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Dancovich

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A member registered Jul 13, 2020 · View creator page →

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Thank you for your words.

I agree about the physics and controls. It's something I intended to improve but ran out of time. I'll try to fix it post jam.

About the fire... this is a pretty low res game, so scaling down usually makes things awful, but maybe if I make the fire big enough this can work. I'll give it a try.

Again, thank you for playing my little game.

Thanks for playing and for your comments.

I agree about the difficulty for jams. I noticed that the levels were on the easy side but it didn't seem people could just breeze though levels, so I felt the difficulty was alright.

I intend to improve on the direction indication. I wasn't super happy with it in the end but I ran out of time.

I also feel I need one extra dialog when the black hole is first introduced. It takes a while to figure out how to use it to clear levels.

Again thanks for your comments.

A solid game overall. Visuals are very well done and music is relaxing, which fits the gameplay.

The idea of creating entire solar systems with your truck is very neat. My only gripe was that it took me a while to notice the instructions aren't dead set, so I can complete a planet that requires 30/20/50 with 29/21/50 for example. I kept trying to match the proportions but couldn't get it right.

Congratulations on a very well done game.

It's running fine here on all browsers on Windows. Could you please check this site and run the demos? If it's an overall issue with WebGL on your browser you'll probably have the same issue in these demos as well.
https://webglsamples.org/

Thank you for playing.

Yeah, I'll definitely improve on this after the jam. Others complained about the same thing and I wasn't happy with the result either, but there wasn't enough time to change it before submitting. Just jam  things™, hehe.

Thank you for playing and your suggestions.

About the jump indicator, I agree. I wasn't particular happy with it in the end and others complained as well. I intend on improving this after the jam (if real life lets me).

The black hole was a frustration of mine. I intended to introduce the same dialog I had at the beginning every time a new hazard was introduced, just to give a tip on how the hazard worked. The final levels were also not what I've liked. In the end I just hadn't enough time and went with something that worked.

The sling control doesn't have a defined radius, you can click anywhere on the screen. I can't blame you for not knowing this though, again, no time to create systems to teach the player how to play the game. One suggestion some other player gave me that I liked is to place a marker where you started clicking, making it easier to judge direction and pull strength.

Nice suggestion about the air meter. I confess that mechanic didn't have an official name as it was a fix for an issue the game had. At a certain point in development the black hole could lock you into orbit, basically soft locking the game. I added a "time in air" mechanic to avoid that and liked it as an added layer of difficulty. I intend to improve on the timed aspect, maybe even adding an overal timer and a speedrun mode.

I wish I could play it more, but I don't have anyone to try it with me. 

I managed to somehow control both characters and get a feel for the game. It's pretty fun and a nice interpretation on the idea of "space". Congratulations.

That's very impressive for a 12h game. If you told me you used the full 9 days I would've believed you. Only wish you could use keyboard or controllers as well (I'm not used to inverted controls on mouse) but it's totally understandable for the time you had. Congratulations.

Music is relaxing. Wish the system had some interactivity.

Loved the art and music. Game is though, specially the green enemies that just ram you continuously. The music getting intense during a battle was a nice touch. Congratulations.

Thank you for the kind words. I definitely plan on improving upon it, let's see if the real world agrees with me though.

Thank you for playing. Good suggestion on the mouse drag center, I plan on improving the game after the jam and I'll try to implement that.

Thank you for playing and for your comments, the best part of the jam is having others play your game and give you their impressions

The idea was to have various types of black holes (at least an additional one that pushes you) and have the visuals represent better the area of effect of them, but I ran out of time.

I intend to improve the game after the jam and one of the ideas is to develop an editor tool to predict the trajectory, so that I have an easier time designing the levels. Maybe have this system work during gameplay too would be nice, at least for an "easy" level.

I agree levels are a bit easy right now and after the jam I intend to fork this game and design new levels. I had very little time to actually do level design and I thought that if I could find the right balance of easy but still challenging then the game would be easier to play during a jam.

About the tiles I could've simply created tiles beyond the border, which would give the impression they connect, but I found a glitch where you could stand in those tiles and get lost outside of the screen, so I avoided placing tiles outside your fov. Definitely will try to improve that and the layers.

Thanks for playing and for your suggestions.

What a nice and polished game. Loved the fact you lose forward thrust when you connect your ship to the current objective. Controls are hard but fair and actually pretty tight. Congratulations.

Now I feel dumb, the game says that in the tutorial. Thanks, gonna give it another go to see if I can finish it.

Loved the idea of a story driven sci-fi rogue like. The visuals are very nice and the aesthetics fit the theme perfectly.

Everyone is talking about a wormhole that I never got to encounter, so the variety of events is nice.

My only wish is that it was longer. My first play through had only three events and then I reached my destination. I do understand this kind of system is hell to implement in the time span of a jam so I commend you for going for such a complex system and pulling it off.

Congratulations.

Controls are very tight. I love that the blue ships don't simply follow you. Dodging projectiles using the asteroids was fun. Congratulations, solid and fun game.

Holy... I feel I need to go to engineering school to play this. I was able to make the vehicle move around and dodge rocks, so that's nice I guess.

Very well done, congratulations.

That's a solid game. Things get hectic in no time at all. Very fun game, congratulations.

Congratulations for your first jam. This is a pretty solid and fun game. Controls are a little tricky to get used to but I was dodging bullets in no time... until I scanned my 4th or 5th ship and all hell broke lose. Very good game.

Color me intrigued. I'm still trying to figure things out.

Windows build seems too be a debug one. The game stutters like crazy when switching rooms. Maybe the debug build is the cause?

Very well made game, congratulations. Got me hooked for some time trying to get all upgrades. The fact it saves your progress is a godsend.

Took me a while to realize you spend carrots (score) to shoot, so it gives a choice of trying to maximize score or get out of a tight spot. Very neat, congratulations.

Nice sprites. Controls seems to be bugged, if I hold left (A) for too long the ship gets stuck going to the left. Congratulations for the submission.

Don't bash yourself so hard, I think it was pretty fun.

Main issue for me is that using arrows to move through the bridges is too hard. None of the bridges connect in a right angle so I need to do very small steps or else I fall and die.

Congratulations.

Very fun game. The fog of war added a good dose of suspense. Congratulations

Loved the visuals. The shots orbiting the planet was a nice touch, but I wasn't able to test if you can hit yourself.

As a suggestion, the tutorial level should give credits to the next stage right away, or at least show a message saying "Not enough credits" when you try to click a locked planet.

Very good entry, congratulations.

Thanks. I tried making the tail remake your steps but that made dodging thorns easier, which defeated the purpose of choosing between swallowing the food right away or keeping it for longer. Making the tail follow you made it very complicated to make the head collide with the tail so I did some testing and decided to allow the head to touch the tail.

Music was made by a friend of mine, he's very talented. He made this one for a game that never got released and he thought it fitted my game so he allowed me to use it. I think this song is pretty simplistic compared to his best work (and he does too), probably because it was intended for a simple math teaching game.

I tried minimizing the impact of checking for a free spot in some ways.

Every apple or spike is added to a group and on every spawn attempt I go through this list checking the distance squared (to avoid a square root calculation) to the position I want to spawn. If it's bellow a threshold I'll elect a new point and start again.

On each frame that I want to spawn I limit the number of searches. If I reach a limit on that frame I won't spawn a new object, to avoid hanging up the game.

Even then I would probably remove this random factor in future updates and go with your idea of various levels with different map layouts. It would probably have objectives as well.

Good idea about the rotten apples, although I would probably not remove a segment because that's actually a bonus. One effect could be that the snake gets sick, which makes her minimum head size a little larger for some time.

Thanks for your reply and suggestions.

Yeah, definitely need to fine tune the spawning mechanic. The way it works is that I choose a random spot and then measure the distance of this spot to the player (all segments) and to other objects to avoid overlapping. If there's nothing inside a certain radius then I spawn the object there. Each type of object (thorn, apple) has a radius but I didn't dedicate as much time as I wanted to fine tune them.

Also the gameplay could use more variety. One suggestion I saw on stream (I think ACD stream) was to be able to destroy the thorns somehow and I figured out I could spit the apples instead of swallowing, losing the points but destroying a thorn. It would require a minimum of X apples on your mouth to avoid spamming. I might try that later.

Thank you for playing and for the feedback.

Thanks from Brazil ;)

The sprite is scaled just through the scale parameter the Sprite node has. The collision shape I apply the same scale multiplier on the radius of the circle shape. I did a few tests with visible collisions on and the shape does align quite well with the sprite even at larger scales.

Thank you for playing and for the kind words

I doubt there's still time but here's my game.

https://dancovich.itch.io/hungry-snake

Very nice, loved the sprites.

I didn't get attacked or lost health in any way can the vines attack and I'm just that good?

Congratulations.

Took me a while to figure out the controls but once I did it was pretty addicting. Congratulations.

Here's my entry
https://dancovich.itch.io/hungry-snake

The visuals are nice and music is relaxing. Right now there's nothing much to do but I imagine this growing into a nice little farm simulator, with resources you have to manage and hazards you have to remove from your crops. Congratulations.

I liked a lot the idea of taking your size into consideration. Very creative twist, congratulations.