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FloatingOer

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A member registered Nov 06, 2020 · View creator page →

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I sent a friend request on Discord "floatingoer" if you are still looking for someone to work with

Thanks for playing! Yes the filter is a bit on the heavy side, it is mostly intended for atmospheric effect, though it probably shouldn't be as extreme as it is now from the start if it is interfering with playing, good feedback! Maybe the interference can increase over time as reactors get destroyed instead, starting with a normal crt screen, throw in some screen-shake when a reactor is destroyed and up the interference on the crt effect...

Cool that you were able to piece all of this together in such a short time, visually I think it looks decent. There is a lot of potential, I like that I could switch guns to get new ones after killing enemies, however the problems I had when playing were too much. 1. After I died every time I clicked to start a new game I would insta-die when it started so I had to reload the page to try again, I had to reload the page 3 times before I got good enough to not die. 2. It should be more clear that I could adjust the mouse sensitivity in the options, as it was near unplayable with the starting sensitivity (at least for me), though it was nice that you had that as an option. 3. Why do you have a space for "Controls" in the menu when I can't click on it? 4. After I killed 10 enemies on the map I wasn't able to find any more or where I was supposed to be going.

This was a great entry! I especially enjoyed the inclusion of AI squadmates that tag along, it's something I have played around with as well but never implemented into a game yet, consider giving each member a bit different behavior in combat or different weapons to make them feel more like individuals. I wish I could shoot and dash along the Y-axis as well, possibly even slowly turn in a dash to slightly change the trajectory. The art is very polished, the health bars could use some love and clarity though, I didn't realize whet they were for until someone had already died and one bar was missing. I can't think of any issues regarding music or sound. Overall everything seemed to have a high level of polish and cohesive atmosphere. I could definitely see this as a full game after some polish to the AI followers and movement

I'm happy you enjoyed it so much, was the right decision to include it. Originally I made like a big box/factory that would sit on the field and open for the Mazinger to be deployed from. But then as I had finished everything important I decided to add mt. Fuji as a landmark and had the idea: "Why don't I just make the mech come out of Fuji instead?" haha, I couldn't help but think about Team America and Mt. Rushmore after I made it.

Pretty fun game, well made! The art in the cutscene at the start was also very good, but the slides go by too quickly so I had trouble reading the whole thing before it moved on, and I definitely didn't have time to look at the art since I was busy reading (I had to restart a few times to get a good look at it). It would be nice if I could watch it at my own pace with a button for moving to the next image. The gameplay was nice as well but I ran out of battery between the recharging spots when being chased because I got so little energy from each one so I didn't get to the ending. It was cool to figure out you could dash through trees but when I went downwards there were no trees anymore and no collision at the end of the map so I could just wander off... Perhaps some obstacle you can't dash though could be used to line the outside of the map.

Thanks! The game didn't really feel complete after the first jam so it was good making this addition. I had a blast making this game with the mechs, especially the Mazinger Z mech. I hope I can make it a reoccurring thing with adding a new level +content for future Kaiju/Mech/Cosmic-Horror(?)-Jams. I'm considering to make a weapon and upgrade system like in Vampire Survivors at some point as well.

Thanks for your kind words! Glad you enjoyed the Mazinger Z Mech (I 100% based the design on that so it's fun someone noticed), it looks pretty silly in the old animes but when I made it in the same style as the rest of the game it looked like pure nightmare fuel haha. Did you get to see how it was deployed onto the map? I unfortunately didn't have the time to add sound ques and blinking lights to draw the player's attention to the spot, but hopefully I can fix that in a future version. 

Oh about USA I left it as a teaser incase I can join the Cosmic-Horror-Jam this year with the same game...

Thanks! Hmm yeah some way of indicating health for the reactors would be a good idea

That's good to hear, probably spent the majority of the jam trying to come up with the menu haha. I based it on the Amiga Workbench 1.0 from 1985. I never really made a "good" menu before so this was a different kind of challenge than I was used to.

Can you be more specific about what the "aha!" moments were in the gameplay for you? (For future reference)

Thanks for trying it out! You got to see the "secret weapon" being deployed? The big mech is mentioned in the mission's description I think, I was planning on having a character portrait with text to show up at the bottom of the screen during play to give updates and tell you how long you need to hold out, then some sort of audio que and lights blinking to pull attention to mt Fuji before deployment, but didn't have the time. Good feedback about the enemies, the only clue you get at the moment to their location is that the tin-can starts walking towards the closest enemy even if they are on the other side of the world. Maybe I'll add a radar building to help alert to enemy locations in a future jam.

Thanks! Glad you enjoyed

Thanks for trying it out! Ok yeah the x on the menu maybe shouldn't be an option on a web-game... How did you find the menu in general? 

Your core mechanic have a really fun concept and despite the game being so small it holds up very well, also the music is nice to listen to. There are a few things that could see some improvements: 

1. The battery/health shouldn't flip with the character when changing direction, it makes it harder to read. Adding a color to the bars/circles would also be nice. 2. You should try to include a way of turning off the audio, no matter how good it sounds (it does sound good). 3. When using art from several sources you should keep an eye out for inconsistent art styles and "mixels" (using art with different pixel resolutions), you can also use a pixel art program to downscale art that have too high resolution for the rest of the game. The impact/explosion art you are using not only have a different resolution and style but also use a different color palette than the rest. Resolving this would make the game feel more cohesive. Overall I ranked the game pretty high due to how well put together the gameplay and audio was! Too bad I don't have anyone to play with :)

Thanks! A surprise to be sure, but a welcome one.

Really well made little game, the screen could have been bigger on the page but other than that there isn't really any negative things to point out . How many different monsters are there? 

I think I wrote below the game that I didn't finish level 2 before the jam submission time :) glad you liked it!

Hi! I used your Crab in my game-jam game: https://floatingoer.itch.io/kaiju-apocalypse I really like all the little animations you've made, thanks for making it available!

Alright :) If you are still looking I'd be happy to have some music like you shared in your post, it's very atmospheric and would fit well. I usually make everything myself (other than sounds and music), you can check my profile for some of what I have done in the past. Do you have discord?

Did you switch account?

Hi! Did you find someone to work with yet?

Well done on your first Jam! You got both an intro text to introduce the game and multiple levels. I would have liked a bit more upwards speed as it felt a bit sluggish to move when going up.

Nice work! Pathfinding and AI is one of those things I've had problems wrapping my head around. I like the modular design, it's a nice "shortcut" of creating a huge amount of possible designs. The game itself is functions fine, not sure how to get rid of the box for building things once it pops up if I don't want to build anything right then and there. 

For a game jam I don't think you need quite so many different levels as many people will probably only play the first few, so that would free up time to polish other things than making levels (though I am not saying it's bad to have many levels). 

Thanks for playing! Yeah I need to fix the dubble-kill issue haha, the problem comes from clicking the continue button (which activates after you win) while the timer for resetting the match also triggers due to dying... 

Thanks! Glad you enjoyed it

Thanks! The audience ended up being the most fun part while making the game, triggering reactions with new comments at each stage of the game. Ah the twist was a bit weak to be honest, the "twist" ended up being how the votes went back up. Originally I planned to have the audience realize that they didn't know what they were voting for "Bill in opposition to the heater installation bill" (so voting yay is in opposition to installing a heater? Does the bill refer to the project or the cost of it? etc.), so you'd have to keep fighting to make the votes swing back so the other side would win.

Thanks! It's the most complicated combat I've made for a game so far though haha, any tips on what could have made the combat better?

Thanks for playing! Did that happen every time you died? It should go black and immediately reset the fight like the transition between voting and fighting. I haven't been able to replicate it.

Huh that's strange, the vote button doesn't cause the blackout animation to trigger so if it goes black it must have crashed the game or something. It didn't happen for me or my friend so far when we've played it on the browser, though the rng functions seems to have been messed up in html5. Maybe it's an issue with a specific browser or os then, very strange.

Funny you say that because Nidhogg (the first 1) was my inspiration for making the fencing. Glad the combat was enjoyable to someone

Thanks for trying it out! Unfortunately it seems that the rng doesn't work as it should after exporting to html5 so the commenting functioned a bit better when run from the editor. 

Thanks! It stayed black? Do you remember in what scenes that happened and circumstances? The audience ended up becoming the most fun part to make, I hope they were able to keep you entertained throughout.

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I'm sorry I didn't have time to put a coin counter or something, then you would have seen that you could only afford to buy one of the paddles! (Q cycles the current paddle being used, you can see it on the color/design which one is currently equipped, Green = slow but less sliding, Red = fast but more sliding). What I'm not sorry about is the "R" :P 

At what spots did you die the most? (so I know where the biggest offender is)

The difficulty spike on the 3rd level is a bit much, but I'm working on a new version of the game where that level isn't quite as bad, and adding many more levels. I am currently doing a frogger level where you have to dodge a bunch of large ships to deliver 10+ ghosts back and forth, as well as other unreasonable level designs! I'm definitely going to rework the shop mechanics so things are clearer and faster to use, +more items. I hope you follow the game if you want to suffer more in the future! Thanks for playing!

Well it's always hard to know if there is going to be an appetite for it or not. It's probably unintentional but if you think of your game as a vampire survivors type game (enemies spawning from outside the screen moving straight to a central target) with tower defense mechanics instead of the attacks coming from the player there may be a higher chance of finding an audience.

I think the theme was really well implemented with making it like an amusement ride, and the difference between the fake ghosts and real ghosts was very clear which is good. The camera felt a bit glitchy at times and it was hard to know if my clicking was hitting the ghost/item or not since there was no crosshair or effect that showed where I was clicking. Also trying to aim and hit something in the middle of a turn was a nightmare xD. Overall it was fun with a clear design idea, well done!

The drawings and story in the beginning really set a good mood for the game, though it became quite chaotic and I ended up basically just spamming the towers around the base at random before having all my automatons eventually destroyed. I can understand that there may be an effect where the more ambitious a game is, the less time there is left over to create a good tutorial (especially when there is only a week to make it). Overall I think it was well made.

I liked the "think outside the box" type of puzzles you had in the game, the controls worked well but there should really be the ability to leave the movement keys pressed to auto move in that direction because it became very bothersome to keep pressing for every step when so much movement was required. There was a nice pace in difficulty between the levels to.

The music and art was really nice, as well as the use of the theme, but I didn't understand what I was supposed to be doing, put the cats in the same order as one of the 3 boxes above?  But they kept changing. Maybe a tutorial with fewer ghosts and shorter string would have made it easier to learn

Thanks! Yeah there is a bit of a difficulty spike at 3rd level, though I think the 4th and 5th level may be easier than that one. Also you can buy a paddle from Hermes to help you, the green one goes slower and slides less and the RED one goes faster... You will need one of them for the 5th level