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hawkwork

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A member registered Mar 18, 2019 · View creator page →

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Sure, I'll gladly take it for a spin.

Some fancy looking pixels!

Nice pixel art!

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Hi, the art on this evocative of c&c as well as fallout what have you is really rad! Cool 2d box art and logos. And then then shaihulud as the brotherhood of nod showed up as the youtube avatar pic. Bang on!

Hi, I think your Twitter handle has changed. Your page links to the old one. These are some rad tunes here!

Finishing something is always nice. Some good insights into your development!

Hey, a nice game! Walking around and collecting the stuff. I had 3/3 of everything except for the insect on the far right which I wasn't able to bag once.

Hi Nezuo, took this for a spin. It has groovy aesthetic. Some indication of whether my shots were hitting the enemies would be cool. A good jam submission.

Hi, did you compile the PDF file with latex? Neat idea and good mech designs.

I didn't realise there was a toy.

This is a cool jam submission. You made a lot of progress. I like the art even if it isn't consistent across the game. Way to go!

Bam bam bam bam bam. Straight into the action!

Cool sounds! Why not upload some more screenshots? This is a good jam submission.

A top entry for this jam.

Hey Studio Lemi, this is a fresh followup to mech cocoon from last year. Fantastic to see that you are still going strong!

Cheers PoodlePilot, there is some maths behind the movement and the rotation functions. The leg displacement is built multiplying a step with a triangle function. The rotation isn't quite right yet, but it uses the tic80 methods for drawing triangles. I will polish up that method and write a devlog. Rotation around a point (other than the centre of the sprite) could be handy for other tic80 coders.

Super to see such a finely executed TIC-80 title. Everything feels coherent. Great job!

Nice music and nice pixel art! A good use of the themes.

Yes, it is very similar to mechavania which I did last year in libgdx. I wanted to add more enemies that you can kill and a proper win loose state so I didn't get round to implementing any of those ideas. Yep I will put some more work in now that many of the base systems are down.

Thanks for the kind words.

Thanks Enjaku, the jam period is indeed short. I guess I could have done more if I had prioritized correctly. But hey maybe next year...

This has the vibe of a real indie point and click adventure. It looks really nice.

Groovy cover art!

Hi trabitboy, I really like your submission. It's a nice finished game following the theme. Cool to see you back at the jam.

Hey Metal Wolf, nice to see you back at the jam and with such a cool submission!

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Hey Jasoon, I have come across a couple of games billed as deluxe or DX recently. (Confirmation bias?) Does this signify something specific or is it just a term?

nice, do you have the pro version? It looks like a good solution for coding a game on a smartphone on the go. Need to fix up a proper keyboard though.

Nice artwork! Will take it for a spin on desktop.

Thanks for your feedback. I will find a way to fix this. Maybe by restricting how many dudes you have, maybe by something more sophisticated.

An interesting read, but a few screenshots would help.

Hey GamerGuy, why don't you upload a few screenshots?

The game has some pretty cool music. Did you track it? The learning curve is quite steep.

There should be more games like this - rules don't apply. When you are coding a game you can do what you like. I had forgotten this. The premise of this game reminded me again.

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Hi Krapfen, thanks for taking the game for a spin. Currently the ghost movement is handled by an instruction list that plays out the button presses as the timer runs. I think even with stable 60fps there is still some "spillage". I don't want to save absolute positions so that the ghosts can still be influenced by later runs. For example if they are standing on an elevator. The logic for the breaking of blocks also needs to be checked.

Bottom line, there needs to be a set of reliable rules for this concept to work. Cheers for your input!

Cheers. Yep feedback is that the controls need some improvement. I will also have to tweak the jump acceleration and gravity. The reachable height and distances can't be left to chance. The game also really needs some better character sprites so that it is all more relatable.

Thanks Eli, I wanted to try this and can imagine different logical situations and puzzles based on this premise. The technical execution is proving slightly more difficult.

Hey, add some screenshots! Gratz on getting something finished.

I found a way to fix the scrolling bug. Added some more different enemies also. But there are still a lot of bugs, I'm afraid.

What a shame that this entry was disqualified from the jam by the hosts. So all the the development happened during the jam, you came up with the story beforehand. All the other entries without an explicit story couldn't fall into that particular trap.

As this jam didn't have a surprise theme it's only natural to start having ideas prior to the actual period. And you even worked out a groovy fictional lost cartridge story.

Well done all the same!

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Hi there, i played it over on the other site. Can you do stuff other than walk and dodge attacks. That's a nice title screen.

Cheers. Thanks for pointing out those issues, I will address them. There are a few other things I'm aware of also. There will be a post jam update.

There needs to be some balancing and a little more variation also. Corners were cut...