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Mike G.

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A member registered Apr 09, 2021 · View creator page →

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In theory, this is a 2d game, the 3d is more for visuals/aesthetics (unless you add 3d elements in the future), I'd recommend taking inspiration from the smooth controls of Riot's TFT, I also had issue with 3d raycasting on a 'board' with an earlier project and their implementation is pretty solid imo 

Aside: if you add vertical layers then you could use the scroll wheel to move elements up/down layers

Me making a game for this jam: hehe, graph go brrrrr

You guys: Orbital Mechanics with short range teleportation. ok guys. chill out. i can only get so excited. 10/10, perfect game (maybe could've toned down the CTR shader, it moved the UI a little around the corners so clicking was a little off on different resolution monitors (aka, widescreen), but its mostly a me issue so nw)

nice Ui and level design! Its a little jank with phasing through walls cuz you dont interact with the previous versions but still to play, kinda wish there was a way to 'delete' a copy to make levels more playable without having to restart from 0, but gj!

Very nice game, except I feel like there wasn't enough 'difficulty', the asteroids mostly seemed to go after the player and were pretty easy to dodge, otherwise it was a fun game with a really creative twist, I think a little more polish and this could be a banger!

Cool game! Gotta say my only issue was organizing the pages around, the hitboxes were a little hard to find where you can click to move and not draw on the pages, maybe could use a 'shift-click to move' feature? Otherwise nice and enjoyable!

I have no words. Congratulations gents, this is the first 5/5 on all categories I dropped XD

Great art, detailed background but all the game elements are still clearly visible, nice SFX and the music fit the vibe perfectly, the gameplay loop itself was surprisingly fun and with generous hitboxes it felt fair and balanced. Only thing I could possibly suggest is having a counter for when all the 'enemies' finish spawning so you can plan to greed or to play it safe. 

PEAK jam game, I wish this had more ratings

Ah thats my bad, I have 'esc' bound to going back but I never mentioned it anywhere lol, I'm gonna have to put a little note somewhere about it in the game

cool game but ngl after walking around at 2mph and dying then being sent to the start 5 times I didn't have the patience to keep going, it probably needed a checkpoint system or a shorter level, or even faster movement... but the background parallax was nice 

Really good and fun game, most of the platforming challenges comes from the instant acceleration, I feel like a 'tiny' ramp up velocity would've done this game wonders. The levels are decent and creative, a little hard to execute from the movement but its a good platformer, good coyote time, no weird hitboxes/sticking. gj! 9/10

really fun game! rougelike go brrrrrrr, 10/10 another game to add to my favs!

its a viiiiibe, just sitting there, watching the screen fill up is kinda satisfying, 

Interesting implementation of the theme, I felt that the art was definitely right in the sweet spot between immersive and uncanny for the situation, and others said the ui is ugly but I can see there's a lot of work put into it, gj! Good story too!

Really cute game, amazing artwork and wow cinematic, but would be nice to skip it on replays, and the movement could be slightly improved to either be more generous or more physics based, right now it feels really stiff and unresponsive, but otherwise I loved it!

sweet little puzzle game, I think the UI/UX could be slightly polished but I'm not sure how, something about the controls felt janky and I can't explain it, otherwise its really fun! nice

decent game, first fpov I came across this jam, but holy moly the movement in the air is jank, its both really hard to control and too easy to get stuck on the walls. otherwise its a cool concept

Very nice! Very well polished game and I especially enjoyed figuring out the twist interactions like between the bomb and the apple, this is really well made for 4 days, good stuff!

Nice game, gotta say thats some PEAK art right here, cool concept with the lasso and throwing enemies, but i just ended up smacking enemies together instead of throwing lmao. GJ! keep making more!

Cool concept and decent puzzles but I think the movement feels really jank, made lvl 4 almost impossible without any patience and then one tiny mistake in button inputs and gotta restart. could work as a rage game but I think that needs to be ironed out :|

Def a weird one, not sure if it was something with my setup (linux, firefox), but I don't think there was a floor? I couldn't really get past the first few seconds cuz i kept getting sent back to the start, but from the screenshots it looks cool, :|

Interesting idea, remember to clean up debug-printouts! XD, The art looks great too, but the font seems to be weirdly lit up on my screen (linux, firefox)

Stunning visuals!

fever dream game, I love it, another one for the favs, got two in a row during random rating, this is crazy! 10/10

Great game, great idea, excellent execution! Nice touch with the snow to show the flow of time, and the puzzles were amazing! 10/10, one of my favs for this jam so far

Hell yea dude! 10/10 on satisfaction, no idea what the upgrades are and I don't care cuz number go BRRRRRRR, nice tree drawing algo, kinda wish there was an OS native version thats GPU based to really pump up the performance, if the machine isn't being abused then whats the point of having one? XD, good stuff

Great art and story, my one gripe is the lack of indication for when/how to progress, I think its 'time' based? It might be more interactive to be 'event' based, so you could have a 'confirm' button at the end of emails to trigger the next event or something, this lets people read at their own pace. The UI is nicely polished too, gj!

Nice gmae! esp for a 2.5 day project it feels nice and polished. I think this could do with some more fine tuning (ex: camera lead-follow, audio, stress testing the convex-detection (I messed around with it for a while and its a little off even tho imo I still made loops XD)), otherwise a really solid game, gj!

Pretty good! A fun little physics 'platformer', pretty creative implementation of the  theme lol, kinda feels like a good casual mobile game 

Really cool! I think this game has a lot of potential as a pure puzzle game where you gotta loop around different things and they either react differently or something like that, as it is with a timer and moving targets it seems like the best strat is to just make the biggest circle while avoiding the obstacles and the targets, but overall very nice execution (also wow at that animation, how many handrawn frames was that?!?!! thats amazing!!)

Excellent puzzles! Really good idea with a great execution, good slow introduction to the basic mechanics, the levels are small enough that its possible to figure them out without making a single move and yet still really challenging. Nicely done! One of my fav games in this jam so far!

Nice modifications! Music was interesting to listen to, not sure how it was made but if you're interested in code and music I remember and recommend trying out  https://strudel.cc/. nice pixel art too! Cool to see lots of levels, but the first water level got me lol, I couldn't figure out that you can bounce on the robots until replaying later

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Whoa the pixel art is crazy! The mystery loop of finding out stuff is really satisfying to play around with, getting to know the character was cool to see!

Nice job with the input parsing too, the UI was setup nicely but I'd look out for fonts and interfaces, not sure if it looked ok on a mac but on my end the font had a weird background which made it a little hard to see? (Linux - Firefox)   Otherwise gj for a first game! this is really impressive!

Cool game! Nicely done making something in scratch, I remember I started out coding in it and loved every second of it, keep it up! (I recommend trying out making games in lua, its a nice step up)

One thing I'd suggest is making movement a little more responsive, seems like trying to move left or right only moves you a little bit so sideways movement is really stuttery, and if you jump it stops reacting to any left/right input until you press it again.

But the idea with the 'time jumping' and bunch of jokes were great!

Oh damn the tutorial text never got stuck for me and its hard to figure out from the code how that could happen, what were you playing on? Anything I could try reproduce?

The original idea had something in mind for crossing the paths but over time that kinda went out the window, so yes! you can cross them XD (in fact I recommend it cuz that keeps the spaghetti mess from getting too crazy)

Thanks for checking it out!

Thanks for checking it out!

I agree the controls might be a little weird, I think the links could be slightly improved with more 'click-and-drag' with a 'release-to-cancel' mechanic, but that'll have to wait for after the voting period. A small QoL feature I got (but didn't explain anywhere, mb lol, oops) is that you can use the delete rail button while dragging to cancel it... I'll add that to the description, thanks

"Not following the mouse" is a weird consequence of the initial design idea. In the current version I'm limiting the link to try be 'smooth', so any one section can't have a sharp corner less than some angle. With how the game actually turned out in the end that's definitely getting removed after the voting period

As for seeing which connections are made... that's part of the game design :P , I think I'll make that like a difficulty game-option setting since right now I only show which nodes are directly connected when hovering over one, but the mess is part of the challenge!

Lastly, yea my tutorial ain't great lol. When hovering over a node it'll show you text in one of two colours in the dropdown:

- 'green' text means a direct connection, so if node A needs node C, you gotta do: A -> C

- 'black' text means indirect, so again with A and C, you could do something like A -> C or A->B->C or even A->1->2->3->...etc->99999->C.

I hope that helps clear the instructions up a little bit, I'll try improve my description to clarify until I get the chance to modify the game files.

Thanks for all the great feedback! This helps a bunch,

Cheers!

Thanks for playing! I'll try another shot at explaining things as simply as possible, so if it makes sense try it out again and see how it feels :D

- Connect the orbs to the orbs they need (shown in the drop-down when you hover over them)

- in the dropdown, 'green text' means its gotta be connected directly to that orb, 

-still in the dropdown, 'black text' means as long as there's a path to that orb its fine, even through other orbs

I'll work on the visual language/tutorial some more after the jam, thanks for the feedback, it really helps!

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I appreciate the sentiment on the presentation, while I'm leaning a lot on the work of the dev I've been basing my engine off of (SNKRX),  I've been putting a lot of effort into my recent projects with regards to the polish, look and feel of things (except colour theory, still gotta work on that)

That said my UI could definitely be improved to help with learning/understanding the game, I'm of the opinion that a game shouldn't need any tutorial and if it does then the language of the game failed the player, so let me try be more explicit and clear in this longform-text context:

- Orbs are the circles that spawn one at a time

- An orb could have two possible 'connection' requirements to other orbs:

1. a direct connection (shown as green text), which means for orb A that needs C you need to connect A -> C

2. an indirect connection is enough (shown as black text), so for orbs A and C again, it could be done like: A -> C, or  A -> B -> C, or A -> 1 -> 2 -> ... etc ... ->1000 -> C, this is what I meant by 'transitively', I was hoping for the Set-Theory's "Transitive Relation" definition to act like a shortcut in the limited space
 - Any orb who's requirements aren't met will be highlighted in 'red', while 'green' highlights all requirements met

- While hovering over an orb you can see all its 'direct' connections and orbs highlighted in yellow, this was one QoL feature I think I should've polished a bit more of to be more self-evident


Thanks for checking the game out, I'm not sure how to modify the 'tutorial' text to include the above instructions so I'll try add these to the description in hopes it helps others, if you've got ideas/suggestions I'd be more than happy to hear them

Cheers!

"chaos spaghetti" is something I never thought I'd agree with but here we are, Agreed on the short tutorial, leaving it for last was def a mistake, I think in the future I'll try work on one as soon as the core gameplay loop was complete.

As for the path drawing yea it could use some more love, originally meant to be similar usage to how roads are made in 'cities skyline', I got skill issued during the jam and I'm gonna fix it first thing afterwards lol

Thanks for checking it out!

Creative take on the sonic formula! for a fast duck it definitely felt like the slowdowns were too strong, but nice levels!

The web build is a little bit messed up but other than that the presentation is great and the mechanic is pretty cool! 

like the others said it looks like great art and I gotta say the first puzzle was well made, second one stumped me, might need to consider giving out hints unless you want people to brute force the game