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GamEsnitzhel

102
Posts
6
Topics
7
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8
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A member registered Apr 11, 2019 · View creator page →

Creator of

Recent community posts

Yeah I've got to agree with this one. Probably not my best interpretation of a theme. Probably could've come up with something better if I had just remembered that GMTK was going on before... well... Saturday. Guess I need a better alarm next year.

Thanks!

Interesting. Yeah I don't think the difficulty was the best ramped, and the leaps of faith sometimes annoyed me, but I like how it turned out for the time spent.

Thanks!

Oh okay so I was close to finishing. Might re-play to get through them all.

"Your mom." - Me typing in chat as quickly as I could.

Hehe thanks! I like my little style I have.

Thank you!

Thanks for the feedback! Yeah probably should've tutorialized it a touch, but seemed to be relatively simple to figure out.

Yep that's a good point. An issue that I noticed... and didn't have time to care.

Good point... :thinking: ...

Extinction events are the hehe funni.

How... many... levels... are there?

Hehe infinite daytime! A vampire's nightmare (speaking from experience).

Hehe traffic jam. If only I could blow up the other cars in real life too.

I don't actually even think I need to write a comment. You already know.

A nice little puzzle game. Took me a bit to figure out that you can break loops with other loops but figured it out eventually!

I made my second to last enemy almost impossible but somehow did it? I didn't even realize what had happened.

Hard to see the attack on the boss sometimes, but still a fun loop.

Hehe game show.

Okay so basically it was jump throw catch throw summon fall profit.

2 loops out of 1 point, would bug the game again.

Loop™.

Really fun game! Difficulty was a bit easy but can't blame ya for a Jam game.

WASD to move / Space to jump.

Right click throws the currently held orb.

Left click uses the held orb (Green orb is just a better throw it doesn't scale you).

Am actively getting a high score right now. Get on my level nerds.

This... was an experience...

Current record is 11

Feedback (PROS):

- The art is really cute I love it.

 - Fun and addicting game loop.

 - This is way more fun than it should be.

Feedback (CONS):

 - come back to me on this one

Feedback (PROS):

  • Super fun, used an auto-clicker and broke everything.
  • I liked the wavy background a lot.


Feedback (CONS):

  • I think gold has a bug.

Feedback (PROS):

  • Oh my gosh I love the art.
  • The puzzles were actually quite good, which isn't something I ever expect from a puzzle game.


Feedback (CONS):

  • Most of the time, I thought the way you pressed was the way you SHOT, and you would go the opposite direction.

My level High Scores:

  1. 03.24
  2. 02.07
  3. 02:53

Feedback (PROS):

  • I really liked the speed of the movement, it was quite fast, snappy, and felt good.
  • The graphics are simple, but you still managed to add lights and make it very clear what they were supposed to be.

Feedback (CONS):

  • The main gimmick of the game, where you get hit by the enemy to speed up, can be completely bypassed in all 3 levels.
  • When you spawn into the game, your character is just facing a wall, which makes you have to turn around in order to actually go towards the exit.

It's impossible on 60 hz, you have to use 144

No bats were harmed in the completion of this game

Patch Notes:


Additions:

Reimported the art so it looks better (The heart doesn't seem affected)

Holding DOWN will make you fall faster (it doesn't do that much, only multiplies downwards acceleration by 1.5)

The game now uses the correct icon

The level does NOT reset on a death, the player and all keys will get reset, however nothing else will change. The player will still lose 100 points. Time will still get counted while the reset is happening.

Stats screen now shows the % of the maximum score you got

==> It is made in a way that it automatically calculates the maximum score possible, if it seems off, please tell me

Going through a gate now awards 270 points

Removed a key from Level 1

Added a level before Level 1 (Level 0 / Tutorial) (Note: The tutorial is mainly just I need one for the game, It is meant to teach the player how to play, I will make an invisible tutorial sometime later)

Pressing play will take you to Level 0 instead of level 1

Added a basic particle effect for taking damage

Added a basic particle effect for walking

Added Mobile support

==> There is a button in the menu to enable/disable touch controls. There are all controls possible with touch, including a button to take you back to the menu


Fixes:

The player will no longer be blurred when moving

If you somehow end up inside the heart hitbox before it is able to be collected you will collect it upon the heart being collectable

Spamming jump when switching from menu to level or when skipping the splash screen will no longer cause the scene to reload multiple times


Misc:

Target FPS is now 144

Physics FPS is now 124

Logs get created, which are essentially what the console would print. The console is disabled

==> There is a lot more information in logs then what was in the console

==> Logs should be stored at C:\Users<USERNAME>\AppData\Roaming\Godot\app_userdata\Linked Life\logs

====> If you look for logs and they are NOT there, please tell me, so I can try to get you the correct path

The game uses GLES3 now for things like particles

Some things that are impossible to notice

Additions:

The timer shows on screen as well as in the stats screen


Fixes:

Actually fixed dying by an enemy not setting you to 3 hp

Going back to the menu will reset your score

Potential Fix - Player picking up hearts immedietly after killing the enemy

Changelog

Added a block in level 1 to make destroying the heart easier (second enemy)(edited)

Dying will now reset the number of keys in the level

All keys will now take you to the correct level if they are the last one collected

Dying by an enemy will not set you to 3 HP anymore

All keys in level 1 will now take you to level 2 if they are the last one collected

Linked Life community · Created a new topic Heart Test 2

Changelog

• Added a splash screen at the start of the game

• Removed score multiplier

• Continued working on hearts, and changed quite a bit about them (the majority of the work)

=====> They now have an animation

=====> They now can be destroyed for points by running into them from the side

=====> They can ONLY be collected by jumping on them

=====> Much more changes

• All enemies SHOULD move at the same speed

• Made the player start at 1 hp

• Changed how damaging enemies adds to score, the less HP you initially have, the more score you will get

• Made the game 16:9

• More changes I don't remember

I really liked working on this game, so I will continue working on it. I made a alpha build that I want to use to test some changes that I want to make with the game, because currently the game is quite easy.

Change log:

• You no longer gain HP after hitting an enemy

• When you kill an enemy, a new HEART object will spawn (and not move yet. It's an alpha for a reason, bucko)

• When you bonk on the ceiling because of a jump, you do not stick to the ceiling until your velocity goes down

• Removed about 5 if-else statements that did LITERALLY NOTHING

• Made the game a lot easier to work on

• Started adding GMTK Game Jam branding (not visible yet)

Yeah... I do need to make a better incentive, I do, however, want people to play at less hp, and I think I failed at that.

Super fun and amazingly chaotic.