Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Gamma

139
Posts
2
Topics
34
Followers
26
Following
A member registered Mar 05, 2016 · View creator page →

Creator of

Recent community posts

Awesome little tool, it does exactly what it needs to as easily as it can. The ui makes is toyish and feels like something Nintendo would make. ps would love filters!

Am also running into this both through the itch app install and the regular exe

Would also buy that pack, bonus if the tech/megastructure textures had clean and weathered variants!

(3 edits)

Thanks, it wasn’t too hard to figure out!

Thanks, the Fab page gives a better idea! Do the black and white preview images on this asset match the assets? I could try testing to see if I can get the effect before purchasing.

Is the shader included? Also some more previews in a scene would be nice

Yes, thanks so much for organizing this! I got a ton of fantastic feedback and will definitely be back :)

(1 edit)

I saw that message about the lost review on discord, very irritating of itch to not warn! Thank you for playing! I’m going to iterate on everything at least a few more times so this is really helpful feedback. Multiplayer is the plan after some more refactoring, a lot of systems in the playest build are just good enough to be mostly functional 😆 and thank you for the timestamp link!

ALSO you shouldn’t have any copyright issues, if you do let me know! All the music was purchased from Ovani who uses royalty free licenses

I beat it! I died a few times and ctrl+p’d my way through the levels I’d finished, so I can’t comment much on the difficulty. I liked the mouse controls, the lerping motion made me think it would feel great on a tablet or touch screen.

The levels after the first boss had some creative patterns, I especially liked the quad diamonds in the second boss. Targeting specific enemies felt strategic in all the chaos. The font was readable and very cool, and the little fade effect when you missed a vertex was good feedback (especially with those moving shapes!)

I think some post processing would really make the graphics pop, maybe a crt effect and some glow that pulses with the music. The background was nice too, though a different backdrop between each “pack” of levels might add a lot.

A level select where the player enclosed a shape to load a pack could work as a mini-tutorial, something low-stakes and vibey before teaching the player how the shield works and adding some danger.

Fun game, even if I am bad at it!

I played a bit more tonight, with more luck! The looting mechanics are satisfying and swapping between pistol for looting and the ak (with rarer ammo) for defending felt nice. I’m not sure if I missed something, I did the loop of looting and returning to defend a few times and only a few slimes spawned each wave. Grenades make quick work of them!

The locations and unique loot are good too, this has a lot of the things I love about survival type games in a unique and satisfying little toybox. Looking forward to more!

Thank you for playing, the stream was a lot of fun and I loved the blue square’s added ambiance! No idea what caused the the crash 😅 you were REALLY close on the hybrid seeds even though it’s not explained well! Seeing the pain points gave me some ideas to help (and some bugs to fix!)

I’m glad you enjoyed it and you did really well beating the level! Yeah, the plan is multiplayer but there’s some refactoring to do first 😀

(1 edit)

I haven’t been able to sit down long enough to fully beat it, but I played the first 3 concerts twice, and a few past on my latest run. I like it! The style is cohesive and strange, and the music fits and is fun! I tried to read every dialogue option I found, the writing and world are fantastic and I love the gags 🏠 I mostly have small stuff, I can see a lot of potential.

The tutorial was good, though I think the management features could be split up. Maybe the first guy is hungry and the rest of the group need a nap?

It would be nice if feeding band members was more streamlined since it’s such a common task. Being able to swap between them with hotkeys/icons on the sides screen might reduce the number of clicks. I’m now realizing how ironic saying that is, considering my game.
Anyway I think allowing the player to drag food icons onto the boys to feed them would help, I don’t need to see the nutritional information unless it’s a food item I rarely use and having the nice grid of items so close to the boy makes it convenient.

The bus is fun (I liked how one of them messed with it) but I’m not sure what the zoomable camera adds. I zoomed out fully and angled it down and it gave fun overcooked vibes, if you chose to do that it might give some room to play with level design in the overworld. Also spacebar to park the bus would be nice.

Really great work, I’m excited to play more (especially when there’s a save system 😉)

Thank you so much for the feedback! I’ll make note to look at balancing the footsteps, they can feel pretty punishing and can get overwhelming. I’m looking forward to going through the stream with a notepad!

Thank you for the feedback! The compost is probably the least developed mechanic, but I’m glad the other areas worked for you!

Thank you for writing all that out, I’m glad you got it in the end! A hint: they’ll only cross breed if the “source” plant is fully grown. I see how the tutorial is unclear (and could use a more organized mess, apologies for the extra time mopping 😅)

I’m planning a rework to the tutorialization and it helps a lot, thanks for playing and for your patience! I’m learning a lot in the jam, so thank you for co-hosting!

Thank you so much for trying it out! The cleanconomy is something I’ve been messing with so it’s nice to have some feedback on it, all of the values are from my own playtesting and based on vibes. Thank you for the positive words!

Oops, yt didn’t save the permission so it was still a draft. I set it to unlisted!

(3 edits)

ooooh yeah
image.png

Recorded the gameplay! https://www.youtube.com/watch?v=ajCsUVftP9I

I can see how some tutorialization around the shop will help, without the relics I didn’t feel the roguelike much. I played a few rounds until I got unlucky and ran out of jellies, then got a final score

Glad to hear there are more plans, looking forward to further development!

I love that the little blobs on the side interact with the mouse, and the animations + sound effects feel good. Those moments of runaway successes when it finishes the rest of the round are satisfying, and I like having have a large hand to draw gaps in the cards from.

I got 22550 my first run, probably pretty bad but it was a lot of fun!

I wish it highlighted the icon automatically if I couldn’t do anything, and I’m not sure what the shop between the rounds did. A proper fullscreen mode would be nice, I’m not sure if I missed a shortcut.

I agree with the feedback from the other comment, and I’m excited for future updates!

This is a fun combination of ideas! The looting mechanic is satisfyingly strategic (the rotation adds so much, and works great on controller) and I can see how it makes building up an inventory that can support a defense interesting. Unfortunately I died of thirst on my first attempt, so these are only my initial impressions before I try again this weekend.

It would be nice if dragging was the primary way to interact (with the current options there for accessibility), it would make it feel more like a toy. There was also a typo where it told me “you can do that now” when I tried to do something during the tutorial that I could not do. I thought the tutorial was pretty good at explaining what was going on, though you probably don’t have to explain the floor or bin.

I accidentally spent a long time waiting for the next wave after the tutorial ended and got hungry. I thought the hungry noises were attacking monsters at first, some highlighting on the low bar would help.

I don’t know how much art is placeholder, but the mix of vector with wasteland was interesting and made me laugh. Really made the truck feel out of place in the wasteland 😆

It would be nice if the backpack auto-selected when opening on controller, it would make item management much faster.

Overall this was really fun, and I’m excited to play as our hero Luigi again!

(2 edits)

This was a lot of fun! I learned a hard lesson my first attempt when I created a bat portal next to an undefended section of my base. I had a lot of fun my second attempt, picking which enemies to let in adds some nice strategy to placing towers and walls. I mostly upgraded attack speed on my towers, not sure if it was the best strat but it worked well.
Pickup effects are good! Towers make big piles of loot for me to vacuum up, it gave the moment to moment play within waves a nice little loop.

If I hadn’t been able to cheese the first giant boss I would’ve died, I found a loop where I could hop over a rock and he’d path all the way around my base while towers shot him. Sometimes I wouldn’t be able to jump over where I thought I could, not sure if that was a timer I missed or I just wasn’t lined up.

One of the upgrades had a bigger icon when I dropped it, I think it was a red quest reward near the start.

I’d love controller support, but it played okay on keyboard. I didn’t realize I had to drag upgrades onto towers at first, some highlighting on the screen might help make it easier to understand if others miss it. It would be nice if it auto-selected a weapon when you started a round instead of showing a little icon, and being able to change your current item with the scroll wheel would be nice.

I like the art and it fits, but after some discussion with another player the towers do look pretty similar. I think some more variety in tower design might make your build base more visually interesting and understandable at a glance.

Nice work, it’s a fun game and I’m looking forward to more!

No worries, thanks for trying it!

The music is half volume by default, did you try turning it up on the pause menu? Thank you for the feedback!

(1 edit)

The legend, thank you for playing! I’ve got some work to do 😆

Thank you so much, it was a fun stream! I had a bunch of ideas while watching so it was really helpful and I’ll rewatch the vod later to get anything I missed 😄

👏 You’re amazing, thank you so much!

Normal maps! 🤩

(3 edits)

This would play really well with a controller, having the player be invincible until you’re drawing makes the boss feel like a surgical lazer maze. I’m bad at it, but it is fun Edit: it works SO WELL with the mouse!!

Don’t worry about it, I already had the tab open on my phone and was thinking about buying it!

Great font pack, I appreciate the organization! I used the HandyWesternSerif font to recreate a gag gift sign:

The one point I noticed with this is that the font doesn’t have ' characters, so I had to modify the ,

Thanks for playing! I’m glad it was fun, I totally see the frustrating points so thanks for voicing them :) really good points

Thank you for the feedback and positive words, I agree with your ideas!

(2 edits)

I’m not sure if there is an end goal aside from the monolith (I accidentally recycled), but I had a lot of fun!

I love pretty much everything about this. The fog shader looks cool (even if a little laggy on scrolling) and the art and music were great. My colonists would die a lot, I think I didn’t have enough houses, but the ships helped keep my population up. After I had a few mines, storage, and electricity I pretty much ignored the lanterns and used light houses wherever I needed to expand.

The controls could’ve used a cursor to make picking the intended tile easier and there were a few attempts I got myself into a unrecoverable base, but I played for around half an hour and those were my major problems with it. Great entry!

And awesome credits screen! Getting to see all the concept art and play the music was a nice touch.

I had to play it a few times to get the hang of it, but I thought the simple interaction between the heroes and map worked well. Trying to keep high value items so I don’t get too close to 0 each turn was an interesting balancing act I didn’t quite get the hang of, but it feels promising. The UI, sounds, and graphics were great and I liked the variety of art and dialogue!

Some more indicators or animations to make it clear what’s happening would’ve helped, but for 15 days this is a crazy entry! Lots of talent here, nice work!

I beat the baddies! This was a solid little entry, everything fit together and made sense to me. I would’ve appreciated a way to stop using an ability (if I hit the wrong button sometimes I’d restart the level since they were short) but that didn’t hurt its playability. The puzzle variety good for the length, nice work for a small team!

Also loved the intro cutscene 😂 dang MC clearly didn’t put any points into acrobatics

I killed all the humans! Once I realized you had to drag the paw icon to path your selected animals it clicked. It feels like it would work really well on a touch screen! The critter ai worked well for me and I liked the cute art. I loved when they’d get a human red and my horde of little animals would chase them across the map. Usually it ended up poorly, but it was still fun to play with 😆

I think I needed more animals in the end, I was able to destroy all the cabins but the lvl7 guys took my nice organized cloud of animals and turned them into a panicking hive of fleeing red critters. Nice work on this game!

jsyk Sam’s link leads to Ula’s site

This entry is excellent. The platforming feels great and distinct between the two characters, the sound effects fit, it even supports a controller!

Once I learned that the challenge was managing these monsters and not going full stealth it clicked, and the vacuum tunnels in later levels helped a lot! I’m really impressed with this one, nice work.

Some of the levels were a bit tense, the upbeat music was nice but felt like it could’ve faded out (or something) a little while enemies were nearby. And I think it might be easier if the camera had a full-screen view somehow so you could get a quick glance at enemy positions. Two levels to go, hopefully this newly-discovered slow-mo mode for the camera will help!

Once I figured out it was hold to use I had a lot of fun! The management works and the peasants are fun to order around. I love the style of the 3d models, with some animations it feels like they could really come alive. I did have a hard time beating the objectives in the time limit, I think because my guys got stuck on each other for a minute and I lost a lot of resource gathering. I will try to play again, it was a lot of fun once I figured it out