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Fistmaker

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A member registered Mar 10, 2014 · View creator page →

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Thanks! Got rushed at the end (nothing new coming from me) but I had fun trying something new. Glad you had some fun with it!

Thanks! It's still pretty unfinished from what I initially planned, but I'm glad you had some fun with it!

Hey man! Thanks for playing, and the solid feedback. I meant for the bars to be ATB (Active Time Battle) like in the older Final Fantasy games. I should have just slapped the letters ATB right on them. The Ninja's one is a stamina bar, so I should have labeled that as well. The animations were totally based off of the NES Ninja Gaiden games (pretty huge influence) and I did my best to make them as similar to those cutscenes as I could. The trill notes were very intentional, lol. After I published it, I thought about making the ninja attacks automated, but it interfered with the charging mechanic that was half-implemented. (Most people didn't mention it, so I guess it went unused... probably because I didn't explain it very well.) I was also going to make the characters "hop" toward their opponents so show they were attacking but got crushed for time on the last day. I told myself that I didn't want to do a "How to play" screen as I've done in some other entries, but I really think I should have done that this time. Would've helped a ton I think. Either way, thanks again and I'm glad you got some enjoyment out of it!

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This is a great entry. For the life of me, I was unable to make it past the last jump. I did get some music to play and saw something about a quiz as I fell to my death for the hundredth time. Clicker turned into an FPS, and then a 3D platformer. Did not see this one coming. I'm left frustrated and confused. 20/10. Oh! I did find the secret room, that was a nice addition. Love secrets in games. 

I was constantly stuck. Couldn't get anywhere. I just kept trying and resetting for like 20 minutes. I didn't play undertale or any of the other games, so I'm not sure if this is something of an inside joke? I didn't get to the "game" part of the game. 

Did not see this one coming either. I never played Papers Please, but I have to imagine that this is what it was like. Very well done! This had lore, a well defined game mechanic, and even voice acting! Literal title even. 

Did not expect it to turn into a decoration game! Well done! 

Thanks! I think I could still get better at it, but it's getting better the more jams I do. 

I still need to work on conveying things to the player, it's by far my weakest trait on jams like these. Thanks for playing and I'm glad you had some fun with it!

Yeah, it's classic me. Decent idea that gets absolutely rushed at the end! I still didn't have much time for feedback, and only had one tester play the game. I think that's eternally my downfall for jams. I had planned a small section where you actually played a side scrolling ninja gaiden game for a bit, but didn't end up having time to get the artwork done. The joke was supposed to be that the heroes were from an RPG game, and the ninja had no idea why they were fighting that way, but as usual, I didn't convey this properly. I had to rush on Sunday to jump on a plane, so I did what I could to at least make it beatable. I really should consider working with a team in the future I think. Thanks for the feedback as always!

I really like how the artwork turned out! The visuals are great, and the combat worked well for me! Everything fit well together. I had fun playing!

I loved so much about this game. So many nods to the 80's / 90's, StarFox, the "chicken & egg" matrix, Neuromancer. Loved it. Movement was a good speed, and the combat surprised me. I liked the mini locked door levels, and the music was very fitting. Felt like I was sitting on the floor playing PS1. Amazing effort, and great job making something that blended the genres well. I played this with a gamepad and it felt great getting around in combat and the dungeon. 

I really like the concept of the game, and would like to see it fleshed out post jam. I think you have potential with the space combat, raid the ship game loop! I could see more complex space combat, with different ship layouts working really well. The art was great!

I love the concept, and the atmosphere was my favorite part of the game. I think you nailed that the most of any of the entries I've played. It felt very creepy walking around the ship. Well done! I really wanted a fullscreen option to immerse myself more in it. 

The visuals were good, but I couldn't read the text for some things due to the text and background both being white. While the combat was rough, I do like that you tried something different with it! I think Jams are a great opportunity to do stuff like this, so I hope you finish it post jam!

The visuals made me feel like I was a kid again playing games way past my bedtime. Very nostalgic! The game played well, and while there were some bugs, it didn't take away from things too much. I love the aesthetic, and I hope you release a cleaned up version after the jam!

Great game! Like others have said, I was looking forward to a big boss at the end with all of my upgraded gear, but I understand how time catches up to ya. This felt very complete, and I had a great time playing it! 

Thanks for playing! I added the font last minute, the default Arial text looked weird against the rest of the game. Guess I should've left it alone, or had picked a better Font. I'll have to make a list of good fonts to use for future projects. The combat is buggy, I struggled with that the most. I tried to add 3 genres of game and probably should've stuck with 2. 

Either way, thanks for the feedback and kind words! I'm glad you liked it!

Thank you for playing!

Great game! I was able to beat it (still had 113 coins left!) The visuals were good, and I liked that there were multiple music tracks to listen to. Super chill. I like your implementation of the card battle system a lot more than mine, it was easy to understand what to do, and what cards did with little direction. I also like that you took the gameplay in a different direction that traditional crawlers / rpgs do in general, and it was cool to see something different!

Great little retro crawler. Awesome that you've got this much game in 64KB! I can't imagine what it takes to make something with those limitations, it must take some serious skill. The game played well, and the combat was automatic but well described. I love it when party members have banter! I had fun playing! I was moving around so fast that I didn't realize that I was about to wipe out on the first playthrough, but I had a good run on the second. 

I learned that I need to add more player feedback, and do more testing from this jam. I didn't provide exact directions for how combat worked, and I saw people trying all sorts of things. It's coded to move first, then attack. I should have made something that gave you the option to choose, and it would have made more sense. (at least I think so.) The clipping thing was initially addressed, but I forgot to add the additional wall types as I added more, so I didn't notice until I saw a few videos. For the theme, it was combining multiple genre's. Crawler, Turn based RTS, and deckbuilding. The restriction is part of the gameplay, if you are able to make it to the end. 

I'd like to update it, but I feel like I'd have to completely rewrite the entire combat section. I've never really done something with states or turn based, it's all usually in real time. I struggled getting things to slow down in a way to make the combat playable. Most of this was done tweening animations to prevent the combat from happening instantly. I need to spend some time figuring out how all of that works before I try something like this again. The cards were fun to do, but my implementation was more functional than it was fun. I didn't explain it enough. 

Still, thanks for playing! I appreciate the feedback and kind words!

Conveyance. That's what I'm missing. Feedback to the player on what to do. That and I need to prioritize more playtesting, I may have gotten that if I did. I didn't do a good job explaining the combat, and that's the most consistent feedback I've gotten on a jam in a while. I had planned to have different strengths of enemies so that the cards wouldn't be insta-killing everything, but I ran out of time. It took me too long to implement the combat in a way that wasn't interfering with the dungeon crawling. Trying to mash both was challenging for me. I've seen a lot of people just play from the mini-map too. I should have done combat on a different layout or screen to add some separation, but I wanted movement to be reflected on the map and the mini-map in real time, which I hadn't done before. Bit off waaay more than I could chew this time, especially solo. 

Thanks for playing the game, and providing feedback!

I watched the video this afternoon! Thanks for playing the game! Last time I did the jam the camera position in reference to the floor was one of the things that was called out, (you called this out exactly) so I tried to fix that this run. I have a function that makes the walls invisible when they are in contact with the camera, but I didn't add all of the wall types, so I'll have to be careful about that next time. One thing I'm learning is that I need to add more notification to the player on what should be done next, like you identified in your video. In combat you were expected to move first, then attack. I never really explained this, so it lead to missed turns in a lot of the runs I've seen people play. Nearly everyone eventually gets it, but I'm not conveying that well enough for it to be obvious. I also didn't make it clear that the combat actions take place on the 2d mini map and I've seen a lot of players clicking on the animations instead. This was my first attempt making something with turn based combat, and my combat loop needs work it seems. I need to look into how to use states better. 

Either way, thanks again for playing and all of your feedback! (you were very close to the end in your video!) Sorry for all of the soft locks!

I can't be sure why Firefox has those issues, but I've been told that clicking "use hardware accelerated graphics" in Firefox settings fixes some of these issues. I'm guessing the 3D wont work otherwise.

Awesome! You're the first person who's played it all the way through that I know of. Thanks for playing!
The turn-based combat was absolutely the hardest part to work in, and there were some occasions where combat completed too quickly and not all combatants are cleared from the turn order array. I didn't have time to perform a fail-safe check, but if I try to do something like this again, I'll have to have more testing done to catch bugs like that. The trap card gets placed on the map directly, and if an enemy is unlucky enough to step on one they explode. Those persist after combat, and initially my plan was to be able to set up a room with them and lure unsuspecting bad guys in there. Didn't have time to implement that (and many other things) sadly. 

I think I missed a few wall types for the clipping thing. One of the things I got from feedback last time I did the jam was that the camera was too close to the walls, and you couldn't see the floor. I fixed this by offsetting the camera about half of the player distance behind, but this caused the clipping issue you mentioned. I tried to correct this by making the walls invisible if they were in contact with the camera, but I probably didn't all all of the wall types when I did so. I'll have to do a better job looking at that next time!  There were some situations during the limited testing where combat would complete and not clear the array where all of the combatants were stored, so that's probably what caused WASD to become unresponsive. I added an option to right click to skip your move/attack turns if that happened, but I don't think that I added that note into the HOW TO section. 

Either way, thank you for taking time to play the game! Sorry about the sound, I had about 2 hours to add audio before submission. 

Thanks for taking time to play! Strange that you couldn't find any of the cards though... what browser are you using? Maybe there was a visual bug? The cards are giant 3D spinning cards that you pick up on the map, they're hard to miss. 

Hey! Thanks for the detailed feed back! Some of the features that you're talking about here are already in the post jam version of the game. Mines don't immediately explode, they show a bomb icon that flashes for a bit until it explodes. These explosions are bigger, and will set off bomb timers around them! This can make things more frantic, and put the abundance of health power ups to better use. I can always look at other fonts, that's an easy thing to fix. 

Initially there was a penalty for clicking the wrong program, but that made the game too hard for those who play tested.  It was too unforgiving for most, and I've found that difficulty for jam games can be hard to peg down. So I will often lean towards what keeps people playing over difficulty. It was hard enough to explain to some people how to play, as most people don't experiment anymore and expect directions on how to play, hence the tutorial. At a minimum, I could add some sort of audio feedback for the wrong program being used to start. 

Overall, I just need to add some more feed back to the player on actions they take. There is some, but could use more on good and bad actions. I really appreciate the detailed feed back and recommendations! Thank you for taking the time to play and rate the game!

I included a full screen button so that it is easier to see the game in it's native resolution, are you using that?

Thanks for the detailed feedback! I had a blast making a sequel to a VERY horrible game from the past. The hacking wasn't what I had initially designed, but I'm glad it got shifted to this. It came out pretty good. Thanks for taking the time to play and rate the game!

Thanks for the feedback! Ya know, I only tested it out on 2 browsers (Brave and Chrome) and I noticed on certain streams of people playing the game that things would sometimes display differently depending on the browser. I do my development in Linux, but it shouldn't matter since the game itself is technically HTML5. Perhaps I need to start testing things with other browsers to see if it makes things wonky...

Either way, I'm glad you liked the game! It's a great deal better than the original CYBERHAX, and it's also a testament on my progress over the last few years. It's buggy, (like most of my games, lol) but it's thought out and polished enough that I'm proud of it! I have a few ideas to change the gameplay once the Jam is over, so I'm totally going to do a Post-Jam update shortly after voting ends. Again, thanks for taking the time to play and rate the game!

It's like a playable fever dream. The skeleton walk cycle is my favorite, for no other reason than how absurd it is. Beauty in motion. Great job! 

I didn't expect it to get as creepy as it did, but that was honestly the best part. Got both endings!

That's great news! Thanks for taking the time to drop some feedback. I really wanted to test myself a little and see if I could make something better out of the original idea, but also just to see how far I've come since the 2018 version. Thank goodness that I was able to squeeze in that tutorial in the last 2 hours!

Thank you again so much for the feedback, and thank you for putting this Jam on over the last few years. Looking back, this was the 2nd public Jam I ever took part in. If it weren't for Jams like this one, I'd never have gotten this far with my "hobby".  Thanks Ned!

I'm starting to think that adding tutorials are a must for every game I make. Thankfully, I got that advice about 2 hours before the deadline, lol. Thanks for playing the game and leaving feedback!

It's pong. Pong with a few twists, but pong. Pong with turtles. Tong? Portles? Turtle Pong.

I think I just made 8000 euros for baking a pizza with a severed foot. I'm also pretty sure that the sleeping turtle was in the fridge at some point. This game is odd, and absurd... but in a fun way. It just comes at you and when you see something funny, you don't have time to question it. You just put that severed foot an that pizza and keep at it! Fun little game. Nice Job!

It's pong. I don't know what the "fire button" is, so I couldn't do any fatalities :(

I collected some cranky, elderly men and then crossed the street. Upon doing so, I fell through the sidewalk into an infinite void. Good times.