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delphonso

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A member registered Jul 05, 2018 · View creator page →

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I think this game idea is the most likely for me to return to and take another crack at it, once my skills have improved. In this version, the word you input is used as the seed for the random() function that determines things such as "strength", "movement frequency", "movement distance", and a few other variables I've forgotten. There's also something involved with the string length, but as this was a jam game, the details are fuzzy. 

This means that in general, longer words are "better", and also that words behave the same way every time you put them in. Originally the idea was to do some fancy math on the words so that similar words would behave similarly. I never got to that point, but I'm still interested in that. I'd also like to allow words to meet and generate new words, as if they were little bugs running around and birthing new bugs (obviously some mixing of the words together).

I'll likely bring elements of the design and code into other projects, but the topics and events might be left behind, for now. Still, you might consider running a one-shot of a tabletop game with this as the setting!

ayyyyy

Thanks Tracer. It was a fun project!

Yeah, if I took another crack at this, I'd probably go fantasy with the standard enemies you encounter in whatever tabletop you play. Maybe even let the user choose from lists of enemy types.

Thanks a lot!

Cheers, thanks!

Thanks! Glad I got to play this too, since it might be my favorite of the jam. This reminds me of an old flash-game I used to play as a little ship dodging a field of cubes. Exciting!

The animations are good, and you did a solid job on the old formula - when I hit the "deliver the pizzas in 30" the text is cut off from the screen and the game froze up - which is a shame because I'm interested to see where it goes.

Glad I got a chance to play it! This is an interesting puzzle model - obviously it's quite hard, but with a lives system, this could make for a game on its own!

If you're willing to give us a peek at your code, you can also just throw up the project file and we can import it. This was a last hurrah for Godot 3 for me, so I'm migrating to 4 now.

(1 edit)

I'll throw the tutorial up when I get back to my computer (and my internet history). It's all generated with OpenSimplexNoise, which has changed in Godot 4. All the history was just strings that I wrote in one long push.


Edit: https://www.redblobgames.com/maps/terrain-from-noise/

This and also some guidance from Candlelocks, who's game Aegea has similar map gen.


Yeah, it was exciting to make but the instant I playtested it I thought 'well this is a lot less fun than I hoped.'

Yeah, would have loved to add...you know, a game to this, but I only squeaked by 3 hours with all the strings. Thanks for playing!

I actually like the weird floaty controls and the lazy-chase the enemies give. Some sound effects and some clearer goal and this could be pretty fun.

My concentration was through the roof. Well done! The shader in particular is very good, and the control scheme is unique but smooth.

Looks good and runs well enough - the second-counter is nice. The most fun I had was dying and then leaving the game going to amass ink blobs.

Any chance you could export this for HTML or for Linux?

This was a cute experience. Well done! The bugs were actually an exciting and well-balanced experience.

Feels good and smooth and the animations/particle effects are rock-solid. Would be nice to be bound into the screen or have an asteroids-like edgewrap. Otherwise, add upgrades and you've got a decent foundation for a game!

Honestly this game is a goof, but that rainbow shake color shift is actually really cool.

Nice! It was a fun experience - well done on enemy spawning being done outside player view, but occasionally two would spawn in the same place, then flip out as they occupied the same area. Might have just let them move through each other or gave them some squeezing room, as they're pretty easy to get stuck on bushes/each other.

Congrats on your first game! The collisions are a little unforgiving and occasionally you hit impossible scenarios, but for 3 hours, it's solid.

It is what it says on the tin. There's a lot of good detail here - in the player body and the kickback on the gun, and even the enemy variety (simple, but clear).

Nice little experience here. Feels like a training program to get good at shmups. The art all went together really well.

The itch page is inaccessible.

Could you export this to HTML or for Linux?

Any chance to export for something other than Windows?

Really fun! Whether intentional or not, it's really satisfying to shoot your own bullets while they ricochet and send them flying into an enemy.

Any chance you could put this up in HTML or for Linux?

Same same! This was a fun one to crank out in three hours. Hope it was productive for everyone!

Right on! Good luck, everyone!

When you submit, only one person can submit the project (or else we'll see the same project twice!). You will be able to link to other people's pages in your game description. 


If you partner wants to review games, they should join as well, though, as only those who joined the jam can review games for it.

No worries! Network issues are no surprise for me.

Farwoods Linux sits seemingly forever on "downloading game files". Any advice on what to mess with?

Best game of the jam, so far! Great polish and design, plus very cool use of the wildcards! Loved it!

Great looking game - well done and feels pretty polished!

Nice little experience there. The fundamentals here are all rock solid - controls, connections, I presume areas, etc. Other than that bundle bug, this was a great first submission. Keep up the good work!