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FalconJon

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A member registered Mar 26, 2019 · View creator page →

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Solid job in the end, the concept is clear. Had to untrain my brain from pressing the jump button to do a wall jump but got through it in the end.

Thanks for the criticisms. Ultimately I spent a little too much on backend coding and too little on the actual level design which would probably attribute to your first point. I had a few more ideas on puzzles using the checkpoints that in the end didn't get time to work on/put in. I was also wary of not wanting to make it too hard as it's a jam as well.

Definitely want to see what further I can do with this backend though - I won't be continuing this game directly but interested to see if I could come up with a good prototype for a platformer level. I'll keep in mind you point on the acceleration going forward.

Nice game - perfectly fits the theme and focus. Only thing I can say is that the platforming felt a little slippery to me, but I managed to get through it all. Good job!

Unfortunately for me - I seem to have had far more bugs then everyone down below. Primarily, objects kept falling through the conveyor belt. I could get past the first level but the second level kept firing me after tons of objects fell through.

I also can't really comment on anything else as I couldn't get very far. I'll try it again later on a different computer just in case something in the computer is causing different physics when I get the chance.

Incredibly cute game! I managed to get through to the last level for which I could only ever get two packages delivered, but the amount of time I spent on it shows how very well you've done with coming up with an engaging project.

Interesting idea, and sound implementation. I tried quite a few times to make it to the end but in the end couldn't - but I think this is something a balancing pass would make into a really fun game. A few points:

  • I could see the triangles were somehow flashing with the beat, but I could never quite tell where they were or what sounds they were reacting to. Perhaps these could be better telegraphed in some way.
  • At one point I got stuck at a checkpoint for quite a long time as blue squares had stopped in a complete line in front of me and the checkpoint I was on was a stop movement.  As I couldn't move left or right, I was just stuck.

Good job hitting all the diversifiers though and I think it really fits the themes/limitations. I think you do have something good here overall.

Neat puzzler. As someone said below, the second level took a bit to work my head around at first. The cross paths has a really interesting idea of changing the snakes colours. Good job!

Thanks for the comments and detailed feedback! Very useful comments, I will try to work on the controls for sure to make it better for whatever future projects.

Thank you for your comment! Glad you enjoyed it!

I think you are right with the walk/run mode - perhaps best to invert it in the future. In the original builds, a lot more of the jumps required more precise jumping with no chance to build up speed, but as I balanced the game it became less necessary.

Adding an auto-target for closer targets is a good idea - especially as currently there is no use for Lumen other than going towards targets.

Thanks for the comment! 

Creating a good platformer controller from scratch is quite a challenge as I found it this jam - something that definitely needs to be refined alongside the level design rules. I came up with the alternate ending idea precisely for what you said - I wasn't too sure if I could balance the last challenge with the timer well enough so gave an option to skip it and an easy way to get back to that location from the ending screen.

We'll see what I decide to do in the future ;)

Thanks for the comment and the kind words! Definitely the controls were one of the more criticized points - if I work on anything further this will certainly be on my priority list.

Enjoyed the game after watching Vimlark play! Made it through to the end. I think the clarity for the modes of the towers (mine/shoot and widen area/attack boost) need to be better visually represented - just have a visually popping icon on the front of the tower.

Fun little game, took a few attempts to get through but enjoyed it! The health/ammo management was interesting to balance. The first few times I didn't realise properly why I couldn't fire so often - although I think that's on me for not properly reading through the mechanics.


I confused the heat bar at the top for the health/ammo earlier on - perhaps this can be better indicated by some other icon next to the bar. I couldn't find good uses for the grenades so much as by the time they exploded, the antivirus had moved past on the times I tried them.

As a side note: sound was working fine for me in a Firefox based browser on Linux - just thought I'd let you know as you mentioned it in your description.

Enjoyed what I played! The controls were good - although some guidance on where the rocket would shoot wouldn't go amiss (unless I missed it!). Liked the idea of the automated voice, although as others have suggested the overlapping voices made it a bit too hard to understand the later prompts.

Thanks for your comment!

It's my first platformer so I really appreciate what you said - getting the controls right seems to be an incredibly fine art. I've gained some ideas now on how to improve it if I do another in the future though!

Thanks for the comment!

It's my first time writing a platforming game so working out the specifics with the jump and level design were brand new to me. I've been thinking through what might be issues and I have a few ideas based partly on what you said and others. If you have any more thoughts and you have any time, then please let me know.

Thanks for the comment! Indeed, the art isn't the same - it's the first time I've properly done any pixel art and was unable to match very well the art style.

What was wrong with the controls for the German Keyboard? I understand it's a different layout (I've used it myself) - I had set the game engine to use the physical key location rather than the actual letter although I didn't say anything about it. Did this not work or did the keybindings just feel weird otherwise?

Thanks for playing! Is there a particular part that you found too difficult to complete? Were you able to get all the cash and then not enough fuel to escape (a semi-common issue)?

Thanks! The movement was just a spur of the moment idea early on, but after initially implementing it we really liked it as well.

Glad you enjoyed your time with it!

Thanks for playing our game!

We originally planned for the laser to destroy the asteroids in some form (fragmenting them or otherwise), but when we first implemented them in the physics system did what you see now. We quite liked it over all so we decided to keep it!

Thanks for playing our game!

The balance of looking at the radar and the main screen was something we tried to deal with better, but I admit it is one of the weaker aspects. The Boss calling in was always planned as a counter to that, but I know I still end up looking too much at the radar as well. Something to think on for future iterations!

Once you reach 80% fuel at the end, you're meant to reach the 'escape vector' (or in other words, a certain distance from the black hole) before being able to activate the hyperdrive. We have this described in text at certain points, but I agree that for the future we need to do more to indicate this better.

Thanks! Glad you enjoyed it!

Thanks for playing our game and glad you liked it!

Amazing game! Absolutely loved almost everything about it!

I think my only issue was the lack of either healing or checkpoints. Sometimes I'd be on one hit left in the portal room and health wouldn't spawn for two sections which made it very difficult!

Still, even though I haven't beaten it yet, I absolutely enjoyed and will be coming back to try and complete it later!

Good concept overall, but I had a few issues with it.

The bullet hell aspects worked well. The rocks were pretty hard to hit, and when it got to the third phase all that appeared on screen were the bullets and kept dodging for a few minutes. Menu said to click the boss, but as far as I could see there was nothing to click (perhaps this was a bug).

Still, good job on getting a bullet hell with good patterns in, and multiple phases. Not all game jam games can get this aspect right.

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I like the concept, but the feedback from your actions wasn't too clear. Sometimes it looked like I saw the levers doing something, sometimes not. It would be good if a lever was kept in the down position so you know whether an item was on the way better.

Still, overall it looked good!

You've got a start to something. If you take this further, you should improve the grabbing mechanic and make separate goals to reach. You could then have items respawning in different locations around a wider map.

Got through to the end! I enjoyed it, although I think it could do with a bit better indication as to whether I'm meant to attack the hands or directly go to the eye. In the end I was shooting for them for a long time before I noticed the lock switches.

Still, it grabbed me enough to see through to the end!

Thanks a lot for your comment! Glad you enjoyed it :)

Thanks for playing, and glad you enjoyed it :)

Understandable on the random front - I think the key part missing if you are to develop this a bit further is to have a "tell" for when the attack is going to happen. The first boss doesn't matter so much, but the second one for sure needs something.

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Fun little game! I found it a little too hard perhaps to manage the stress levels but ended up with 2/3 stars at the end so I can't have been too bad.

While going through the help I wasn't too sure what everything meant with the lack of words, but it made a lot more sense once starting the game itself.

(Looks like I didn't realise there were multiple levels, so will come back to this later)

A good start to a game, with plenty of room for expansion!

I understood the first boss ok and having little issue with it - although a health bar would be nice for the enemy. It took me a while to notice when the damage was taking place.

The second boss I never fully understood how to avoid damage. I could see no indication of when the beams would shoot down from the top. In the end, it seemed being off the ground somehow stopped the beams from where I was? Or maybe it was just luck.

Still - good job on getting this far! It's not easy to balance preparing for exams and game jam's! I wish you all the luck for them.

I really enjoyed my time with this one! I especially liked that as you "died" you went through different phases and your abilities upgraded, and having to absorb enemy attacks was always a challenge to get right.

Really annoyed at myself - got to the very end with one enemy left before dying and getting the stage with infinite ammo. Will definitely try again!

Glad to see you got on well with it!

Thanks! Glad you enjoyed it!

Fair enough point on the branches with the difficulty - I got used to it a bit over time. On my list to replay, so you must be doing something good!

Thank you for commenting and playing our game! Glad you enjoy it! It's good to see that you were able to learn about remembering the position of some incoming objects.

We'll take your comments on board if we continue to flesh this out. We certainly had ideas for different powerups and other features, but weren't able to get them in in the end. Increasing the difficulty going on is an interesting idea, will see if we can think up good ways to do this in the future.

Thank you for your comment and playing our game! The goal of the game is to get $10000 and escape the black hole, but as you found the text a little hard to read on the main menu it's understandable this didn't get across to you very well. We'll take your thoughts on board for any further development!

Thank you for your comment and playing our game! We had a few other ideas that didn't get into the game in the end, but hopefully we'll have time to put more varied features in later versions!