Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

goldenbeard

107
Posts
1
Topics
38
Followers
24
Following
A member registered Sep 30, 2016 · View creator page →

Creator of

Recent community posts

Love the cutscene direction, sound design, polished feel of everything.

This is a real solid piece of work.

(3 edits)

Oh man what the hell does this font in the first screenshot remind me of, I want to say Breath of Fire II but I'm not confident. This reminds me so much of something I've played a ton of probably on SNES

Hahah yeah hope he doesn't take it the wrong way, but overall for a two week jam, first time making a Super Pucnhout clone, very first time ever working with animation keyframe-based logic and not using colliders or trigger areas (I come from unity in the past), I think I'm really happy with the result after 12ish days or so

In fact there's not a single collider or collision detection of any kind in the whole game, everything is based on AnimationController and State machines

(I didn't know about the queue system so I've played yours but can't rate it yet, I'll leave a proper comment once I can rate it!)

lol you're right, at least Bulk Bogan's not as susceptible to it because of the invulnverability frames in some of his windups

Don't tell Joel! :D

You know Joel & Bald Joel actually have some uninterruptible high punches but it depends on which pattern their controller chooses

Okay I'm gonna try this, I wonder if theres an additional few frames because of the Scale.X inverting when you hit him with a right punch (so i didnt have to set up a separate animation for his hit anim), because he also swaps back when transitioning back to idle anim.
I'm gonna try that out., Other than that there's functionally no difference between left and right punches 😆

Great game, I'm stuck at level 14! I know I'll come back to it later.

Bucket and slide jump feel great, my favorite are the music and sound especially how the music pitch shifts when you take damage, that's a nice touch!

Thanks a lot!

That strategy is interesting, I wonder if you've found a nearly frame perfect rhythm to get a hit in in between state transitions 🤔 After a few landed hits in a few the last fighter actually goes into a very temporary input reading state so switching high/low punches should matter for the next couple seconds until it wears off (blocks dont contribute to this)

There are also a few frames at the end of the last fighters double power punch where you can get a hit in and soemtimes up to 4 hits because it shouldn't count toward that 3-hit -> read input to block special pattern, but you have to dodge it early enough to get back and land one.


That's a very nice expert time by the way, I've got 14 and 12 seconds once each and other thant hat its always 1-3 seconds left, so I was quite happy with the expert feel at least for the last fight.


Thanks for playing!

Thanks a lot! Anything story related or details like the mirrors were all up to my team member (he's definitely in here silently

Yeah Joel and Bald Joel have similar but slightly different patterns but I dont think Bald Joel defense aggresively enough. Regular Joel is quite basic and has that time where he blocks 100% of body shots to set up the scripted finish. Regular Joel should try to do his shine attack twice but the first one may not trigger if you damage him too fast. And by that point,a s you said you can jsut eat the pucnhes while blidned and then finish hima fter you recover.

The last fighter is the one I felt needed to be really tight especially for expert mode. My best time is 14 seconds left on the clock and I was realllllly lucky with the state changes his fight handler happened to pick. Before that it was 12 seconds and then a bunch where i scraped by with 1 or 3 seconds left.

Thanks for playing!

This post delayed me playing your game by a day
(just kidding I was busy)

Thanks! Yeah I was a little worried about that, that's why for head punches I have the opponent invert the x scale so his hit animation goes the other direction

No worries, did you beat normal mode? (the time limit in normal isn't real so feel free to play safe and dodge alot)

Thanks! I'll check yours out today.

(3 edits)

Mine didn't show in the submission feed before but it showed in submissions. (I can see yours there too)

Actually my most recent expert mode win had 12 seconds left on the clock. I hope that gives people confidence that it's possible ;)

I'm not sure if I can do better than that though lol, every other run has been cutting it pretty close

Hahaha that's great, to be honest I can USUALLY beat expert but not without stress and only 1-3 seconds left on the clock

This is what we were hoping for:)

After the voting period opens I'm open to giving tips if you're still playing!

(1 edit)

We've submitted but for some reason I can't see it in the submission feed 🤔 (I tried viewing it logged out too)

It does show up in submissions though.

(1 edit)

Almost ten years ago I didn't even finish my first gamejam (I did create a cute character for gbjam5 though). Keep it up and your skills will snowball:)

(1 edit)

definitely comment if you do! we tried to put as much funny stuff in while still tightening up the feel, i may have gone overboard and taken it a bit too seriously (a lot too seriously my rl fren has been very patient)

Mike is definitely in ours. He's the final bosserino

bretty gouda

sneak peak:



pretty sure i will collapse tonight before publishing the page or build though but ayy lmao

Thanks for stopping by, glad you enjoyed the game!

(1 edit)

The thought crossed my mind, as well as adding planet orbit around the star, but to account for those in the already spaghetti-like code for enemy pathfinding and behaviour was too much without designing for it from the start haha


In a future game maybe, I wanted to move on toward other projects for now though!

(1 edit)

Oh good point, iirc I'm pretty sure the window is 1280x720 but I didn't consider others may have small screens than that right now. Considering the base res is 640x360 I should have allowed it to start there instead.

Haha awesome!

Heads up you can go off screen on the second-to-last area, and you can even go off the left side and end up walking udner the rooma t the very bottom:P but not a big deal in this short jam

Nice work!

DEJA VU~!

Very nice work in such a short time, the driving feels nice. The gamepad is definitely the way to go, I can't consistently get the drift boost with WASD lol

Nice job, love the sound design!

Awesome game, i haven't played LineRider in years. Love the dialogue sequences too, nice work!

Nice effects and cool idea with the powerups!

This is awesome, I got up to about 350 bananas but i haven't been able to manage getting pass the stage with the tilted platforms, at least not yet!

Very nice work!

Great idea! This was a really cool spin on the breakout formula.

Some small feedback, it would be nice if the menu could be controlled by both WASD & Arrow keys like in game can be controlled, or allow the use of the mouse but I know that requires extra logic. Whereas you can set both W & Up arrow to a custom defined "up" input action and use that set action in both the menu and the game if you wanted to.


Also something strange to mention, my media controls on my keyboard also triggered the "rotate_left" action, very curious. Both volume up and volume down do this, may be something interesting to keep in mind.

Also, do you think it might be better to limit the rotation speed? I can hold down a direction and rotate ant a speed so fast it looks like a strobe light effect and the paddle_ring appears to be rotating in the opposite direction much like a car's tire on a highway lol

But very good game and a great idea!

This one's great, love the vaporwave aesthetic and music choice!

Awesome, I haven't played Super Monkey Ball in many years

I only wish i could use my gamepad's analog sticks to control the tilt angle, but other than that very nice work!

Nice work! I would only suggest to make it so your top speed can't be faster than a bullet (if you are looping around at max speed and shoot you will immediately hit yourself)

Other than that nice a solid game!

Very cool, I played through the whole thing. Nice and polished movement and the level design was challenging but balanced. Great job!

Great! I love Peglin so this was easy to get into, I haven't made it too far yet but it's really fun.


I think a speed setting would be a good addition, I usually play Peglin on 3x because the default ball feels too slow for me to be honest

I also think the game should be paused when the hints are open but that's not a major problem, you aren't able to aim before your first shot (which happens when clicking close for the hints in my case)

Great work!

Nice idea, and the balls starting with a randomized angle help make every game different. Nice work!

Nice asset choices, everything is consistent, and the parallax scrolling is nice and smooth!