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flyingrollercoaster

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A member registered Sep 09, 2021 · View creator page →

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Hey, well - Some minor suggestions could be a time limit or resource constraints.

Bigger suggestions would be lean into a factory builder type game, having random nodes across the map of various ores or resources in an endless procedural world, extracting them, assembling things with their output and piping them around. I would suggest the name infinifactory, but this is already taken... as is sky factory, mini factory, etc. 

Other options would be to lean into the pipes direction more, and have to maintain multiple "work areas" that degrade over time, navigatable with the number keys. For an example of this, I just so happened to have created a similar game a long while ago: https://flyingrollercoaster.itch.io/maintainance

Amazing job with the UX on this one. Feels really responsive and satisfying! However the gameplay is slightly under-developed, but with a more interesting concept this one could be a really neat puzzle/automation game!

Pretty well implemented and cool idea.

Ah -  I thought that's what you meant but wasn't 100% sure. Thanks for clarifying.

I got a lot of feedback for this game echoing the same point, and in an updated version - the crafted actions will always be visible, separated from the crafting screen. Here is a very much WIP sneak preview for you ;D

Hey, thanks for your feedback :)

For one of the later levels, the red trap is supposed to instantly kill the player, but because of time restraints it was quite difficult to integrate it in a satisfying way. 

What do you mean with an "always-open" action bar? It's always at the bottom of the screen - perhaps I am misunderstanding you.

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This is pretty cool, nice new twist on a game mechanic that's been done to death!

You're too kind! Just to clarify I meant that *your* game did it better, I wasn't coming here to gloat 😅

I'm right now working on simplifying the collision and cleaning up the UI, to then create an overworld and chunk up the map. Do you have any suggestions for any of those "eureka" moments? 

Well executed! I just don't find the base mechanic very interesting as it seems to just be walking slowly towards the colours.

My suggestion would be to instead, push the blocks in a way that would let the let the player clear it - according to the queue in a vertical or horizontal sweep.

Haha - Okay the first level took me a hot minute, when I eventually discovered it you really got a "aha" moment. Great job, some cool bones to this one!

This one's great. We went for a similar mechanic of the movement sending you right to the end. This one definitely makes better use of that mechanic!

Err- I can't play it!

I know this is a late response and I'm not an organizer of this event - but this "from scratch" rule typically means not to reuse game mechanics you've implemented before. Such as slapping in a fishing minigame that has been made way before. You should be good to reuse any "tool" based code you've written before, however realistically I've never seen anyone penalised for breaking this rule (except for people who were obviously just submitting one game to multiple jams, with very minor modifications).

Hm - I got this warning trying to download your game. Perhaps next time do a web export 😅

"WARNING: This Page Has Been Quarantined

Our system has flagged this page for additional review due to potential suspicious behavior from the page owner."

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No no - it's not that it falls slowly. But when it eventually lands, there is around a second of delay :)

Nevermind, I see the idea now!

Very satisfying, just a shorter response time on the placement would improve things a lot.

As a fan of Tetris I gotta like this one. Nice job.

Interesting thought! :)

Ah I see. Perhaps locking the cursor manually on the click event would be better for next time :)

This was neat. The atmosphere is really great thanks to the art, sound design & music, it is a little strange how it loops on each level change.

Really sick art style. Combat was really neat mechanically.

Cute concept, I like that each menu has its own screen, good use of the limitation and limited space available.

Thanks for playing! Yes the items were not really balanced correctly. And 90% of them didn't exist until 1 day before the submission ;)

This is really cool, great work on the distinct elements of the game. I did find the "flying" to be very difficult to control though.

Love the background, gameplay felt good and the indicators of objectives are great for not getting lost. Very nice.

This one is pretty insane. Phase 3 was way too difficult for me though. I feel this fight would serve as a crazy final boss type of enemy for a full game.

This is neat, the melee/ranged attacks feel real nice. However after dying I would be stuck in an infinite loop of picking the upgrade and then restarting.

Graphics were amazing. I am really blown away by the semi-dithered lighting. However on my system (running chrome on macos) the mouse cursor wouldn't lock, making me unable to turn.

Also, really like the moving background

This is pretty cool, I was pretty confused at first, thinking why would I want to create enemies - but then I realized what I was doing wrong. 

A lot of the confusion would be fixed in my opinion if the game was flipped, so the "enemy" ship was on the right, heading towards the left, and the summon points would be on the left as well :)

I usually really don't like visual novels. But the premise to this one was really good,  congrats on getting this done in only a week.

Art is beautiful, and the mechanic of chosing how enemies scale seems interesting. Would like to see this expanded further.

Reminds me of the types of games you would see on newgrouds way back. Killing people with the crane was fun, but more variety would have been nice.

6 minutes 27 seconds :)

Thanks for your feedback. Yeah the audio loop is supposed to be positional, and only to be heard when facing the flux area, and the looping, well... It seems the web build broke this too! Guns were for killing enemies, which spawn eventually if the flux is out of sync for too long, I'm surprised you didn't encounter them.

Simple and fun, really tested my reaction time towards the end :)

Game could have used a proper tutorial, something where the targets are prelit, or something like that.

Other than that the execution is pretty solid, I like the style of it especially.

We made a pretty similar game if you want to check it out.

I like the overal aesthetic, the buttons and mechanics feel nice and responsive. However I think the game has the problem of the things to look out for not being obvious. With certain things being interactable and certain things not. I think the game would benefit from removing the uninteractable elements of the workstation and labeling what remainings.

Really love the art here, found myself playing for way too long. However the audio was really distorted. Running windows and using the web build.

This is pretty neat, good idea blending papa's pizzeria and wordle. I didn't understand the ingredient mechanic completely though, and the icons for ingredient missing etc seem to be broken unfortunately.

<3