam attacks quite quickly which means there isn’t a lot of challenge to taking out the enemies, maybe some more enemy variety or attacks would help! Gaining knowledge from dungeons is an interesting take on the theme though!

Good idea, the bullets don’t move very quickly though so you can match their speed more or less with the ship, and there doesn’t seem to be much benefit in fighting the enemy ships versus just running away to Mars. Might be good to make it a bit more of a challenge, but the handling is very nice and the concept is good!

Thanks for the feedback, these are some great points! The resources were originally planned to be a bit more advanced, but to hit the deadline I just hardcoded them in for each planet (the sprite actually corresponds to the production type!). Thanks for the idea for the camera snap issue, I’ll definitely give that a go, I’m very interested in playing with the camera more to add to my games.

Mystery is a great take on the theme, I was really impressed by how well it was all implemented in terms of the lighting and the sound given the time limit! Would be very interested to see an expanded version.

Interesting idea, I only learned about the second rules page from reading another comment, so definitely would be good to make that more obvious! I tried focusing on planets, but mostly holding the click and swinging wildly seemed to yield the best results, which made it feel a bit less fun, would be good to reward precise/strategic play a bit more!

This is an interesting concept! Unfortunately the camera did not work properly for me which made it a bit tricky to play, and the shower in the mars colony didn’t trigger the next stage, but I like the idea!

Thanks! The camera snapping was intentional to try and make it easier to see the planet info and to provide some focus, though it was meant to be a more gradual shift and it didn’t turn out quite right :S

The animations for the planets would be a good idea, maybe something with clouds or rings or little moons could be nice, I’ll keep that in mind for after the jam. I attempted a starry background, but it didn’t turn out very well, so I’ll give it another shot after! Thanks for the feedback!

This was excellent! I loved the take on the theme and I couldn’t put it down until I had completed all of the paths! Really good job, would love to see more, as well as some expanding on what the different size states do (e.g. maybe small can run across surfaces big can’t, or big can push things)

This is a really interesting concept, I like it a lot. Great take on the theme! I had some issues with the loading getting stuck when rating, but otherwise had no issues!

Thanks! A minimap has been a very common request, I’ll try to implement one after the jam, or maybe a little indicator to the nearest uncovered planet.

I had hoped to have a bit more complexity in the system beyond just buying and selling directly but ran out of time, it’s primarily meant to be a resource management game but I wanted you to be able to help the planets get to a point where they could develop on their own, I just overscoped that a little 😅

The additions sound great, I’m looking forward to seeing how it evolves after the jam!