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Dragon Galaxy

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A member registered Sep 01, 2018 · View creator page →

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Hey, yeah it's been a bit quiet around here. I got a full-time job in game dev so that's kept me pretty busy and I haven't had as much motivation to finish any personal projects. As for social media, I don't post anywhere besides the games here and the trailers on youtube. Maybe I'll look into that...
Anyway, looking forward to your gameplay vid if you do make one. Thanks for the comment :)

Hey thanks! Glad you enjoyed it. The chain attack patterns were really interesting to make. The curved swinging attack just sort of happened when trying to make each chain link rotate over time relative to its parent, and it looked cool enough so we just left it like that.

Hey, thanks for the great feedback! I agree that the starting dialogue is a bit excessive but we wanted to get a lot of info out. Maybe that should have been explained on the store page but we thought it was worth including in-game. I also see how the dialogue that appears while you can still move and get hit is a bit jarring, it's hard to read and play at the same time.

The fullscreen thing seems to be specific to the WebGL build. We didn't have much time to test the web version and were having issues with it but really wanted to make it work. The camera zoom in fullscreen mode is the intended one.
Thanks again for the feedback and for playing our game :D

Controls are quite tricky but I can see how you can get used to them after a while once you learn the timings of how long to hold to make a certain jump. Pretty impressive that it's built without a real engine just using js. Nice work!

I like being able to build heaps of momentum up from a grapple to send the snail flying. It'd be cool if there was a button to release the grapple but not start a new one to help me fling myself without grabbing the wall again. I understand that'd break the one-button part of the theme implementation though.
Cool game!

Really fun game. I could only get A + E to fire the missile once and managed to beat the second level with it. Shame it didn't work consistently but it was very cool when it worked. I liked having to quickly escape after destroying the core. The holo-chain was really fun to swing asteroids around and toss them at the turrets and barriers.

Wow the visuals are really nice. Love the water effects and overall style. The part where you swing using the chain was cool.

The movement was a bit wild but not in a bad or overly frustrating way; it kept you focused on trying to stay in control.

Nice job!

Nice! I really like the writing/dialogue. It's lighthearted and casual but also helps to introduce and explain the mechanics at a good pace. It's a fairly simple set of mechanics but I still got that satisfying "lightbulb moment" in a few places, like the puzzle where it's first mentioned that you can respawn the box.
Awesome work!

oops just finished typing my reply and saw this. Glad you got it sorted

Hey!
The game has sound effects and music, unless there's something specific you mean that doesn't have sound?
Try the windows build if the sound isn't working for you in the web build.

Also yeah it's pretty rough when you die right at the end, I feel ya!

Can confirm. There is a chain, and it appears to be the only one.

Seriously though, the visuals look super nice and it's really chill just jumping around.

I like the dialogue; what's described is a pretty relatable experience haha. It's cool that you still got something made and submitted. Keep it up!

Really nice little game. The audio whenever a package moves is really helpful. The clean, minimal visuals work well for this style of gameplay.

The different attack visuals are cool, and the chain was really well done and makes you constantly aware of your movement so you don't get tangled around the rocks.
Great work!

This is a good little challenge and it takes a bit to figure out how to best move around to make the chain push the pb jar where you want it to.
It looks like you had way too much fun making the tutorial and ending cutscene :D

I feel maybe the camera is a bit too close/zoomed in, but it's good that you see a full view of the level during the tutorial to give you a sense of where everything is.
Very cool!

I finally got around to making the title screen art into an animated wallpaper. Only 3 months late 😅

Haha that's awesome to hear, glad you like it!

This was really fun, well done!

Is the HTC Vive supported? I couldn't get this to work with it. It just opens like a standard game/application and doesn't seem to realise that a VR headset is in use/available.

I got this working on the original HTC Vive headset, however I couldn't get the Vive wands don't work at all.

Figured out that pressing the spacebar started/stopped it and clicking would turn on/off the square that the controllers were pointing to (but I couldn't change their position/orientation).

Pretty nice to look at though and would be pretty neat if you had the right setup to play this.
Very cool!

The movement is really smooth and the visuals are very polished. It'd be nice to be able to skip the cutscene when you die/restart but that's probably not as simple as it sounds to implement.
Very nice overall!

Enjoyed playing this, the minimap was really helpful and well done.  On my first playthrough, I got pinned down by one of those orange creatures which was terrifying XD

Wow, this is really solid! Insanely impressive for your first jam and the language/framework used. I had heaps of fun playing.

I like the feeling of power you get when you have a bunch of additional cells to control. The number of enemies that spawn scales a bit too quickly.  No cooldown on the gun also encourages you to click as fast as possible and the speed at which you can click becomes the limiting factor of how well you do.

Otherwise pretty fun game!

This is pretty fun and very difficult. The amount of clicking started to hurt my finger after a while, maybe a control scheme of hold click to rise and release to fall would help but that might make it too easy or change the feel of the game too much.

Very relaxing game. The visuals are really clean and the space background is quite impressive. I love the parallax on the stars.

Thanks for the kind words, glad you enjoyed it :D

Thanks for the feedback! Do you think the battery should last longer in general, or should the upgrades give a larger increase? Or something else?

I didn't leave myself much time to balance that and I guess after playing it so much while developing I just got used to it how it is haha

(2 edits)

Putting the controls and how to play here for easy reference :)

Controls and how to play

Slinging with gravity

  • Holding SPACEBAR will let you sling around the closest object, ie, a planet or star
  • This doesn't consume any power.
  • Slinging around a star will charge the ship's batteries BUT it will also increase your ship's temperature

Thrusters

  • Using your ships thrusters consumes power.
  • A and D turn you slightly,
  • W and S speed up and slow down the ship.
  • Gliding through space freely uses your thrusters and consumes power.

How to not die!

  • You will explode if you hit a planet or star.
  • You will explode if you get too hot.
  • You will explode if you run out of power for some reason... who thought that was a good idea?

Very fun game! The camera's FOV feels a bit low for me personally, and I couldn't turn the mouse sensitivity down, but it was still really fun.

Wow, this is so good. Loved the humour!

Very fun control scheme and easy to play. Like others have mentioned I think the hitbox should be slightly smaller for the rocket, or make it a circle so it doesn't rotate to hit the walls when you spin around. That would mean you can "clip" the ends of the rocket into a wall but I think it might work better for gameplay. Still super fun though and I had a great time playing :D

Wow, this is an awesome game, the animations are so well done. The slower attacks even feel good to do because the animations give them so much weight, making them feel really powerful. The level of polish is insane!

Those are both great suggestions and are both issues I'd run into when playtesting it with friends.

I tried to indicate where you "click" by making that part of the player's pointer finger slightly darker but some visual effects like you mentioned would be way better and more noticeable.

Since people didn't notice the upgrades screen I have it so that the arrow to open the upgrade screen starts to flash green if you haven't opened it after 90 seconds to let you know it's there. Again great suggestion though, it would be more noticeable and also more user friendly if it flashed or changed colour whenever you can buy something.

Thanks for the great feedback!

This was pretty cool, I liked the look of the digging mechanic.

It took me a while to figure out I had to press spacebar over a dig spot. It might be good to add that to the list of controls on the game's page.

The ending was unexpected but had me smiling :D

Thanks for the kind words :D
Glad you enjoyed it!

Simple but very polished and fun. It would probably benefit from having some background music and maybe different SFX for each weapon.

This is one of the most fun games I've played from this jam yet. The visuals really pop and the levels are really well designed. Nice work!

This was really fun to play great work!

(1 edit)

Hey all!

I just released a small game for the LOWREZJAM2021 game jam.


You need to dig around in the sand for coins so that you can buy an icecream. Hurry though because the ice cream shop closes at 5 pm! You can purchase upgrades to help you find coins easier. There are also hazards such as crabs and blue bottles that will try to hurt you



You can play it in your browser here!

- Dragon Galaxy

Thanks for the kind words! Glad you enjoyed it :)