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Fodi

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A member registered Aug 14, 2017 · View creator page →

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Thanks for playing! An update is on the way that looks and handles clicks even better, I'm just waiting for the jam to end.

I'm sticking with my usual weapon of choice, Construct 3, however I'm contemplating using the new 3D camera plugin which is still a beta feature.

Looks great, plays great and the fact that it's your first game makes it even more impressive!

Really nice take on the chain reaction theme too!

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Very nice color scheme and sounds - I can't say I love the music, but I'm not the one to talk, my game didn't even have any audio :)

It's not easy to put this one down, I re-opened the tab three times after rage-closing it because I couldn't get past level 4... so well done ;)

Short'n'sweet! I wish there were more levels, but I had a really nice time playing this.

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Service announcement: since I haven't had time to put a leaderboard view inside the game (only a function that posts times to PlayFab leaderboards), I've made a web version after the deadline:

https://leaderboards.lasermagnet.com/chainreaction.html

Now that's a clicker and a half! I love the aesthetics and ransomware tie-in ;) very creative!

The big spinning globe reminded me of the old X-COM UFO Defense... ah, the memories.

Wow, I've never knew that's how abstract paintings are made! :)

This was immense fun and very zen despite.. you know, the massacre :D

Thanks, David! To be frank, me neither :) I guess it's sort of an endless runner game but with no actual runner :D

Thanks ;)

Thanks for the kind words! :)

Hi guys,

The first time I've started the game on Linux (latest Manjaro), I've encountered the same problem, but closing and re-opening the game fixed it (or maybe it's just random). There were no error messages on the terminal.

Yikes, I thought I nailed that reading thing... :D sorry about that, I completely missed the right click attack bit for some reason.

Really nice game! The bomb is indeed the bomb, it's very satisfying to blow up half enemies on screen with it. The controls are good (okay, controlling the basic ship is a challenge sometimes but, the advanced one is quite affordable :), I like the graphics and the audio as well; and you really took advantage of the PlayFab integration too, the in-game currency and inventory is indeed saved to the cloud.

Woah, now that was trippy! :) Maybe I'm just bad at that sort of game but I've found it to be a bit too hard too early on (too many enemies coming way too fast in my direction), but the mechanics are great, especially the boomerang hammer weapon :)

Nice job on the visuals and the audio as well!

You've absolutely nailed the aesthetics, the audio and the physics, really well done! I just wish there was something to do about those pesky robots :) maybe a stun gun to fry their circuit boards?

Absolutely amazing job, folks! You've managed to create a very complex (mechanics-wise) and still enjoyable game. To be frank, I've never played anything like this before (the closest would Terra Nil) but I'm loving this.

Are you planning on continuing development?

Thanks Shawn! I've fixed the bug and updated the game yesterday :)

Oh god... I can definitely see myself spending a considerable amount of time playing this on my phone.

Really nice job on the visuals by the way, great style, the game looks and plays very polished. I'm going to go back now and earn some $$$ to get some more upgrades...

Well, if you're contemplating removing the metronome track I think you can get away by calling it a bug fix... IANAL, but the metronome is basically a tick and a tick is basically a bug ;)

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Yes, thanks to Shawn's super useful quick start guide, that was the first thing I did :)

I'm quite sure it's the integer vs fractional number thing, I can reproduce it any time I try to submit a non-integer number and the call works perfectly if it's an integer. I've done a very easy fix: I round values to two decimals then multiply by 100 and parse the result as an integer to be 1000% safe :)

Really nice physics puzzle, it reminded me of The Incredible Machine :) It was quite challenging at times but somehow still managed to "stay zen", you've nailed the difficulty.

Also, I love the art style, you could've easily also entered the recent Great Autumn Game Jam with that fabulous color theme! :D

The music is quite nice too, but did you intentionally keep the "metronome" track? :)

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Hi folks!

Not sure if anyone else encountered the aforementioned problem, but in any case and for future reference (hopefully not for long), keep a lookout if you're trying to push a non-integer Value to the /Client/UpdatePlayerStatistics PlayFab endpoint - it seems that the API will reject it with a not-so-helpful error message along the lines of:

Error:Invalid input parameters
Statistics[0].StatisticName: The StatisticName field is required.

Since my crappy last minute game-prototype-thingy was intended to be speedrun, I was trying to submit fractional numbers (seconds) and had no idea this was an issue, because the docs said the allowed type is "number", not "integer". I've found the clue and solution in the PlayFab community forums - after the deadline of course ;) Just my luck, I should've googled earlier.

I've already fixed the bug, wrote a bit about it in the devlog and will update the game if I can; I hope the info will be useful for others as well.

It runs fine on Manjaro x64 for me. Try running it from a terminal with ./gdevelop and check if there are any error messages.

Go for it! :D

Yeah, you're probably right, we've started designing pre-made levels already and will probably have a "campaign" mode and a "random generated" mode at one point. Thanks for playing!

Awesome concept, great visuals and music and fluid controls.

It took me a while to get the hang of it, after a few sub-1000 score games, I managed to go above 6k and I was on track :)

I really love the way enemy projectiles are reflected, so I don't have to worry about shield curvature or anything, it just reverses their direction and BAM!

I might've been able to last a bit more if it was possible to reverse the thrusters and go backwards, and maybe instantly rotating the shields in fixed 120 degree steps with a different button might also be useful at times.

Are you planning on continuing development?

Awesome concept, great visuals and music and fluid controls.

It took me a while to get the hang of it, after a few sub-1000 score games, I managed to go above 6k and I was on track :)

I really love the way enemy projectiles are reflected, so I don't have to worry about shield curvature or anything, it just reverses their direction and BAM!

I might've been able to last a bit more if it was possible to reverse the thrusters and go backwards, and maybe instantly rotating the shields in fixed 120 degree steps with a different button might also be useful at times.

Are you planning on continuing development?

Indeed! :) Thanks for trying our game!

Super polished stuff! I love the animations, the trippy background, the shading - really nice art style overall! I'd love to have some sort of zoom functionality so I can overview the map to plan the trip, but then zoom in a bit and see the ball a little better.

You've got a point. I think I'll do that before the next update!

So simple, yet so addicting! It's a very enjoyable mechanic, the controls are perfect (you've nailed the rotation speed and jump strength). Really well done! Any plans of a mobile version? Maybe tilt controls for movement and tapping the left/right side of the screen for rotation?

So simple, yet so addicting! It's a very enjoyable mechanic, the controls are perfect (you've nailed the rotation speed and jump strength). Really well done! Any plans of a mobile version? Maybe tilt controls for movement and tapping the left/right side of the screen for rotation?

Thanks, Norris! :)

Indeed some maps can be solved without rotating (and sometimes even without digging, although that's quite rare). We're planning on limiting digging, just not quite sure about the method. At the moment we're thinking that there will be pickaxe pickups (no pun intended) and digging will eventually break the tool. We'll just need to strike a good balance...

Hi there! Thanks for playing.  Indeed we badly need a quick control scheme tutorial at the beginning, the shame is on us, not you :)

And yes, once the voting phase is over, we will update the game on Itch and probably put a redirect on the Vercel version, since it's only a temporary measure due to the fact that uploads are locked (for good reason) at the moment.

Thanks for playing, Johnny! We're glad you've enjoyed the game. An updated version will be up in the devlog in a few hours, if you're interested. We've squashed a bunch of bugs and balanced the game a bit more.

I absolutely love one-button games and this one has a very nice concept and perfect execution! You really didn't skimp on the rotation, I like that everything is slowly rotating around the same point, it might make players a bit dizzy but it's great for immersion, I really felt like a frog floating in space :)

I'd definitely turn this into a full-blown mobile game if I were you.

Very funny dialogs, Q and E are great characters! :) I wish there were more games making tutorials/narratives using two characters.

And game itself plays great, I like the core mechanic, you could turn this into a very nice mobile game as well if you wanted to.

It's not a flappy bird, it's a flappy plane!

And a surprisingly chill one for the genre, you did a great job on the difficulty curve. Nice music and asset selection too, and I really liked the heart shaped coin-formation as well :) are there any other power-ups apart from the shield? That's the only one I've encountered (I'm not very good at that sort of game).

Nice concept, great atmosphere, it's a very chill memory game. I like the fluid animations and the levels designs too!