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MCgames

13
Posts
A member registered Aug 09, 2019

Creator of

Recent community posts

Thanks very much! Appreciate the comment.

thanks, appreciate the comment!

Fun little idea - I enjoyed experimenting with the shapes to see what abilities they allow - the wall-jump solved all my problems for me though!  Collected everything just using that the last time I played.

Well done - nice submission.

Very cool - nice story behind it, and well done for picking up the gauntlet, you little wand-stealing goblin!

Really enjoyed beating this.

Needs most:  More control hints (drag to add/connect - names under logic gates - right-click to delete)
I bounced off it the first time I played as didn't get the controls, a few extra text boxes would solve that easily.

NewGame+ idea - NAND gates only!! (Do it like they do in CPUs under the hood!!)

Hi Carlos - tried it myself - it plays music but never shows a player, just shows the "Buenos Noches" message permanently.  Is it working for you just not for me?

Thanks for the comment Beebster - great feedback for how to improve the game - cheers!

I think when submitting this game to the web, you should set a manual resolution in your itch project and put it to match the canvas/screen size you are using. Currently this can’t be played as a large part is the table and shop options are not visible.


edit the project page in itch and reply so I can play and rate.  Good reminder to always play the game once after you submit it just to make sure it’s working ok.


cheers!

e.g. some enemies are just weak, some have easy to zero health but high damage, others have hard to remove health pools with lower damage. That way what upgrades I have available determine which enemies I should fight in which order to do the best, forcing me to work out how many hits I’ll take at what damage, because it takes me a certain numbers of attacks to zero that enemies’ health right now.

no need to apologise, just making raters aware.  I played this game for way longer than I was expecting to.  The thing I would love to see is an extra layer of decision making somehow. I’m not sure how to do it without losing the exact hp causes death mechanic on the player, but some kind of hint around incoming damage amounts from enemies would let me math out when I was efficiently beating a certain enemy with my upgrades yet.

Good game - however, it's at least 4 months old - probably older!  Not done within this game jam.

(1 edit)

Known bugs:
- if the ball hits the paddle while moving, it will go through the angled corners and bounce within the paddle until moved again! (try and keep the paddle still for the exact moment of impact)
Will need to be adjusted to a swept-algorithm or checking both last and current position of paddle per-frame, but I didn't have time remaining.