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James Nye

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A member registered Jun 29, 2024 · View creator page →

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No plans for the long run. Just had an idea in my head for the jam and wanted to get it out. 

I couldn't figure out how to get more blocks, got into a soft lock where a dropped piece bounced off screen and I couldn't spawn anymore.  I didn't realize that you needed to click on the dropped piece to get the next one to fall, hence the one that went off screen prevented me from getting the next one.  

Really confused on what I'm supposed to be doing as a player.  I can move around and make the phone reference, but I couldn't figure out what else I could do besides dying.

Wish we had the lightning arc along the car at like 85mph and the flame tracks when you hit 88, but otherwise the game looks great, but the obstacles looking like junk piles floating in the sky instead of other flying cars I think is the only disconnect I had. 

I like the color offset shift as your health gets lower, like an acid trip.

I'm confused on what to do after I put 4 chocolates into the box.  I couldn't see all the buttons I think on the interface and I couldn't find a way to make it full screen to see if that would help either.

Very cool.  But once I got under 50% luck, I could never get positive again.

Interesting take on the quotes from a movie theme.  That being said, I'm a horrible typist and failed very often!

Trying to remember what I added already to the pots, much less the combos that were good, was hard for me.  But my memory isn't the best to start with.

Yeah, I didn't playtest it on a lower end machine till after submission. Whoops!

I was so confused on the controls.  I saw the arrows and thought you use the arrow keys to move side to side and the space bar just started the game.  What is really sad is that once I understood that space just changes my direction, I did worse at the game then just letting him free run, lol.

This isn't a direct knock against you, but I find using UP to jump very counter intuitive and clunky.  quite a few jam games do it, but I never see it outside of jams.  The enemies are impossible to jump over from without taking a sword hit.  And the contrast between the gameplay and the background isn't there, so at times it was hard to see what was happening.  All that criticism, but I did still enjoy it!  :-)

It took me a while to realize this was an incremental game, but once I did, I really enjoyed it.  One suggestion I do have, had a color shader to the placement for upgrades so the player knows if that is a valid spot or not.  Also allow the player to cancel out of the upgrade and not lose the berries until the upgrade is placed down.  Once or twice I wanted to change my mind, but it was too late to do so.

Overall it was a pretty cool concept and challenging.  Not sure you really needed the AI opponents to race against, but it made the visual nice.

Little too much happening on that end screen to make sense of though:

Crouch is broken(Is it even needed?), and having drops I can't reach outside of the box is annoying.  With all the vertical space, I feel like this should have been a mouse aimed game instead of a just shoot to the right.

The scroll boxes not resetting to the top when a new bubble of text appeared was a little rough, but funny responses to famous lines.  

There is no forgiveness in the hitboxes.  Would have loved to see at least a little animation of the man crawling. :-)

Sounds Effects were what made this game!  :-)

Very cool, I like the music and the visual style.  The orbiting I think was a little much. I liked being able to spin it, but not being able to stop the board from spinning eventually gave me a headache and I had to stop playing.  Pretty impressive to get that out of an AI in 1.5 hours.  :-)

Sorry not a web based game, didn't get a chance to play it.

The core loop is there, but I never got to see my results.  I didn't know how much money I was making or wasting and there seemed to be no fail state.

I was able to swing the club once, and then never again.  Rest of the time I was just pushing the ball around with it.

Drove around forever before I realized you could drive to the top of the screen to spawn the next wave of flags.

Now I'm questioning my decisions as a Mod for several communities....

Sorry not a web based game, didn't get a chance to play it.

Not going to lie, it looks really impressive, but I just couldn't grok what was happening.  I tried reading all the how to play's and it was just overwhelming.  I'm more of a RTS guy then a die hard strategy one.

There were a few levels where I was confused on my exact goal as it ended before I could get everyone out.  But it was a very interesting puzzle game take.  I was disappointed when it ended. :-)

Very nice, I like the take on the theme and how the lava picks up the flag and brings it back down with it.

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Went through about 35 flags before I saw my first real RED one.  To0 much clicking.....  Would have helped to have an end goal.

I ran out of gutter?  Ran past all the last flags at 145 and it was just empty space....

Having the player boat color the same color as the water kept making it hard for me to locate my boat when I respawned.  Maybe it was because I'm playing on older hardware, but the boat was hard for me to control and not get destroyed on the islands every time I tried to turn.  Does it support controllers?

That opening text was hard to read with the shifted shadow and white.  I guess I don't understand what is considered safe, and I tried twice and kept failing pretty fast.

We did have a similar layout! :-)  The later levels felt like the keyboard wasn't precise enough to really dodge 4 objects at once so close together.  Did enjoy the bonus points for just nicking the objects though.

Yeah, I really wish I had the time to build actual AI into the wizards.  I wanted to make them hunt you if you got too close, give them logic so they wouldn't attempt to steal the flag and such, but I had set myself to not exceed the 3 hour limit and I spent most the time making the wizards animate. :-)

Yeah, when I got to only 15min left I had to make the choice to make it play better or wrap it up in time. I wanted to give the bad guys better AI, an invulnerability timer so you didn’t get instantly grabbed again, and more importantly get the y-sort fixed.  But because of how I animated the wizards, I’d have to  redo them all and said “Good enough” for the Jam.  :-)

Thank you very much!

I felt like an idiot the first play through, I didn't realize the ZAP button destroyed the light bulbs.  Once I figured that out on the 2nd playthrough, I mastered it by the 3rd try.  :-)

Took awhile to figure out how to control it properly, but got figured it out after several restarts.

Ah cool, very early CRPG style, like Eye of the Beholder and Ultima games mixed with some System Shock.  :-)  Looking forward to seeing it.

I love the look you made for the sprites, still holding the feel of the 8-Bit while giving more color like a 16-bit style.  Big Kudos to you on your work!  I'm sad to hear they aren't available but I totally understand.  If I called myself a horrible pixel artist, that'd be over selling my abilities.  I'm working on making my version of this game as well and hoping to have the first vertical slice out later this month.  I also plan to make it free, as I don't want to mess with any legal stuff, but thankfully Konami seems to have been pretty generous to fan remakes over the years.

And I hear you on the stairs!  I finally got them working in my game, but what a nightmare they were. I still don't like my solution behind the scenes but it works.  Now I just need to get the knockback working better.  :-)