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E_Wick

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A member registered Dec 03, 2018 · View creator page →

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I think that would definitely help out, circling the galaxies still makes you to have to count the spaces around it but at least with that it's a fixed number unlike the length of the snake so you're only counting once per level now. There's probably lots of instances where there's more than just one way to loop around the galaxy if it's not at the center of a 3x3 square of tiles. So also displaying info on the number of tiles you need to circle around a galaxy would probably be needlessly complicated and maybe a bit unnecessary depending on the feedback you get.

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Really cool concept, I like the variety of mechanics you combined into all the puzzles. The intro levels all showcase the mechanics in a simple way that lets you progress onto the real puzzles while still learning what everything does. I do think that levels which involved a lot of shrinking and growing could be a bit tedious because I would have to count how long my snake needed to be and realize I was a segment too long or too short, but that's not a huge deal. I think this is a really solid puzzle game overall, the loop theme is very well incorporated too.

Thanks for playing! I'll try your game out now. Yeah I should've probably had someone playtest the game to check for that bug, Godot's pathfinding I was using for enemies had some major consistency issues for some players, worked fine for me but for some it makes some levels impossible unfortunately.

Cool take on the theme, very integrated into the gameplay and narrative. There's definitely some charm to having to stall for one of your past lives to stand on a button and it adds to the narrative by having other versions of yourself talking about waiting, roaming, etc. I do think this also becomes tedious at a certain point, which makes this great for a game jam game that is short and having the buttons and corresponding locked doors all quickly reached from the central spawn point.

I had fun playing this, the chess strategy aspect of it was intuitive and engaging. I think it would be cool to see the loop theme utilized more within the chess gameplay, maybe certain tiles on the board could make you or the enemies repeat an action (just an idea) something to add to the strategy element.

Be sure to update me on your speedrunning progress :)

Thanks for playing! I agree with you that it can be disorienting with the camera shifting all the time, but I couldn't think of any clever solutions aside from providing a lock on button. Also I really like that artwork I've never heard of gutalax. I have thought about creating a Zelda-like game using this gameplay if I could figure out how to build the world around the unique movement.

I love the charm this game has, and you came up with a ton of creative ways to utilize the dung beetle ball rolling mechanic. The game did crash a couple times, the first time I wasn't sure what happened, but the second time it happened when I tried to rematch Chester in the snow race. My only suggestion with gameplay I have is I feel like the green area of the throw bar could be increased slightly, I struggled with getting the throw timing right in the colony fight since there's a lot going on in that fight. I think humor in the story and dialogue is used very well and it complements to the visual aesthetic of the game. Overall, I think this is a really creative and charming entry, it also makes me excited to start learning Godot.

Super fun once you get the hang of it, the mouse-only controls are simple and intuitive. Takes a couple attempts to figure out how it works but when you do it's very rewarding. The death messages were helpful for learning from mistakes. I was initially expecting there to be a little end cutscene like at the start if I took out every eel, but having it be more like an endless arcade game definitely adds replayability. I also love the visual style, game feel and unique aesthetics, overall awesome game!

Thanks for playing! I definitely agree adding in some post processing effects could've improved visuals I just ended up running out of time.

I worked with a friend who did the 2D artwork for the game. Having to balance coding and 3D art while using GameMaker which doesn't have 3D support is largely why it looks the way it does. The slime balls are used to facilitate rolling so that you can maintain speed without having to stop to regenerate stamina.

I think the walls of text at the terminal can be intimidating when just starting the game, but after I got the hang  of the controls the little chores I had to do became pretty engaging. I lost on the first day a couple times without knowing why until I remembered that I was required to clock out, so I think some pop up text reminding you to clock out once you get the slime requirement on the first day could be an improvement. Ramping up the complexity of the tasks required to progress with each day was done super well. I was expecting some more from the ending though, I was a bit disappointed when I didn't get the big scare I was hoping for from completing the game. Great job overall though, very engaging gameplay loop and tense environment that benefitted a lot from the music and sound effects.

The fake 3D effect I used is very similar to this tutorial which might help

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Thank you! 

For most things I drew them with circles and lines, the plants are made up with an array of points (Number of points varies with a random range). With each point the fake z position of each stored point increases linearly and more slowly the points x and y positions extend further out in a random direction determined when it is created. Then I just drew a couple leaf sprites and had them drawn at the last point. Then I loop through the array and draw a line at each point, the fake 3d coordinates are calculated almost exactly the same as sprite stacking.

Hope this helps!

Thanks :) yep I’m a big pikmin fan

Thanks :)

Visually I remember I was inspired by the game Demonlocke by Heartbeast, for this game. For some of my other games, I took inspiration from Sokpop Collective and their wide selection of games.

Thanks! I don't think it can run in fullscreen mode, the remake that I'm working on now definitely will though!

Yes this game does work for 32 bits, unless my computer is lying to me.

There should be no more false positive virus messages now hopefully. But if you still happen to get one let me know.

Thank you :) I’m glad you thought my game was the best.

Thank you!

Thanks so much! I'm glad you liked it. 

I've been thinking about making a sequel at some point since there's a lot I think I could improve on :)

Thanks for reporting this bug

If you play the game offline, you should notice the cat has new dialogue. If you then reconnect to your WiFi, the next enemy you kill will have your WiFi.

This game was meant to be a game you would play if you didn’t have internet, so it’s assuming if your offline you’re waiting to get your connection back.

There is a boss you can fight but it keeps going after that, this is simply just meant to be an endless game.

I appreciate the critique.

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EDIT: As of the 1.2 update particles should now be fine and not cause performance issues.


Sorry for the lag, although it's a bit lame you can turn particles off in the options menu. Particles seem to be the main cause of lag.


I was also going to upload a downloadable Windows version today which shouldn't have any performance issues at all.

Thanks :), I've been working on a sequel recently.

Glad to hear that :)

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Thanks I’m glad you’re enjoying it :)

Sorry it crashed though, it probably is something to do with recording I’d guess since I don’t think anyone else has had that issue. But the game also isn't the best in terms of performance since it is a fairly large world and lots of things need to be active all the time. 

Hope everything goes well! But if you can't solve the problem I'd just recommend playing Pikmin honestly (or pet  pursuit, one of my best games)

Really nice game, I was able to find all the mushrooms quite easily which is probably a good thing since everything is procedurally generated. I liked that there were sticks and swords to fight with, but my only complaint is that combat was a bit clunky and attacking felt too slow.  Finding my way back home was also quite easy I think, which is also good.

I was originally going to have the ants go back to the anthill on their own, like in Pikmin. But I didn't really feel like I had the time to make a proper pathfinding system, so I just decided to have them follow you. The ants can move quite fast when you put extra ants on the item they're carrying (even if the item has a weight of 5 you can keep putting more on to make them go faster), but I agree that it still is quite tedious.

Also, if you get all of the food you fight the boss at the end (if you didn't know).

Congratulations!

Glad you noticed the Star Wars reference, I actually wrote that line on Star Wars day too :)

Very entertaining and enjoyable. So glad I didn't frogget.