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danfriedz

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A member registered Jul 10, 2020 · View creator page →

Creator of

Recent community posts

Hey rubicanov,
Thanks for playing! Glad you think it's a cool idea!

Good chance that this is now fixed. There was a problem with NPC traffic that was causing some memory issues. That has been sorted and I couldn't replicate this in the web version anymore.

(1 edit)

Hey Pentixel,

Thanks for checking it out. Looks like you've been busy since Rogue Robotics!

I think this might be a web-only bug. I'll see what I can do.

Ty for reporting.


Edit: 
I think this will fix itself when Godot 4.3 comes out. The Pull Request that fixes SharedArrayBuffer was merged in Jan.

I'll still see if there's anything I can do in the meantime.

Yeah good idea worth considering

A bunch of these have been addressed in version 0.0.3

0.0.3 Bugs, QOL changes and Linux build - Neon Express-Alpha by danfriedz (itch.io)

Thanks for letting me know

Hey,

Thanks for the detailed write up. I'll try respond to it all.

  • Thanks for noticing the terminal bug. Thats unintended.
  • I thought I fixed the spacebar / dialogue issue. Thanks again for reporting.
  • A continue indicator or removing the stalls in dialogue is definitely worth considering. 
  • I'll reconsider how I do driving dialogue choices. I was hoping someone would give some suggestions so thanks!
  • A compass is on my to-do list, I agree it's necessary

The roll thing is funny. So originally you could barrelroll while driving. But there's a bug with my camera plugin which has some unexpected behaviour. If you are rotated and press tab the transition to and from the terminal would have a gimble lock issue. Since its a plug-in its a bit harder to me to fix it myself.

I ended up having the ship always tend towards being parallel with the ground. Which had the added benefit of making it harder to become disoriented. Heres a gif of an old build, I was able to make tight fast turns just moving the mouse, not pressing q or e.

I didn't know that you could get stuck or roll significantly on impact. I'll look into it.


Regarding the daily expenses. Yes, I agree! The overall story is going to be a mystery that involves investigating a missing family member and why you seem to have inherited their significant debt. However, that sort of means that any daily expense would be a drop in the puddle of your already high debt. It's something I need to think about further so I'm going to put it on hold until I'm further along in the story. E.g dubious cash jobs.

Dubious deals with passengers is already in the cards too!

Thanks again for the long writeup. I'll be fixing what I can in the next upload

If you have any issues. Post them here.

thanks for checking it out and the feedback. I agree with everything 

oh you are also using godot. 👀

Thanks will do!

I've been using Godot for my last few games and can recommend it. 

Although it appears to have performance issues with chrome (just this game, not my others)

Not surprised this game did so well! It felt quite polished and had interesting gameplay.

Congratulations on your score 🎉

I was worried you weren't gonna get many plays/reviews with the virus stuff.

Congratulations! On #2 overall 🎉

Congratulations on winning! This game was rad

thanks for playing!

I agree about the wider fov too!

Yeah maybe a bit too dark?

I made mine a gif and instantly had a person saying they noticed and liked it.

(1 edit)

adding strafing would be good.

maybe up the fire rate and remove the overheating

Visually it's nice. The contract between the vivid colors and the black void looks nice. 

Otherwise a good submission!

I liked this one! Visually and the music was good too.

Movement could be more responsive.

Sometimes it was hard to avoid damage (exploding enemy). 

The end stage boss with its attack pattern was sick.

This is visually very cool! font and the 3D looks nice

Because of the small view I felt like i got overwhelmed quickly. So i didn't get far.

A restart button would be good!

(1 edit)

This a great game. it feels quite polished too!

Little things i liked:

  • The how to play menu + tutorial messages
  • The upgrade screen appeared to have a lot of depth to it!
  • Doors to the next levels always seemed to face the north, nice an visible
  • The message when the room is complete.

I never felt lost! which considering  the game has several weapons is pretty cool. 

Perhaps the cover art could be improved? I don't have any tips though!

This is cool. I played it for longer than i thought I would. Couldn't get to the end though.

Its cool that you randomized the levels too!

One of the best videos i watched recently that has really influenced me is this on below. I mention it because I was reminded of a quote from it. it was something like. 

"If you have a button that does something in your game, you need to give the player a reason not to press it".

I noticed I was holding down the attack button, and because the attack has a long initial attack it becomes a little passive. e.g I'll aim towards the enemy and concentrate on dodging attacks.

Just throwing ideas around:

  • maybe you could have a melee attack, and maybe you could parry or re-deflect attacks if you melee attack the projectile.
  • slight recoil on the shot might make the movement a little more active, as you would need to reposition.
  • Maybe the stationary enemies could do a brief chase for a few seconds, then switch back to shooting. That way they are always pushing you and making you adapt.

Anyway! Great submission!

 

hey, it seems cool but i couldn't really tell is i was correctly attacking enemies. Do you have to colour match them to deal damage?

hey, I rated it other other day it was cool!

Hey! Thanks for mentioning the gif. It was such a pain to get it under 3mb! Glad to see it was worth it.

The levels were all spat out in the last day of the jam so they are essentially duplicates of each other. The enemies are also really simple untill you hit the boss. Unfortunately I had to spend more time on systems and didn't get these aspects as polished as I would like.


Thanks for playing and the feedback! 

Managed to get it working via the itch app.

This game is fantastic and is definitely a highlight of the jam. I definitely could see this being a full-game, especially as a mobile game with motion controls.

Hey, haven't rated yet but it keeps getting picked up as a virus by my computer. My usual methods can't seem to open it. Any advice?

Art is nice and i liked the music

Slow Mo is fun and makes the bullets sound nice and meaty!

An interesting mash of genres!
I'm not sure if it's possible but can your character actively attack during the tower defense stage?

This is fantastic!

Could use polishing on some aspects e.g movement on the planet but for a game jam this feels really nice.

Loved the zooming in/out of the camera around planets it made the game feel cinematic.

Music is great and I love how featured it is via in game systems.

the colours and the way the cover drops in is very satisfying 

This is visually very nice!

it's hard to tell the differences between the weapons/why they should be used.

the music is nice but it could use some more sfx.

overall, great job!

I loved this!
it's very satisfying when the bullet bounces right back at you, almost like a trick shot.

improvements would be to do with feedback, it would be nice to know which enemy in a group you hit (white flash the enemy + knockback + sfx?)

great job!

i enjoyed this quite a bit. the movement is fun although i wish i could hold a direction as it was hurting after a little bit. Took a little while to understand some mechanics (potions).

Overall it's a good game!

i enjoyed this quite a bit. the movement is fun although i wish i could hold a direction as it was hurting after a little bit. Took a little while to understand some mechanics (potions).

Overall it's a good game!

i enjoyed this quite a bit. the movement is fun although i wish i could hold a direction as it was hurting after a little bit. Took a little while to understand some mechanics (potions).

Overall it's a good game!

Thanks for playing wispy.

I agree with the recoil it's a bit much!

The dodgeroll gives you invincibility frames, it alternatives rolling 90degrees to the left and right of the mouse cursor.

 I wrote down to change it so it only rolls in one direction but forgot to change it before submitting! (Whoops). 

Hey Josh thanks for playing. I've spent the night trying to resolve this and it appears to be a browser-specific issue. I included a Windows download. Otherwise, give Microsoft Edge a try.

Thanks for playing poogni!

Thanks for the feedback!