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A member registered Jul 11, 2020 · View creator page →

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itch is not bugging, there's nothing published yet in regards to the theme.

not in the discord server as well, maybe its timezone differences... i hope they add more time to the jam :)

With only 4 days left its more of a Challenge, i'm working on an idea for a cool story based on a hole in the ground.

I always have a hard time finding or creating my SFX + Music, its going to be a platformer of sorts with a humorist twist.


Any takers?

Hi,

Thanks for playing and your feedback.

One of the things i can't manage to do properly in Game jams due to lack of time is balance :(

Things i already fixed/balanced:

  • The cheer meter goes up very quickly now, 1 cheer every 1 second, it gets hectic very fast like i originally planned
  • Killing enemies at a higher level grants cheer
  • Gifts also scale up with damage - its a new skill, improve damage or healing effect of the gifts

Hey!

I spent around 15 minutes on this and i think i finally understand what you tried to achieve, its very clever and the design is great.

the implementation could use a re-work, its very very hard to understand what to do, these type of games requires a very easy to understand tutorial + a long easy curve of scaling up difficulty.

I'm remembered to say i think i managed to complete only one after i figured out how to oil things (by pressing on that arrow)

GJ on creativity!  very interesting as well.

Hey,

First time i give 5 on creativity, this is such a great idea!!!!

I have a feeling this is going to take the first spot :)  


GJ!

Hey!

You have the core mechanics for a platformer game set up, i suggest adding basic effects which would drastically improve the game if you plan on keep developing it .  always try to finish your projects even after the jam, its good practice.

Some things you can add:

  1. Music and sounds effects for moving/jumping
  2. a Dash you can use even in mid-air, will give you more level design option on distanced platforms
  3. Idle and Jumping animations - there are a lot of predefined animations available in itch for free, you can download and use those as a reference

Hey!

This has such a great potential, The visual and atmosphere is fantastic!


I didnt understand how to create gifts and why do some resources suddenly show orange numbers (the max is 10 on a single resource?

You should defiantly think about building and improving on this idea, you can add enemies coming in, different buildings or aspects to put in that also requires you to spend additional resources.

Hey!

This has such a great potential, The visual and atmosphere is fantastic!


I didnt understand how to create gifts and why do some resources suddenly show orange numbers (the max is 10 on a single resource?

You should defiantly think about building and improving on this idea, you can add enemies coming in, different buildings or aspects to put in that also requires you to spend additional resources.

Hey,

Nice game, the movement is great.

I dont know if it becomes available farther in the game but since its called "SantaDash" i expected there to be a dash somewhere :) 

got it, good idea to add knockback :)

i'm not done with damaged effects at all thats why its not really communicated as well as it should, its a 7 day game + 7 days improvement for this Jam which mostly went into new UI hehe

Hey,


Wanted to thank you again for the comment with the odd angles, after you wrote that i started digging and i found out that i simply forgot to change some of the colliders after i revamped the UI.

For example - the round enemies still had a box shaped collider lol , which of course can affect the angle

Hi, Thanks for your feedback!

- i'm working on changing the angles , currently i'm just using collision but i'm testing doing it via code.

- you can pick up the bullet at any time you want u just need to touch it, are you saying it sometimes didnt work?   if you pick it up when its still "hot" you will loose health, when its slowed down you can pick it up during the timer (big round circle on top of it) and you'll take no damage.  

- I already made some pretty big changes to the bullet:

  • Its possible to charge it for more power, the more powerful it is the more damage it does, so you're able to kill even 3 enemies in a raw with one shot
  • Made the CD to pick it up with no damage longer, and much clearer to see now (its glowing green)

Hopefully that enhances some of the bullet experience, it is the main core of the game so it should be spot on.


Thanks for your good feedback, i really appreciate it.

Thanks for the awesome feedback, i love how your name is "NeatGames" and the first comment was "really neat"! :)


I've already implemented a few groundbreaking changes:

  1. You can now charge your bullet for Extra damage (other than just speed)
  2. If a bullet hit an enemy and it kills it, the bullet will just blast through it like a sniper rifle


Thank you for:

  • The particles shrinke and its hard to see, this is a great feedback and its not something you see unless some1 else playtests your game :)
  • User interface - yeah, i'm aware, didn't have time :)

Will definitely check your game!

Hi!

thanks for the feedback :)

its actually not a bullet hell, you only have 1 bullet and there's no swarm of enemies coming at you, at least that wasn't the plan hehe.


Its ok to pick it up when there's a round circle above it, its a timer.   maybe i should make it glow and much bigger, and green.

Thank you for playing my game and writing a nice feedback :)


I'm glad you enjoyed it, i have tons of ideas for the future but the things that bugs me the most and i also hate the most (coz i suck at it) is well - art.

Hey,

thanks for trying the game and giving good honest feedback, i appreciate it and will defiantly try your game too later on today :)

You can pick up the bullet, after the bullet slows down and its not "too hot", you'll see a red circle timer above the bullet which is the time you are allowed to pick it up without taking any damage.

if you pick it up while its still flying hot you'll take damage, but can pick it up nevertheless.


I only had time to implement a "How-To-Play" image, i didnt have time to invest in a proper tutorial like i do in most of my games but that's on the todo list :)

yep, wonky is what i was going for :)   its the exact same controls as Contra NES which was my fav arcade game.

it would be much easier to go with shot to mouse cursor trust me lol

wow that was great!!!  it was such a great design and everything just works, the sounds the visuals, and trying to get those high score combos with doing it at a very risky in-between 8 cubes is just addictive :)

Thank you man, the game (especially the controls) was based on my fav arcade game - Contra NES version :)
will check your game as well!

Sharing some thoughts - i'm tired of Pixel art, when i think of old arcade-type games its always pixel art but i'm guessing there's no mandatory obligation to use pixel art , right?

Hey,
Did i understand correctly that there's no theme here, the only theme is that its an "arcade-type" game?

Cant play, the movement seems really bugged with speed.
doesn't seem to be frame rate independent, i dont know how to implement it in Construct 3 but i think it should be done with delta time or locking it at min fps (50 or 60).


A very good example of a simple concept executed perfectly!
that was very very enjoyable, wish there were like 40 more levels :)

The last level was actually the easiest!

Thanks for your feedback.

I agree, that's something i really couldnt see as i was the one who developed it, but u're totally right the waves should be a tad different - faster, less enemies, whatever.

at some point it becomes boring on the first level.. meh, thats what u have in a jam :)

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Thank you for the feedback :)

glad to hear that part with the attacking flying bugs was interesting, i was going for a mix of genres.


I had an idea of more towers, and how to implement different towers so that it would be more engaging and also keep the player char more occupied, didnt get around to it yet .

Even though about an idea of bugs attacking towers + towers health goes down with time gradually.


my games are usually very hard, i'm glad u found it too easy.

Thank you for that feedback :)

Wish i had left more room for game and especially level design, felt half baked near the end so i ended up cutting up like5 extra levels that relied on the usage of dash, crouching, and one way platforms.


glad you enjoyed it, waiting for that video yeah.

As a person who's currently obsessed with gameJams, i love this concept!

very challenging, can't wait for the theme :)

Thank you for you nice words and feedback.

Your feedback is amazing, after i finished implementing the drone modes switch (which was a really nice idea at the beginning) is suddenly thought to myself... why?  i could just attach when the cursor is hovering on an enemy? 

it was too much of a change near the end so i just went with what i had :)  changing it is a big fundamental change in the code + it would make the tutorials wrong and just a big mess.

Good idea for spotting this unneeded huge mechanic, "a true gamer, are u" (yoda voice) :D

Yep, that's defiantly it :)  

Jumps are usually GetKeyDown, not Up.

I understand the need for it with high/low jump, but u should be able to implement it with down on jump and on Up check the state.

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Hey :)
During the last game i created i experimented with an "interactive main menu", a menu where its not just click n play, i wanted the player to live through the menu.

I started doing the same here and then i experimented with a different kind of tutorials, i had so much fun making them that by the time i was done i suddenly noticed i had no time left LOL, had some RL issues that took about 2 weeks of the entire month, so i'm left with kinda good tutorials and semi good to meh level design :)   it is what it is!   game created within 2 weeks.

as long as you have fun during the process, learn and try something new that's outside your comfort zone - that's how you grow as a game developer.  (and as a person, its a general statement - going outside your comfort zone and doing things u dont normally do = growth)


I use gamejams to get ideas for games, and i try something new each time :P  


Thanks for your kind feedback, you are 100% correct that usually in gamejams the tutorials are either in the actual levels, or just written on the game page and thats it, due to lack of time.

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Hi!
The idea is really cool, throwing balls that jump and bounce so you can have a nice combo of finding all invisible platforms in 1 go, i think adding a "score" for how many balls you throw can be a really cool idea!  (the less balls you throw is a huge multiplier for how many jumps or movement your player made to reach the end).


Regarding the actually movement of the player - it could use some major improvement.

For starters - give the ability to move without the need to jump, for some reason you can only move while jumping

The movement while jumping isn't capped, it can go really really fast. 

The simplest 2D controller + coyote jump would do wonders here.


GL, and GJ for finishing a game with these mechanics in 1 month! keep up the good work :)

Thanks for submitting and finishing a game, not hard to do in 1 month so kudos!


The gameplay itself needs some improvements:

  • The jump needs to feel less like flying - it needs to be fast and snappy, add more force, less jump time, and more gravity on landing.
  • The levers needs to have some kind of a feedback when you press on them.
  • (pressing E disables the player?)


GL!

Very nice game!!! The pixel art is fantastic and the whole atmosphere is great.

At first i thought it was weird that an ice cream cone replenishes your candle, but then i thought to myself "right, snowman!" :D 

The small details like the snow falling down, the ambiance, and that awesome moon makes all the difference. 

Too bad you couldn't make more levels, the level design on the existing ones is great, i especially liked the last one where you have to use your skill in order to reach the end with only 1 candle, no ice creams.  after a few times i was able to finish it with ~30

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Hey!

Nice game mechanic with jumping, very fluent and you dont need any tutorials which i usually like but its very clear what u need to do here.

I dont know what happens or what i'm missing (am i stupid?) , but i'm "stuck" on the first level?

its a very short one, and i have nowhere to go 


Nice game, the idea and execution of the invisible platforms is great :)

The huge fish was surprising!


I feel this is a great game to insert a double jump functionality, maybe when you eat a fly u can 1 extra jump?

nice submission!

Should defiantly put a tiny text tutorial because its not clear enough what needs to be done.

i like the idea of shooting enemies to activate platforms, thats a nice take to the "invisible" theme :)


I saw you wrote its your 2nd game developed for a Jam, keep up the good work and try to time what you have to do in order to release, dont forget about tutorials and gameplay.


keep up the good work :)

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Wow!  thats really good :)
The idea is fantastic and the execution as well, it has a "serious" atmosphere inside each room with the darkness and saw sounds, but the funny music kicks in and you see this funny look fella, it works very well.

Gameplay wise its also very entertaining, the only thing i would change is the fact that there's some kind of a delay between each clicks (i used the mouse), u can't really change direction and jump right away, its not very snappy or responsive.


great submission!

Hey!
Very nice game!!
The theme is excellent and the simplistic (semi) is very good, the atmosphere is all there!


Gameplay wise i would improve it by adding a tad more time to the music, its extremely punishing.

Even in the first level its super hard to get up there, the learning curve should be linear, start with easy and go up slowly.  in addition to making the movement a tad more snappy, if you're counting so much on those music keys and every second counts u have to make sure its fast enough and jumps high enough.


I saw other people wrote "Checkouts", i actually dont think that checkpoints make sense if the levels aren't extremely long, fixing the learning curve / difficulty wouldn't require any checkpoints.


All in all - really awesome game, i enjoyed it :)  (only got to level 2)