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FlyingStupid

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A member registered Feb 18, 2024 · View creator page →

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Thanks for playing! Lirana was really pumping out the cuteness with this one and I was just riding the chaos wave trying to get it all implemented. That's partly why the difficulty doesn't ramp up well. I just ran out of time to go back and really balance things.  This time around it was mostly Lirana and I. I bugged Senna and he took some time away from watching the world cup to get some stuff done and Mr. Marx gave us that sick dubstep track but wasn't able to spare more time.  I need to get better about my time management when I don't have another full time programmer on the team.

I think I'll go back and tweak my scaling so its a little harder.  I need to also do something about the buff turtles. I think being able to have an unlimited number is a little rough. There were also an anemone mutation for the buff turtle and an anglerfish mutation for the sea turtle that I had ideas for that I wasn't able to get done. 

This was interesting. I normally don't like these kinds of games but I like to branch out when voting for jam games. I liked the sort of creepy dark vibe of the game. I was able to figure out how to save the first patient but after the 2nd they were all DOA which I assume is a bug and not a reflection of how terrible a doctor I was :). I think a little more of a tutorial would have helped this game stick easier for people. Overall it was fun and kind of silly in a dark way :)

Thanks for the game!

Agree with most folks here your graphics and audio were really good (the music was SUPER loud for me but you had an audio slider so it worked out).  While I was playing I couldn't really figure out how the build mode was tied to the combat mode and then I read a few comments here and it was clearer. I really want to see where you take this. I like these kinds of games (anything space themed really) but getting more of the FTL style stuff in there will be really cool. Solid work for a jam game. Thanks for making it!

I had a lot of fun and was able to complete the game.  I did not place this game in the correct spot on the rage platformer spectrum that the vibe the game gave off with graphics and music. Over all I think you did a really good job playing into the mechanics you set up and there was a consistency to them (baring one instance I assume was a bug where I bounced off a wall and changed directions). Consistency is really important when you are asking for skilled use of those mechanics and punishing failure. You have some dev skills and it shows. I don't feel like there were enough early skill checks to make sure I mastered mechanics (I assume this was more down to time then not wanting to do it).  Overall a really solid game! Thanks for making it.

This was creepy and I liked it. It took most of my first playthrough to figure out what I was supposed to do and that led to a few more runs. I love the shifting house and just how big it is. I died so many times trying to press my luck with my tablet battery and then getting lost trying to find my way back out before I died. Atmosphere is really good. I tired to get a sense for how the house was shifting and wasn't able to figure it out. I don't count that as a negative thing just an observation in case I was supposed to be picking up on something. Overall I feel like you folks nailed what you were going for. I was not skilled enough to find the ending so I might have to come back to this one later.

Thanks for the game!

I grew up with Tamagotchis. It was an interesting thing because there was a lot of passiveness in it. Interaction was limited and so it was hard to call those a game. I like that you were trying to capture that here I just don't think to took it far enough. I wanted to be able to do more and get better feedback that what I was doing was correct. I wasn't sure if I was doing things correctly until my pet finally mutated.  I did really like the old LCD style graphics and I think some little beeps and boops could have gone a long way to providing that feedback as well as more nostalgia. Thanks for the game!

I don't think this is a Godot game...  did you mean to submit this to the Godot Wild Jam?

Really nice game. Very short but it left me wanting more so what you had was interesting. I'm very curious where you'd take this next. Had very Toejam and Earl vibes.  Thanks for the game!

Agreed there needs to be some way to make more choices in the game and strategize. I agree about the art. Our artist does a really good job (just don't tell her I said that :-p) . Thanks for playing!

I made it to level 100 and then stopped.  Overall not bad but it needs the variety in enemy that I saw you speak of in a previous comment. It wasn't super clear what each of the mutations got me and I think some of them were more a hinderance than others once you got a few levels on them. I had a lot of trouble with the controls on multi monitor since the mouse wasn't captured it kept floating out side the window and I'd start to lose the ability to swing my sword. Toward the end the sword wasn't always hitting the enemies. Not really sure what it was but I'd pass over an enemy 5-6 times before I did any damage. I really liked the time dilation and screen shake when I killed an enemy but it started to get a bit much after some time. Neat effect but probably needs to be used more sparingly. Overall I had fun and that's the most important bit. Thanks for the game!

Pretty good. I too got the bug that was mentioned by Gatlink. It's happening when you are holding a movement key and hit space to mutate the turtle. Playing as a hockey puck to kill enemies was a fun idea and I wish you had more time to explore it. I liked the little story bit at the beginning but you need a way to skip it after you've seen it once. I was able to get through several rooms and I think you did a good job of ramping up the difficulty. I wasn't able to make it all the way through as I keep accidently hitting the stuck walking bug and needing to start over. Overall neat game concept I think you just needed more time (running out of time in a game jam?! *gasp* :-p). Thanks for the game!

Cross posting because I'm bad at itch I guess :). 10 rounds 10 hearts and 234 kills. I only had time for one run right now but I plan on at least a few more attempts. I also didn't realize that you could jump up the level and that I needed to get height to hit the birds. The different weapons were pretty neat. I think I did more damage to myself with the saw blades(?) than I did to the enemies. I had fun and want to see if there was anything I missed with a few more runs.

10 rounds 10 hearts and 234 kills. I only had time for one run right now but I plan on at least a few more attempts. I also didn't realize that you could jump up the level and that I needed to get height to hit the birds. The different weapons were pretty neat. I think I did more damage to myself with the saw blades(?) than I did to the enemies. I had fun and want to see if there was anything I missed with a few more runs.

Thanks for playing. I wanted to add a way to lock in a turret but I prioritized getting more mutations in because it was the theme and ran out of time. There is some fun in the chaos of things changing constantly but yeah the  unreliability of it makes strategizing harder. 

I love flying games. There is a fun game in here all it needs is some bug fixing and polish. I saw your comment about the issues with the web build so I downloaded the windows version and it is so much better. The controls were alright but I kept introducing a roll and wasn't able correct it easily. Breaking the obstacles was really hard because you could only see them when going fast so lining up your attack was difficult.  Getting the controls and "feel" in a game like this can be extremely difficult and the time crunch would only make that even more difficult. The animation on the character looked good and the art in the level was interesting. I would have loved to be able to just fly around in a larger space but I know you were limited by trying to target the web build.  I'd love to try this again if you folks do any more work to it post jam!

I also fell into the trap of wiping a leaderboard :( also very sorry. This was a lot of fun. I was able to get some really good speed by just hitting the targets well. I really want to try the backward shooting to see how that plays :-p. Really great job.

This was really hard! The ramp from the tutorial to the first level was very steep.  I was able to kind of get the hang of the bounce and launch mechanic and I really think there is something cool there but at times the launch seemed inconsistent. I'm guessing that was me missing something about how it works.  I think the main things here are tuning the levels and challenges and providing a slower ramp up. Great job over all!

This was pretty fun but also really hard. I had a lot of trouble getting the precision that I needed to make some of the bounces. Really fun spin on a platformer. 

Pretty good job I think the main things its lacking are all polish things that will make it feel that much better. Getting a cool run with ramping off the towers and finding the "tricks" of the level was fun. There was unfortunately a lot of inconsistency with the towers and ramping up them that was very frustrating after pulling off a tough move and then bouncing straight off. Those are just bugs and polish like I said good game overall!.

Pretty fun game. I still think I don't fully understand how to use the islands to go faster. I also had some trouble understanding what was making the camera zoom in and out. I need to read the instructions again and maybe I'll get some more clarity from there. Welcome to GWJ!

Not sure where my comment went I am so sure I posted it. I had a lot of fun playing I just wish we got to explore the mechanics more with additional levels but thats always the struggle in game jams, making enough content but not too much. Also I think I made a few too many Bub's 

OH MY GOD. when I realized the moon was there! I blundered through the first level but on the 2nd level I realized the moon was my lil buddy but also that there was a star associated with it I loved it. I agree with some of the comments that the difficulty is a bit on the high side and I see @LordZX50 commented on it was well. I think in community voted jams difficult-games suffer because they are naturally less approachable. I think some simpler starting levels that show off the mechanics and allow the user to "play" a little would have shown what you guys accomplished a little better. In any case I thought it was really good even though it was hard!

Your single biggest issue here is the controls. I really liked the game over all but it was kind of a mind bender to keep the controls correct in my mind. I did have a small issue with an elevator shoving me under the map but other that that I really wanted to keep playing and see where you took the concept. Props for doing VO its always something I want to do but never have the time in a jam.  

Hey great job. Fit the theme and overall well executed. I would have liked to see a more granular grading system for the stops it would have made it have a little more hold on me if I could work on improving more. I did like that you handled just blasting by the station. 

Thanks for playing. The sleigh control was one of the first things I did. I got super lucky with the feel early on and we just kind of built around that.

Oh that makes sense. Is there an indication that your are invulnerable? I'll have to look again. I didn't notice anything but then again I was also not picking them up often :).

I agree the Monkey flinging was fun. I had some trouble understanding how to damage the enemies. I think some feedback with sound or vfx could have helped but I know time is super limited in a jam. I had the game lockup on me at one point. Your text on the main screen was way to small for my old man eyes :). Good job on your first jam!

Oh man I didn't see your challenge to post a time. I didn't pay attention. Maybe I'll go back later and see if I can't post a good time. The look of the game was great and the controls felt really good. Level design was better than I expected with this being a game jam game (generally folks run out of time creating levels). I think you've got a cool concept here and would love to see even more creative levels. I wasn't really sure what the fire did so I wasn't sure if it was worth picking up. Really solid entry folks great job!

Awesome first submission. I enjoyed the concept here but it was a little tricky understanding ways some of the mechanics were working (communication of that kind of stuff is really hard for normal games and SUPER hard for games where we have such limited time). I liked the different abilities. They felt distinct from each other and that was awesome and a little frustrating when i wanted to use a "lower" ability situationally. Specifically the bouncing projectile verses the spread. Its a hard design problem to solve. I'm not sure what I would have done but I think there are some options. Can't wait to see what you make next!

Snooker is such a good concept for Momentum. Transference of momentum felt really good. At first I didn't understand that I needed to get the spikey fish into the pockets and was just trying to avoid them but I eventually realized what to do. It was tricky with the creatures moving all the time. It added an element of difficulty that was both fun and frustrating :). Great Job on what looks like your first GWJ submission! welcome to the Jam!

This was a really fun game. I dug the differences in the characters. I do feel there were a few levels were there were only one or two boxes that needed a specific character to get. I did like the interactions between the grabber guy and the others. I was able to get into a state where the one of the other guys was still attached to the grabber guy even though he wasn't holding him. I had to restart the level to fix it. otherwise good game.

I think I had a missing font issue with one of the games unless that was intentional in which case I don't know what I was supposed to do :). Neat idea with the multiple mini games just wish I could have passed the one that had the missing characters. Thanks for the game!

well well well what a lovely platformer. I looked over your post jam changes and they all seem solid. If you are going to go with random damage ranges I would suggest highlighting the different damage amounts in some way. Damage numbers are an easy go to but you could also do different sounds or effect depending on the damage amount. I don't know if you are aware but your 2nd moving platform can launch you pretty high. Might be a good opportunity to lean into that behavior and build some level elements around it. All in all a very solid game.

Well I beat the big guy but it took some time. What I would have loved is an indication on the big guys bar as to how much damage I stood to do if I hit with my current stone. That would have helped me understand better if I was just missing or if my QTE combo wasn't good enough. There was almost a rhythm game vibe to the QTEs. I would have loved to see more of the theme in the game but you defiantly ran hard with one of the wild cards. 

You have a really solid game here. The layers of different critters was a nice surprise and kept me playing a bit longer once I discovered it. All that is missing for me is something to keep me playing and getting the upgrades. There wasn't really any need to get the upgrades. Something like a leaderboard or hidden achievements would help with that. I'm guessing more of that was on the table but time is always against us in these jams. I think everything you were able to execute on was done very well. 

This was a fun one. Once I realized that my camera help determine my takeoff angle I was smashing things with ease. I liked all the art piece cards. I thought it was a clever touch. Only thing missing for me was little cat paws for batting things off the shelf.

Crazy amount of work here for two people. I'm not really sure how far in I got. I fell down and got stuck. I was able to unlock all the critters and had some fun playing around with each.  I think my fav was the grasshopper but I found myself using the housefly because of the range attack. 

Solid game. I had fun picking my upgrades and was very excited when I got to upgrade the cage as well. The turrets felt useful. In fact all of the blueprint choices felt impactful. That can be hard to do in a short jam. Well done. I was in fact able to ... escape. I'm on the fence about the building aspect of the blueprints. On one had it was kind of neat that I didn't get my prize right away. On the other hand building the final blueprint just seemed like waste of scrap until I had enough. Like I was better off holding onto the scrap until I had it all incase I needed to buy upgrades or health.

all in all a fun game.

Hey! Thanks for checking out the game. The camera shift on the thermal vision was an artifact of how it was rendered. Godot doesn't give you a ton of control over the render pipeline so our graphics guy always needs to do some crazy magic to achieve our crazy ideas. In hind sight I think if the pipes went through to the next room where the door was it would be easier to follow the pipes through to the next room. We went back and forth about being able to see the enemies with the thermal vision. It makes logical sense but we didn't want people to just play with the heat vision on the whole time. This lead us to decide that the "downside" of the thermal vision was you couldn't see everything. (You couldn't even see the player character in the early days). We wanted to make some enemies show up with the thermal vision as part of their mechanic but ran out of time.

The Chase enemies don't do damage until they blast steam out. The block should work against them (though it is a bit directional). If you didn't associate the damage dealing with the steam puff then I could see how it would feel more random.

We tend toward doing some kind of random generation in our game jam games. It can work well with the time constraints in giving a bit more replay value to things and is also kind of fun to try. This time we used a generation method that allowed for the lock and key stuff to generate in a solvable way. I just wish we had more time to build some more room types to spice the game up more. 

Again thanks for playing!

Neat game. I really dig the platforming but struggled like some of the other commenters. Platforming controls are really hard to get a tight feel with and even harder under the time pressure. Great job over all.