Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Doodlinka

80
Posts
1
Topics
5
Followers
A member registered Dec 05, 2019 · View creator page →

Creator of

Recent community posts

Could be a fun mobile time-killer if polished! But please, never EVER mix pixels of different sizes! You can ensure this doesn’t happen by deciding on a resolution for your art in advance and drawing everything as if the window’s size was as small as your art pretends it is. In Godot, you can accomplish this by going to the Window section of the project settings, setting the viewport width and height to the smallest values, at which your game would render pixels at a 1:1 ratio, setting stretch mode to “viewport” and scale mode to “integer”.

Could be a fun mobile time-killer if polished! But please, never EVER mix pixels of different sizes! You can ensure this doesn’t happen by deciding on a resolution for your art in advance and drawing everything as if the window’s size was as small as your art pretends it is. In Godot, you can accomplish this by going to the Window section of the project settings, setting the viewport width and height to the smallest values, at which your game would render pixels at a 1:1 ratio, setting stretch mode to “viewport” and scale mode to “integer”.

(1 edit)

I see great potential in this one: the premise is interesting and the atmosphere is spot-on. But the game really suffers from a lack of a tutorial or at least illustrated instructions. I lost on day 2 because I couldn’t figure out what do the power controls described in the booklet correspond to on the actual panel…

Well-made and fun!

Well-made and fun!

I’m guessing this was made for those already familiar with driving simulators? Absolutely nothing is explained, not even the controls. The camera flips when you’re trying to reverse and it’s very disorienting. The graphics are nice, but could use some more contrast: I kept running into walls and dead ends obscured by the shadows. It’s decent once you get used to it, though!

actually a masterpiece (the ms paint graphics add to it somehow)

Early-game is fun, but it lags like hell once you get to the final upgrades. The parts blend into the background, and the small white font isn’t always clear. The autofire was very helpful!

(1 edit)

A fun platformer with (mostly) good level design and good music. I do have nitpicks though: the background saws are distracting, the jump is too floaty (at least for my taste), and the rhombus hitbox is a sin.

I came from the playtesting channel, not realizing how ancient it is

Fun little game, but I do have a couple issues/nitpicks. Most importantly, even on easy, the maximum time the flashlight can stay lit may not be enough for a spooky vegetable to reveal itself, making it impossible to distinguish. 10000 score seems like quite a high mark, and it might be more appropriate to let the player play until they lose anyway, since this is an arcade. You can shine the flashlight at several vegetables at once, I’m not sure if it’s intentional or a “cheat”.

also, i didn’t make it clear that at least 3 of us (idk about schro) haven’t participated in a <= 3 day game jam specifically

the submission form has the wrong palette, here’s the one we actually ended up using: https://lospec.com/palette-list/journey

Help! When I try to create a tile and enter its name, manage rulesets or manage templates, the program crashes with no explanation. I have the latest itch version for Windows.

I’m sure there’s some reason behind this, but it feels arbitrary and weird without explanation. As if these genres specifically don’t deserve to exist…

Too much unskippable scrolling text, A and left are bound to the same key

also, you included a DoNotShip folder

Doesn’t load, says Fatal error, Failed to load mono and doesn’t elaborate

Also, your page should describe what the game is and how to play it

if you cannot upload the game in a playable state, a gameplay video will do

The download is a web build, but the index.html can’t be run in the browser because of additional security. Consider ticking “this file will be played in the browser” in the zip’s settings, because i don’t see a way to play this otherwise.

(1 edit)

Good, but very easy, especially when you discover you can hold down the shoot key. The firing speed increase is either very common or persists forever, making it even easier. The text has some antialiasing on it, breaking the 5 colors rule. The score and high score are both displayed as NaN in the game over screen, but this is minor.

true, it’s not bad for a first project made in 10 days

the entire thread is me failing to follow the instructions… sorry :(

upscaling the resolution to any natural multiple of 160x144 is allowed, because it’s still functionally 160x144, just with bigger pixels

hold on, third-party assets aren’t allowed, are they?

Good concept, but lackluster execution (though I understand the lack of time and all). My main problem is that the game is extremely slow-paced due to the clunky controls – it’s frustrating, and losing takes forever even if you don’t know what you’re doing. You might want to try a tile-based cursor for moving boxes and a very short timer, so you can barely think. One thing that could’ve been easily fixed in the jam’s time is the 160x144 resolution. It’s very small and uncomfortable on a modern screen, so the rules allow upscaling it, and doing so in Unity requires to change two numbers in player settings.

same, the loading bar gets stuck almost at the finish

i have a blank magenta screen with music playing. it doesn’t react to anything

In the web version, the only object I see in furnishing mode is the ship’s console. No walls, no furniture, no placement preview, only the cursor. The download button sends me to some sketchy site that’s blocked by my browser.

we had a track for the title screen, but didn’t have time to make use of it

how do i get any items to place??

so how do i run (or compile and run) the download?

windows and firefox

the resolution is too small to play comfortably

Great game though!

The level text should’ve been mostly blue because it appears over pink clouds

unless it actually works that way and i’m just dumb…