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HangryBear

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A member registered Jan 17, 2017 · View creator page →

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I have the same problem. Running the exe from powershell gives the following error: 

.\big_trouble_in_outpost_31.exe
Traceback (most recent call last):
  File "big_trouble_in_outpost_31.py", line 893, in <module>
  File "zipextimporter.pyc", line 82, in load_module
  File "sdl2\__init__.pyc", line 2, in <module>
  File "zipextimporter.pyc", line 82, in load_module
  File "sdl2\dll.pyc", line 115, in <module>
ImportError: could not find any library for SDL2 (PYSDL2_DLL_PATH: unset)

Good graphics and mechanics, but way too much dialogue, even just tapping x to skip through each conversation takes ages. Bit slow overall for me.

Fun game, I enjoyed playing it. It's very difficult to get through the section with red above and below you without taking damage. It also felt like it was missing a crouch or diagonal fire option. The introduction piece was well done.

Ok, downloaded the jar. <spoiler alert> it's a flappy bird clone.

Cool, looking to use Phaser for my next jam.

Ok, I do get the spawn button by scrolling to the upper-left settlement (as per your comment) but I had to plug a mouse into my laptop to get a middle mouse button option. Can I suggest you change the controls so you either click at the boundaries or hover to get the map to scroll. Can I also suggest you snap the initial view to the upper left hand corner so we know where to start. Finally, I have no idea what I was meant to be doing so I gave up, this desperately needs a tutorial. Nice graphics and sound though.

Damn this is difficult! Love the style and the sounds, what did you code this with? Think it would benefit from more progressive difficulty and introducing the different types of enemy more slowly. Oh and some in-game music.

Looked like it was going to load in the browser but nothing appeared (Chrome, Windows 10).

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First thought, "WTF?!" Looks cool, seems to be right on theme, but did not know what to do, so I gave up.

Not much of a game, and doesn't always respond to the click.

I see what you're saying. I suppose with with it being fully 3D, it's difficult to simply display it on a 2D screen. There was an old arcade game by Sega I think (can't remember the name) that had a guy with a jetpack who you could move around the screen while shooting at baddies in the distance, I can't remember the name, but maybe you could get some pointers from it?

Yes, that would probably work better, I was using a laptop plus mouse.

Good, looking forward to trying it again in the future!

Really annoying game, which with a few changes would be greatly improved. Needs to reverse the sprite when you change direction. Plane feels a bit floaty and it's difficult to take off.

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Love a bit of Portal, but stopped at level 3, as I couldn't be bothered with the repetition. 

This feels like an early alpha. The direction you are pointing in is really confusing, especially with the monotonous single yellow colour ground. The character walks far too slowly which makes the pace feel really slow. I stopped playing after I got the first water machine working (the coin was partially buried too). Also suggest you make this a self-installing exe or a zip at least - if you want more people to play it.

Good basic rogue game, fog of war effect feels a little close but maybe this is to tie in with your 'tiny' label?

Good game, nice SNES feel, heavily influenced by Mario/Commander Keen. A couple of suggestions: reduce jump acceleration, reduce 'stun' time, change 'space' for another key closer to jkl. Minor bug, 2nd goomba gets stuck when he drops down.

Almost crashed my computer as the debris piled up, you seriously need to fix this if you want anyone to give you a good score. I suspect each dead alien piece is an object, so the more you blow up, the more objects it has to model, which eventually kills the computer. Besides this, you have the kernel of an alright game.

Reminds me of Klik N Play games circa 1994.  Did you make all the assets for this game?

Any chance of a Windows/HTML build of this?

Good idea, but I didn't enjoy playing it, sorry. I found myself looking between the two 2D views all the time. Also, very difficult to tell when impact is about to happen as of course my monitor only displays 2D. For this to work better I think you need to use a different projection - one where the player's view is not directly behind the bat.

Great graphics, really felt like Spyhunter or similar. Car behaviour could benefit from slight tweaks and missing an animation when you collect a coin. Overall, pretty good.

Good game. Resets too quickly to main title if you run out of time at least I assume I ran out of time? Boat moves too fast and accelerates too quickly. Liked the unusual gameplay and the fact you have to bounce shots to do different things. Had a good NES feel to it, liked the graphics - did you make them all?

Love the retro style, very authentic. Game was a little too difficult, felt at times that some rocks were unavoidable.

I used that to lure people into playing the game, I mean, who doesn't like desserts, right?!

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Thanks! Did you use the strafe function (hold shift + left/right)? This makes it much easier to dodge shots. I've added a note about this on the game page as a few people have missed this feature.

Sorry, I don't use Twitter, so I'm not sure what you're referring to. Here is my latest (corrected) devlog https://hangrybear.itch.io/dessert-strike/devlog/16183/day-18

Brilliant, thanks, so obvious now that I see it. I think my eyes didn't spot before because it was in the top banner of the page (staring me in the face).

can we edit or delete a devlog after it's published? I can't find a way to do this. Thanks.

Looks good so far!

Were you planning to use this in an FTL type game?

Thanks! I added temporary invincibility when you are hit or are respawning, hope you like it!

Hi, 

Thanks for the kind comments, I just added a strafe feature today ('shift') which should make attacking enemies much easier.

I do like your temporary invincibility idea, in fact, this is what happens when you hit a mountain, but I might add it when you get hit, just as you suggest.

Please keep playing and commenting!