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DomTrues

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A member registered May 22, 2022 · View creator page →

Creator of

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I'm overjoyed that you decided to go head first into game jams for your first projects involving game development. Nothing is obviously broken which is good. For something where your jump height is dictated by how fast you are running, I highly recommend having the ability to change the speed you are going - as of right now your only movement speed is flooring it, which works for longer platforms but for a lot of jumps (like the clouds) it can make the controls a bit cumbersome when trying to make it across while avoiding bullets.

If this is your first game and you got it to the point where you were able to make a submission with it on a game jam, that's great! I remember my first few game jams were complete flops and we failed to get submissions in, so keep up that momentum!

This is really impressive for a jam project! Question for you: does classic SMT have any influence on the design of this? The controls and the indicator of who's next in a battle are great!

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I adore the controls on this game. I understand you were on a time crunch for this game which is why it feels a bit incomplete. That being said, if you do plan to any more with this project, aside of the obvious stuff, I highly recommend unique interactions with the cart, like a potential lose condition being flipping the cart over. (I noticed the cart can rotate a bit off axis, and then corrects itself - but what if it didn't?)

Also, those cutscenes with the microphones. what in the world are you recording on? Because the audio quality of the audio is smooth.

Reminds me of those minigames on SM64DS and NSMB where you have to find Luigi in the crowd of other faces! Cool idea!

Love the game idea! I did find that killing the cops after they came after you was the most optimal strategy to escape safely, so maybe if you do anything with this game post-jam, you could start by finding a way to make the cops more dangerous - like for example, giving them more health.

Yar!!!! Me pirate cannon is semi-automatic!!!!

Fun concept overall! I also like that you've made it so the money you get from killing pirates with a bounty lets you upgrade your stuff. This is good for a prototype.

Hey! Love what y'all did here! The lasso mechanic is really unique! I've noticed that what you can do with the lasso mechanic is to catch multiple people at once - so what I recommend you guys do if you take this project any further (aside of the obvious polish stuff that would come with a project outside of a game jam) would be to have it so the amount of money you get multiplies if you catch multiple at once.

It'll encourage players to take the higher risk of having multiple gunmen trying to shoot at them so they could get more money out of it!

You have the settings, the quality of life and the indicators on the screen that show you where your targets are, even if they are off screen. This is well done!

Art style is very appealing and I love the way you guys implemented the need to strategize and reduce risk on your plants being yoinked out of existence.

Love the music, art style and game concept!

❤️

Thanks for your feedback! I'm glad you liked our game.

Yeah, for the wall jumping, originally we had a system where it was extremely easy to scale up walls but in exchange you were forced to go in the direction perpendicular to the wall. Someone then suggested to make it so the wall jumping takes your momentum into account for the direction you go, which while it is much easier for speeding around that way, you also have to rely on set ups to get on top of a tower.

If we do anything more with this post-jam, I will definitely make sure to tune it to try to find a way to get both.

Thank you for your feedback! Glad you liked it! (and thanks for actually giving the desktop build a chance lol)

Thank you very much for your feedback, and we're glad you liked the game!

Truth be told, on the topic of the wall jumping, originally jumping up walls was way easier but then someone suggested that I instead have the wall jumps inherit your momentum. Now I'm not entirely sure about if my implementation was exactly a great one, as LITERALLY TODAY I finally found a set up that lets you scale walls with the current system.

All of that said, if we do anything more with this game, we'll definitely tune the wall jumping to try to get them feeling good and to allow it to enhance movement and scaling up walls.

Thank you so much your feedback, and we're glad you like our game!

I am very sorry about the lack of save data, we were talking about implementing a proper save system but unfortunately we ran out of time for that.

Your need for arrow keys is also noted, if we do anything more with this game, save data and customization controls will be the first on the list.

I got a bounty for collecting Bounty in the Bounty shop. Fun idea! My laptop was crying when a lot of the enraged customers were chasing me-

Out of all the ones I've tried so far, this was the most fun! Love the visuals and the Halloween goodies. Also, nice that your interpretations of the bounty theme was the less obvious one instead of just going straight for "off with their heads".

One thing I should mention, which isn't a big issue - but while the camera does stop at the end of the level, it would appear the demon themselves does not. Again, not a big issue, but if you plan to do anything else with this project, I'd put that on the list!

Other than that, well done!

You can't go wrong with an arcade game for a game jam! Love the gameplay and the visuals! Also, this is *incredibly* polished for a solo project. Good job!

Also, "Oops" is diabolical.

Holy cow I got my entire team killed. Love that your choices matter, because your teammates don't come back if they're dead. Also, the art is great!

Hey! Love the way you went with this! Visuals and audio are great.

For moving the troops around, I highly recommend having indicators on which troop you've selected for what tiles they can move to., sort of like how those mobile chess games do it.

The animations on this game are POLISHED. Also, love that you have to be careful at the beginning but you get more room to make mistakes as you buy more shelves to put items on.

Not bad for 4 days of work.

I would recommend for next time though that you make sure your basics are good to go before you start adding the stuff based on the wild cards (especially since they weren't to be part of the judging criteria per the rules) - your first person controller's looking up and down isn't clamped.

The coins never went away after going into them so my buddy and I were just killing each other and farming off each other's gold. Fun game LOL, love the room code implementation for easy multiplayer

PS1 graphic style for the win!!! Love the power ups, More bullets per second + more damage = YIPPEE!!!

Love the humor and the art style! Gameplay is also pretty unique! I wonder if Balatro was a rough inspiration for the cards

Love this! Visuals are great and the drawing is really fun. I've reinforced that my drawing is terrible

Really appreciate it! There's only 4 levels but me and my folks plan to iron out the wrinkles, flesh it out and polish it a lot more (post jam obviously)

This method of movement is pretty unorthodox, I quite like it lol

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WOOOOOOOOO we got it in on time! Good job, team!

I'm honestly not sure, I'm not particularly proud of how this ended up because it was a lot of band-aid solutions for a lack of time. (If anyone goes out of their way to download the .PCK file for this, since its a Godot game, they'd see what I mean)

I'd probably look into making this into a game eventually if I come up with any ideas to reinforce and improve on the base concepts for everything. I'd also hopefully have more experience with level design by the time that comes around.

PETS PETS PETS PETS PETS

Wholesome interpretation of the theme, very polished as well.

Really appreciate the feedback! The main composer on this game was very happy to hear what you had to say as well. The idea has crossed our minds to make this into a full game eventually, but only time will tell.

We all appreciate your feedback! Thank you for taking the time to check out our game.

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Hey, I appreciate the feedback! Your idea of "difficulty with someone who doesn't show outward signs of zombiness" is a great one. We were hoping to add something similar to what you're referring to onto our game, but we ended up running out of time and improvising needed to take place. If we do end up digging this project out  of our archive to make a full game eventually, there is so much more we wish to add to it.

Hey, there. Thank you for your feedback. Most of your issues were actually due to me forgetting to add a little extra information. I updated the description, but here's how it should be working:

  • Calling security costs $15, if you don't have money to afford it, it's effectively game over after infection spreads.
  • If a person has no wounds, they cannot be a zombie, and are safe to enter.