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Duct Tape Jake

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A member registered Feb 16, 2019 · View creator page →

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Yeah didn't get a chance to implement sound... as well as a few other things... Thought I had more time, but at least I checked the deadline before it expired...

Thanks, I had forgotten. Re-uploaded.

Personally I didn't find the start too bad. I think it might be a good idea to make smaller, lighter asteroid which are a bit easier to move but don't give you much. That way you can choose to make multiple slightly easier trips or to struggle with the big bulky ones that would reward you more.
My main issue was the collision boxes only being on the ship and the engines of the hauler module. If the scaffolding also collided with the asteroids, acting as basically a giant bucket on the front, then I think it would be much more fun. Just putting those collision boxes on a different layer would allow it to collide with the asteroid, but not the ship. You could still lose it if you were going too fast and tried to just stop without rotating, but it wouldn't fall out the back between the engines that way.

A cool concept and banging music, the only issue was performance. After about 3 minutes just the sheer amount of physics objects on the screen was causing noticeable slowdown, by 6 minutes I was running at a couple of frames per second lol.
I feel like maybe a different enemy type would have worked well as well. Maybe something that tried to tie up one of your hands and you had to break free from it.
Good job.

I really liked this, some of the puzzles were innovative and use the inversion mechanic well. Some of the activities were technically tricky to pull off, but not hard to figure out. Others were a bit tougher to work out but had the 'aha!' moment.
As a plus, my 7 year old son loved it. Especially when he bonked his head on the roof.

I liked how the rotation would basically use the baricenter between the two objects to rotate around based on your thrust, however it did make for some very frustrating times where my ship would do nothing but rotate the wrong way. The Hauler module was a nice change to that, except that the asteroids would continually fall out of it in between the thrusters and the capsule. I'm not sure if this was intentional or a bug, but I feel like the scaffolding really needs to contain the asteroids as well. It was just so frustrating to have to constantly slow down and go back because my cargo had fallen out behind me.
I'm a sucker for games that use fairly accurate space physics, so I liked this despite how frustrating it could sometimes be. Nice job.

Really liked this one. A kind of first person FTL, that is not almost solely focused on combat. Personally I liked all the different widgets and controls you had, the thrust control and stuff was fun to push forward. That said a few of them were a little finicky, I feel like a little more binary keyboard integration could have worked a little better. Sitting there flicking through the menus with just the arrow keys was surprisingly engaging, and made me feel like I was controlling a dashboard.
Graphics and texturing was really cool, though the font was a little hard to read at smaller sizes, and the screens to the left ended up having a bug where I had a couple of text screens overlaid on top of each other.
Obviously a little buggy but otherwise a really great entry, well done.

It's like a nice simplified Hollowknight. I enjoyed the feeling of progress the abilities give you, followed with decent puzzles introducing the new mechanics. Well done.

I like the concept, but I've got to be honest, those random floating mines are just super annoying. There's no pattern or strategy to them, sometimes you're just trapped waiting for an opening for ages.
The pixel art itself was nice, I really liked the laser effects.

I loooove the art style, integrating hand drawn sprites into a 3D environment is my bag baby. It was also fairly clear what you had to avoid or go to by the simple integration of colour. Unfortunately I got to a point where I was simply swarmed every time I entered the area and had no idea what I was doing wrong, so I was unable to adjust my strategy.
Great entry.

The grappling mechanic is just so fun to play around with, though it took me a while to work out that you could actually retract the cable. For a while I was thinking that would make it much better, then I realised it already existed.
The fast pace  keeps you constantly on the lookout, so diving off a platform and throwing out your grapple always feels dangerous, yet fun. Great work.