Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

GreatWyrmGold

86
Posts
1
Topics
1
Following
A member registered Jan 24, 2016 · View creator page →

Creator of

Recent community posts

Your VimJam 2 game, Micro Climate, seems to have disappeared from itch.io. I don't know if that was intentional or what, but I wanted to let you know that it happened and that I had hoped to play it some more later. If there was some huge issue you couldn't fix, I get that, but...just seeing such a neat little game vanish into the ether, as if it had never existed, feels sad.

For what it's worth, you can not only set a minimum PWWW of $0, but you can disable payment entirely.

The first level works fine. The second...are you seriously supposed to pick up and rotate conveyor belts to send the plate through the crusher thingy twice, then on to the final fabricator? Because that's the only way I can see this game's mechanics allowing that recipe to work, but it's extremely fiddly. Makes me long for Factorio.

(1 edit)

Alright, yeah, that was the problem. I didn't think to try assigning after unpausing. Ah, game jams.

I feel like the slimes run a bit faster than they should—trying to click on all the slimes before they crawl past a point of no return doesn't feel like part of the intended challenge.

My boss's commentary being utterly unrelated to my actual performance was amusing; he claimed I got slower on day 2 (despite having a better time) and slightly faster on day 3 (despite taking longer on that day than the first two combined). On a related note, day 3 seems like a pretty big difficulty spike—it took me longer to get out of that initial spike chimney than it took to deliver either of the first two pizzas, and bullet bob stacks were introduced. This is especially notable since I found day 4's spike chimney and bullet bob sections much easier.

The ending was confusing—after that kind of set up, it seems like the conclusion shouldn't be going to just another house, yet it seems like that and dying on spikes are the only options? Am I missing something?

So, I managed to get stuck at the bottom of one of the tutorial screens. Twice.

Please don't ask how I got there, or why I fell there again despite knowing about the bug; I'm not very good at platformers. None of the controls seemed to work once I got down there, so I had to reload the web page. I'm not sure why I got stuck there—maybe because there wasn't a spot on the next screen down for me to spawn?—but it seems like a bug worth trying to fix.

Maybe take this with a grain of salt, considering that I'm self-described as "not very good at platformers," but I'd have liked it if there was another checkpoint—maybe before the spike room? And the hands shouldn't flash red when attacking; it took me too long to realize that the flashes were unrelated to me "damaging" them. On the other hand, the fact that the gems you're supposed to attack don't respawn when you fall off the bottom of the screen made it very easy for even me to cheese the boss fight—I just jumped down, threw my sword, and repeated four times (a skull got in the way once).

Aside from difficulty curve stuff, it's a good little game. The movement mechanics are neat and could probably be turned into a more complete game; the combat is perfectly sufficient for a platformer and works with those mechanics. The pixel art and sound effects are good, too, though the big slime just being an upscaled slime with pixels the size of the main character...games where pixels on different sprites are different sizes are a pet peeve of mine, and that was an extreme example of that.

There are games in this jam that I feel like I could like more, with a bit more polish and maybe expansion, but as-is Company B is my favorite game in the whole jam. Its core mechanic weakens player agency—I lost so much Influence in my first playthrough that I couldn't stop myself from going down a spiral of decreasing Influence and increasing Sanity until I got the serene ending—but in a way that makes the game tense rather than frustrating. The aesthetics/presentation was solid, too. It's probably the only game in the jam that I'm going to play again without waiting for a post-jam bugfix/tweak update.

In the fourth level, I assumed you needed to send a minion to the upper-right and have it drop through the hole in that platform to make a platform on the spikes below. The minion didn't fit down there, it couldn't jump out, and it didn't die. I guess I could have restarted, but that's such a bizarre way to lock a puzzle.

Also, the music is obnoxiously loud and the boss should really have a dying sound effect.

I really like the game. The art's good, the gameplay mostly works, and the voice acting gives off a palpable Worms energy.

...though I found it frustrating that the cost for buildings went up as you built more of them and didn't go back down when they were destroyed. Since the enemies seemed to be targeting my foodshrooms, this became shroompire-destroyingly frustrating very quickly.

(And, you know, game jam jank.)

I don't want to rate this game without playing it, so...how do you assign jobs? I hit Q and W to select the jobs, but neither clicking  on slimes nor any other keys I tried actually assigned a job to any slime.

I'm confused about how the platform-building works. I built one next to the cliff, but couldn't build a second anywhere? Gives me a very limited space to build anything.

A danmaku game where you create and throw "edges" at bosses is a unique yet excellent implementation of the theme and restriction. I really like it, though Edge Knight! certainly reminds me why I just listen to Touhou music. (Speaking of which, the Edge Knight! music has a Touhou je ne se quois, even if it's obviously not up to par with Zun's best work. Still good though.)

I do have one criticism, though. Making the edges your offense and defense has the side effect of making enemy bullets their offense and defense, too—and their bullets are better walls than your walls are bullets. I didn't hit the first non-tutorial boss with a single edge—they were all destroyed by bullets before they got there. There's presumably a way to get through the bullet shields, but I didn't find it.

I'm not sure how to solve this, though; maybe make projectile-edges not soak up enemy bullets or something? Make edges your attack or defense, not both simultaneously? It's a cool concept, but I think it needs some refinement.

My first impression was moving to the left, grinning at the derpy walk cycle, and then chuckling as the game politely informed me that I couldn't move left. It's a good first impression. The game benefits from its goofy tone—set by the art, the music, the writing, and the sudden unexpected gun—and I wish the boss leaned into that goofiness too.

Especially since I didn't find the boss very mechanically satisfying. That might partly be because I don't play many action games, but the fact that you need to jump over and between projectiles with such imprecise controls (e.g. the non-variable jump) means it probably isn't just me. Maybe an action gamer could identify more issues, but...that's what I've got.

Also: The music stops and doesn't restart if you jump over the edge. This was extremely disappointing—on a repeat run and without the goofy music, the tone doesn't hold together quite as well.

A game where you advance dialogue by pressing a button, but you need to wait a certain amount of time between button presses, but you don't know how long or if anything you do affects it in any way...is not much of a game. There's a story, but it's told extremely slowly. Which is probably the point, but the fact that there's basically nothing to do except check if you are allowed to see the next part and play with the lightswitch means I'm not engaged enough to see what the point is. The most brilliant story in the world is worthless if the way it's told drives people away before reaching the conclusion.

I only have one, very small, suggestion: The vertical (left-bounding/right-bouncing) mirrors are harder to identify than the horizontal (up-bouncing/down-bouncing) ones. You should probably introduce the player to the latter first.

I don't think maximum plates held was my problem—there were some plates right next to where I could move that I never managed to pick up even when I was standing still and had zero plates.

Having a maximum number of plates on the ground, plates that don't despawn, and a mechanic which changes where the player can stand (making some plates inaccessible) was not a good combination of mechanics. If you get knocked back while there's a plate on the ground, you'll never be able to pick that plate up. (And obviously the plates that I guess landed  just a bit too close or far for you to collect make that worse, but that part presumably isn't intentional.)

(1 edit)

I really like this sort of game, and the jam didn't produce many like it. Shame that it's so buggy...

It's a pretty simple game, but that's not necessarily a bad thing in a jam context. If it wasn't for the bugs, it would be easy to just hop in, figure out how the game works, and try to save (part of) the world.

One thing I'm not sure if it's intentional or not: You don't seem to be able reassign people you've sent to collect wood. I'm curious what the reason for that is.

The game feels...rough. The roughest part being how the button for "summon a platform at the cursor" is not a mouse button, but spacebar.

The puzzles are also extremely simple. The only one I had difficulty with was the one where you need to nerdpole up a couple of platforms, and that has more to do with the controls (and particularly figuring out where the platforms spawn relative to the cursor) than anything about the puzzle itself.

Uploading, of all things, a .7z of your game is going to make it less accessible to people. Not everyone has 7zip, after all, and not many people are going to download it just to play this game. That was my first impression—"Weird file format."

My second impression was realizing too late that I was falling into the black hole while reading the boss's explanation of how to play the game (and not fall into the black hole). My third impression was that the ship controls were awfully slippery, but they grew on me as I got used to them.

My fourth impression, if I had to number it, was how the game's individual assets don't really cooperate aesthetically. The sprites look fine, the background looks fine, the black hole looks cool, but none of them seem like they were made in quite the same style. The most obvious dissonance is between the player ship and the boss ship, one of which was very obviously a small sprite scaled up.

At the end of the day, it's a simple game. I could nitpick things like how you can't dismiss the boss's last message or how underwhelming the lack of even a victory splash screen is, but this is a game jam game; it's fine. It would be neat to see what else could be done with this kind of spaceship game.

I have a few criticisms. First off, as a member of the Tentacult, I am disappointed that this game does not feature a Boss Ina like the title card claimed.

Alright, let's get serious. The basic concept is solid. A circular bullet hell, where you pick up bullets and throw them at the enemy. Great! And moving the player farther from the boss each time they get hit is a sneaky way to balance the difficulty a bit, since players farther out have more time to react (and more space between bullets). But there are a bunch of little technical flaws that bog down that concept.

First off, picking up the thrown bullets is finnicky. Sometimes going by them quickly makes you skip over the bullet (and there doesn't seem to be a "move slowly" button); sometimes it's just a little too far in one direction or another for you to actually collect; it's almost impossible to distinguish between the two.

It would be easier to tolerate the finnicky bullet pickup if more bullets could be picked up. I especially started to notice this late in my playthrough. I got to the point that the boss was firing six bullets at a time, but hardly any of them could be picked up. I'm not sure if this was a result of all the bullets lying around that I couldn't pick up (some because I was knocked back before I could grab them, some for no particular reason I could discern), or just a broken pickup-spawning system.

Which brings me to a related point: The game feels too slow. The chef's health bar is huge, and many of the few shots you get will be wasted destroying a boss bullet. It looks like the boss eventually brings out more complicated bullet patterns, but it takes a while to get there, and you're just dodging basic patterns until then...

...with overly-sensitive inputs. I couldn't stop myself from zooming around the edge of the ring. Bullet hell games need precise inputs, so that you can precisely weave between bullets. These movement controls are not precise. The high movement speed seems to also cause problems with collision detection, and we're back to picking up bullets.

All of these little problems clump together into a big mass of friction, making the game far more frustrating than the sum of its parts. The odd pickup bug wouldn't be as big a a problem if you could grab plenty of bullets, the dearth of bullets wouldn't be as big a problem if the boss's health wasn't so high, the controls wouldn't be a problem if you didn't have so long for your mistakes to add up, etc.

There's a good game in here, but it needs more polish.

Personally, I found the game difficult—having to juggle all the administrative tasks and single-handedly defend the orb meant that most of the time I was letting problems pile up, letting the orb be destroyed, or both.

Defending the orb felt off, too. Having knights walk right through you to smack the orb while you're punching them  feels...odd. It feels like they should prioritize attacking you, or at least not be able to walk through you. And the fact that no minions ever enter the orb room means that the minions ultimately seem to only exist to soften up enemies before they reach the orb.

But the concept is great, the art is effectively stylized, and the combat is surprisingly...polished for a game jam game. The three-hit combo was a nice touch; the uppercut seems more disorienting than anything, but the comet punch makes up for it.

Great atmosphere—I didn't expect a game about kissing without being caught by your...boss? baby? boss baby? to be this unnerving—not just because of the increasingly creepy modifications the kissers get. I think it's the sound design that's doing most of the heavy lifting in this game.

(1 edit)

This game has the best presentation in the entire jam. The aesthetics are a bit scattershot—a vaguely punk ninja protagonist, giant teddy bear enemies, a boss resembling a magical girl more than anything, old-timey film grain and music—but the individual elements are all well-made and fit together as well as, say, characters in the old He-Man cartoons. (Like, they're animated as if they belong in the same world, even if it's hard to imagine all these characters coexisting.)

The biggest problem is the simplicity and shortness. You basically just run forward and throw kunai; there's a jump, but it's too small to do anything (and of course you don't need it). There's not much in the game; you can beat it in about a minute. This wouldn't be as big a problem if you could play Indie Ninja in the browser, but for a nearly 300-MB download, I expect more.

I get that game jams give you a limited time frame to build things in, but I can't help but wonder if the time was well-spent. On one hand, part of me wishes less time was spent on making nice assets and more was spent on using them well. On the other hand, if the assets weren't so nice I wouldn't have such strong feelings about this game.

I'd say I want to see an expanded version of this game, but that would be a lie. There's not much to this game. What I want to see is the person who made this game do art for some game or another, possibly also staring the indie ninja. That could be neat.

Feels a bit aimless, and I consider it a cardinal sin to have a downloaded jam game where you can't exit without using the task manager or something. (Once you start the game, there's no way to quit or return to the main menu.) But I like the pixel art pretty well.

Feels a bit aimless, and I consider it a cardinal sin to have a downloaded jam game where you can't exit without using the task manager or something. (Once you start the game, there's no way to quit or return to the main menu.) But I like the pixel art pretty well.

At the point that some players are getting motion-sick, I want to at the very least take control of the shaking text. Having some text shake could be acceptable, if I had control over when and how much it shook. But I don't, because it's a side effect of....maybe the pixel-perfect rendering?

Re: Theme/Limitation: I didn't feel like the commander of a spaceship so much as I did the last remaining crew members, and...well, this game didn't take me to the edge. It was honestly pretty easy. I just parked one crew member on the shields and had the other run between the engine room/pilot chair/whatever and a turret. And without adding both more crew members and more duties to track, I'm not sure how to change that.

But aside from those sorts of details...I like the concept of the game. It reminds me a bit of FTL, except without the roguelite aspects. I can't help but wonder what this could be if it was expanded on.

Also, there's a big portal at the end that I assume is supposed to be a level transition or goal or something, but just causes some kind of error message to pop up?

Fun little concept! It fits "Off the edge!" better than most.

Biggest not-obvious criticism I have is that it's not obvious whether the zoomy transitions are between different puzzles in the same "level" or just between different levels. After all, the tutorial had several distinct puzzles.

First-person platforming is always a tricky design space, the way text was incorporated into the 3D spaces is awkward, and direction was a bit sparse. So the "game" parts of the game are a bit fraught.

But the atmosphere, the aesthetics, the experience? That was well-crafted. I don't have anything specific or insightful, just...it feels like a calm day at a campground, taking pictures, occasionally interrupted by drowning. But very brief, chill drowning.

If it happens on multiple game engines, there's probably not an easy fix.

(If anyone reading this comment thinks I'm wrong, I'd LOVE to hear them.)

Air resistance would be tricky to model, but there's probably a simple calculation that would let you show a rough trajectory based on your current velocity. I'm not sure if I know what to Google, but the formulas for projectile motion and/or Kepler's laws of planetary motion might be a place to start?

Pretty fun little game, though it feels a little...simple.

It felt like I just had to accept that I'd take a bit of damage while running at and punching the aliens, but that I couldn't lose much more than that without just running around like a headless chicken, so I didn't feel very engaged during combat with them. The boss battle was a change of pace, but it was equally simple and even more annoying—you have to lay the grenade and hope it doesn't wander away. (It doesn't help that the boss has so many hit points. Or that the game barely seems to acknowledge that you killed the boss—no music change or sound effect or visual flair or anything.)

The problem is, it feels like there was only one effective tactic for each enemy. That works in games with several enemy types the devs can mix and match for varied encounters, but it's not good for a jam game. I would have enjoyed this game more if I ever had to think about what strategy I was going to use, aside from experiments with grenades in the first couple levels and figuring out what attacks are effective against the boss.

Pretty good fundamentals, though.

I really like the concept of the game, but...something feels off. I'm not sure if the controls aren't precise enough or if the physics are too slippery or if the spikes' hitbox is too big or what, but I don't feel like I'm fully in control of Gelu.

Having the spin be paired with a jump doesn't help. I can't line myself up with where I need to fall, because I'll just throw off that alignment as soon as I jump. It's an odd choice.

So, a few things.

1. I get that tutorials aren't the easiest thing to include within game jam constraints, but it would have been nice to at least have a summary of what's happening and what you're trying to do in the game description. I spent my whole first game thinking that the slime on the left defeating the guy on the right was what I was supposed to do, because...I don't know, I just subconsciously assumed the one on the left was the player character.

2. I have no idea what's going on. When does a heart heal the slime, and when does it heal the guy? When does the sword make the slime attack, and when does it make the guy attack? Do the shields do anything? Again, the game description would have been a good place to put this.

3. The "try again" button doesn't work.

4.  It's kind of weird to include a mute option on a game that doesn't include sound. I assume music/sound effects were planned and you ran out of time?

I'm glad some people are getting the "aha" moment! It was the seed this whole project sprouted from.

I find it interesting that you call the jitter a "neat effect". What do you find neat about it?

This is a pretty neat puzzle game! I like a lot of what it could be. Unfortunately, two things hold it back.

First, the game isn't good at teaching the player. Putting controls on the game description is sufficient for browser-based games, but it's not helpful for games you need to download. There are also some puzzle-crucial details which aren't clear. I could never quite figure out what it took to get cygoblins to shoot at me; sometimes I had to stand right in front of them, sometimes they'd take a shot when I was halfway across the screen and there was a mirror in the way.

Second, it's...kinda buggy. Which is normal for a game jam project, but still unpleasant. Like that time I fell out of the level, or that time I was trapped between two mirrors and couldn't jump, or that time I didn't realize the central goblin had a laser gun he could fire because he didn't during my whole first attempt.

(Also, not having the option to close the game from within the game is...not great.)

It's a game with a lot of promise; some polish work post-jam could fix these issues. But this isn't the post-jam build, it's the jam build, so...I feel like I need to point those out.

I like the music and pixelart, though.

I only played a couple of times, but I think the biggest problem is that there isn't anything you can do to affect the odds of people dying. You have to send a certain number of expeditions to get enough research to do stuff, and those expeditions are all equally dangerous, and you have to just live with it. Losing for something that feels out of your control like that never feels good, no matter what the odds are of that happening.

Yeah, I was afraid that would happen. I didn't want to just tell the player exactly what I wanted them to do, so that it felt like they figured out what to do—or even better, like they were rebelling against the orders of their boss.

I'd planned to have some friends playtest it so I could figure out whether I was giving players enough guidance, but stuff came up and none of them were actually able to help. I ended up just guessing and hoping.

Lessons for next game jam: Don't design for an experience centered around players figuring out what they're supposed to do unless you KNOW you can get playtesters before the end of the jam.

Yeah, I was afraid that would happen. I didn't want to just tell the player exactly what I wanted them to do, so that it felt like they figured out what to do—or even better, like they were rebelling against the orders of their boss.

I'd planned to have some friends playtest it so I could figure out whether I was giving players enough guidance, but stuff came up and none of them were actually able to help. I ended up just guessing and hoping.

Lessons for next game jam: Don't design for an experience centered around players figuring out what they're supposed to do unless you KNOW you can get playtesters before the end of the jam.

It's not intended, I just don't know enough about Construct to know how to make it stop. Or even why it's shaking—it's supposed to be pinned to the camera.