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esklarski

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A member registered Jun 12, 2021 · View creator page →

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Thanks! The physic grew quite organically from out initial idea into this; it was a fun dev project.

Your completely correct, and that's at the top of my list for improvements. The lack of a charging/firing indicator makes Cathy very sneaky.

The physics system grew quite organically into it's current form. As we did early testing it became apparent adjusting the mass of objects was all we needed to do to tune things. Their mass is essentially their hit points, I thought about making "health" indicators but time did not allow.

Cathy simply weighs more than everything else,  but, but she can be worn down. I'd guess it takes about $10,000 to do it.

Thanks for the kind words!

Curious. If you don't mind me asking, what browser/platform are you on?

There are no volume controls and the levels are definitely a bit off, alot of the sound got placed in in the last few hours 😅 

Slightly confusing, but fun once I realized. I got all the ducks killed and was all "good job me! just to get the roast turkey failure 🤦🏻 I did do better the next time though.

Very creative concept with the role reversal, the launch vector is a good mechanic. Giving more direct control of the ducks in flight would be nice.  I'd like to be able to nudge the ducks: maybe a click to the right scares it to the left sorta thing?

The chromatic aberration effect hurt my eyes. I'd suggest turning down a bit maybe?

Thanks for the fun and unique experience.

Delightful!

I laughed out loud at the endings and enjoyed the visuals immensely.

Made a hotfix to "As Seen On TV" to correct the boss not firing their laser eyes. Just putting it here as a heads up.

Thanks for running this jam! We had a lot of fun with this project.

Love the artwork! Lively, fun, and charming. My little person and I have started learning tilemaps using these assets, and the included projects are super helpful for that.

Our only desire would be: more cats 😺

Very clever writing, made me laugh!

It was very hard to know what I could click, the scene changes especially should have an indicator or button. I very often clicked to switch areas by mistake.

Otherwise it all works and was entertaining.

Enjoyed the ending too!

Controls are a definite agenda item for the debrief. They were generally workble, but could use some refinement.

Gibbles is the best fimsh! Thanks for noticing.

Thanks for playing!

Can I ask what might work better? Personally I've been pondering touch screen controls for the game, as a learning experience, but in my head a gamepad joystick would be the easiest to do circles with.

The final potion is out there, and the story gets some resolution 😉

Thanks for playing and the feedback!

I enjoyed the death match with latte break vibe. Colorful and fun.

The double jump combined with wall jump offers a lot of movement possibilities. I look forward to seeing where this goes.

The zooming out to indicate progression is really slick.  Enjoyed playing through.

It'd be nice if you replaced the cursor with something more visible, I found myself losing mine against the background frequently.

Narrative is great and the graphics are super charming. I think the biggest challenge is making it clearer what's open space vs something you collide with.

Driving around and leaving skid marks everywhere is very satisfying.

The selection and activation of cards felt confusing. I spent a lot of time failing because I mostly had to remember a sequence of numbers and that messes with my brain 😅

I think I'd prefer if the abilities had more consistent key bindings (ie zero gravity is always 4 (or something) ) and you gained charges for the abilities instead of them being placed in the first empty slot. My suggestion at least.


But all in all I really enjoyed this game; the mechanics feel polished and the level design makes great use of the abilities you've created. Great work!

It's a valuable topic to have awareness of but hard to distill into simple terms 🤣

I want to like it, but atm it causes a memory overflow that gets Firefox killed by the OS for consuming too much memory 👀

It's under the project settings: application/boot_splash/image

Whoa 👀

That's a lot to take in... remarkable for a jam entry. Nice work!

Origami assets, amazing! ♥️

It's a very pretty puzzle game.

Great twist for a classic game.

I think the shockwave to fight the darkness needs more development as I could just spam it without consequence. I feel an exploration mechanic where the darkness is removed as you explore would work well; the shockwave cooldown would limit progression speed and make the use of more strategic.

I like the concept and hope to see it live on. Art has a great feel.

Today I had to answer the question: "Dad, what's money laundering?" Lol, was not expecting that when I awoke today.

Delightful little game.

Amazing! So satisfying to much the peoples.

Great entry, very fun take on the bullet hell genre!

My main thoughts are:

  • I want full screen
  • joystick control would be great
  • there should be a "dive" action - hold a button to go under ships and bullets

Wow, rather epic premise. Great opening, but the text transitioned too fast to read it all.

Love the assassination quest! Lol.


Marking this one for further exploration!

Will be patched in!
I've fixed the swimming-off-into-the-void behaviour which makes it much easier to detect the player.

❤️

Thanks!

Thanks, all input is useful at this stage!


I went with the torus as it's a built in primative shape and a good test track, but I have plans to make some wildly twisty tracks now that the basic gravity and flight systems are in place.

Wow, that's a rather clever use of Godot. Bravo. I'm going to have to ponder the uses and read the docs.

Just learning Godot myself, but I would echo the open source sentiment. For something like this to become relied upon, people need to be able to look under the hood... so to speak. There is a reason most of the internet runs on Linux.

But I can also understand waiting until the proper point in development to do so.

Thanks for the kind words!

We definitely bit off a bit more than was feasible for a game jam, but the good news is we have story and art ready to go.

The team and I are planning to finish the game as envisioned, so watch this space :)

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That led to a solution if not clarity, thanks!

You can check the log here: https://pastebin.com/ygxFfheW

It seems it is related to X11<->Wayland weirdness, with a: GLib-GObject-WARNING **: 23:37:19.071: invalid cast from 'GdkWaylandDisplay' to 'GdkX11Display'

A quick search turned up a the same solution as wunderseltsam mentioned above; instead of running the file from the file browser, if 1BitDragon is launched with the following command the save/load works as expected under a Wayland session.

Use as mentioned above:

$ GDK_BACKEND=x11 ./1BITDRAGON.x86_64
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I see this is a rather old thread, but I just found the same crash issue using Feodra 36. Logging into an x11 session fixed the issue, meaning the problem is a wayland/xwayland issue.

While not technically supported, Feodra is more or less the same as CentOS and uses the Gnome desktop. Heck I can even install CentOS packages, so I'm unwilling to blame Fedora for this issue. Is there any log I could provide to help diagnose the issue? Other Unity games and projects run fine under Wayland, but no others I've used have tried to save something to disk.

Not for mobile at this time unfortunately, there is no implementation of touch controls. I have some ideas how, but life hasn't left me time to do so.

Cats, Asteroids, and Orbital Mechanics!


Pawsome Space Barge

Inspired by the classic Asteroids gameplay, Pawsome Space Barge is a fresh take on asteroid field mayhem. Join your sister to prove your mettle, delivering cargo barges through the asteroid belts of the planet Caturn. Maneuver the barge via realistic orbital mechanics, clear asteroids from it's path using experimental shield technology, and fend off enemies determined to interrupt your coffee break.


*************************************************************

Though not strictly a new release, the recently uploaded version (1.2) brings an exciting change: far smoother WebGL gameplay!

Though available from release, the WebGL build was plagued by a few small but consequential issues that caused a rather janky play experience. Now with a dramatically reduced triangle draw count, and a major physics bottleneck resolved I am willing to deem this game playable in browser! It runs almost as well as the platform builds available for Windows, Mac, and Linux which have also benefited via reduced system resource requirements.