What a wonderful experience. It was longer than expected and had a charming atmosphere and art. I also like how the backgrounds of the characters were revealed bit by bit.
FMProductions
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The use case for the tool itself is great. I have been using online services before to extract individual frames from a sprite sheet. It's also nice that there is an option for image filters like greyscale.
Some suggestions for improvement: I have only see the option to adjust grid size settings with mouse drag and drop. It would be great if there were the following options to have a more accurate/faster way of getting the right grid size:
1. textfield inputs for defining the x and y cell count of the sprite sheet. for example 4 on x and 6 on y would split the texture into 4 columns and 6 rows.
2. textfield to define the pixel size for an individual cell.
3. Optionally include a textfield to define pixel padding. each sprite cell will have this amount of pixels removed from its borders. I don't think it's necessary but I have seen that some sheets are set up for some padding too. Usually uncommon though.
Very nice one button game. I think this concept would be great as mobile game too. One technical hiccup I noticed was that the sound effect volume level suddenly changed. Another positive is that it didn't really seem random, with consistent mechanics, so having it as game to speedrun definitely offers itself
I think you have an interesting concept there. At first I thought the objective is to move the player with the gun too, instead of with the arrow keys, because character movement is a bit wonky. Maybe more enemies, a tighter character movement and a bigger area to explore would have been nice, but cool idea.
Hello! I just came here from reddit. I am not sure how the V8 engine does it specifically, but JavaScript is part compiled, part interpreted from what I know, some parts of the code will be JIT compiled, I think that is true for some predictable sections that will be called often, but maybe you will find a proper source on that (I read one a few months ago, but don't remember the source anymore).
Nice little arcade game. The sound effects were working for me in the webGL build. controls directly translate and feel responsive. With the player speed and the fact that the bullet travels as fast as the regular player, it can also be quite challenging. And good to see that you did all the graphics alone.
Hellish hack n slash game, a huge horde of orange red men coming after you. The mechanics were explained at the start and I also appreciate the title screen animation. Difficulty scaling wasn't really good though, you get drowned by the masses, but it doesn't really add difficulty in execution in battle. Good job for such a short time.
Hi! Nice that you also have submitted a game, I liked the feeling of movement, but I had a lot of issues with other parts of the game.
I can agree with the z-fighting textures. Textures are clipping on the buildings. The zombies seem to be equally slow and do not pose any thread, sounds and effects/polish is a bit lackluster. There is no cap on the x rotation of the player, so I could look upwards until I was upside down, and the controls were inverted, this was a fun additional challenge. Fog was a nice effect. It was atmospheric to a part, but the floating gun and the sounds broke immersion.
It took me a while to figure out the concept behind the game, but is is quite original, I like the idea! Graphics are very minimalistic, but they fit the game well. In the game over screen, there are the controls, which is good, but I wish the actions would be written above the keys. Nice little game.