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HydroEmperor

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A member registered Feb 01, 2014 · View creator page →

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I'm glad you like the theme! It's funny, because before I settled on Sumos I was thinking about doing a tennis thing instead, very similar to your game- so we probably think alike! :D

Very fun game, and the concept is great! 

I think I got softlocked, I got to the point just after it explains how to slow time- but I couldn't get any progress out of the "Just keep hitting me" loop, no matter the dialogue or if I had time stopped or not. Not sure what I'm missing. Other than that I had fun, and explaining the controls as gameplay mechanic is very clever!

Well, this is the cutest thing I've seen all day. The music and SFX were a lot of fun, plus cute cats!

Really charming game! I managed to softlock myself by falling into some trees before I could jump high enough, but I managed to explore a lot of ground. I really enjoyed this one!

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Probably yeah! To be honest, I ran out of dev time, otherwise I might tone it down and tighten up a few areas- but I found screen clearing to be funny enough to let me keep it in. It definitely would need reworking if I wanted a releasable project!

Next time, removing the '100 squats' feature and changing the major multipliers like 'attack range' to something like 1.25, would probably let the player enjoy the power fantasy for a little longer before they reach the ability to effortlessly screen clear. 

Very highly polished- it has an upgrade screen, proper loading screens, loads of animations, boss fights and even a leaderboard. A ridiculously hugeaccomplishment given the time limit of the jam!

EN:
Accessibility is so important, so I really appreciate the language and input selection being such a high priority. I wanted to get mobile input for my game, but because I didn't plan it from the start I didn't have time. Good job getting it in yours! 

I also really enjoyed the story, it was kind of funny and absurd. The different gameplay sections, each with its own control scheme, must have required a lot of extra work.

RU (via google):

Доступность очень важна, поэтому я очень ценю, что языки программирования и выбор способов ввода были уделены такому высокому приоритету. Я хотел добавить поддержку мобильных устройств в свою игру, но поскольку я не планировал это с самого начала, у меня не было времени. Отличная работа, что вы это учли!

Мне также очень понравился сюжет, он был довольно забавным и абсурдным. Различные игровые эпизоды, каждый со своей схемой управления, должно быть, потребовали много дополнительной работы.

I was skeptical about traps being 'overpowered' but those juicy particle effects sold it! Well done!

One (minor) concern; I appreciate manually created music, but it was a little 'peaky'- with headphones it was a bit stabby in the ears. This is SUPER minor, though, and won't negatively affect my score. I had fun with this one!

The fight controls are really fun on this- suddenly seeing hawks added a lot of urgency when I thought I had the game sussed out and looking for the final bin. Definitely one of the most memorable and enjoyable games i've played in this jam!

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Thank you for the kind words! I'm not sure I agree, though! I just played your game and it was really damn good!

Edit: Also, just saw that you made it to 'infinity' score! Nice! The game gets a bit buggy once everything is hyper maxed out, but I guess that works out to be part of the fun.

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This was so cool- it was SO atmospheric, and having to rely on the minimap and having enemies spam your screen with errors as a health indicator was really clever.

The abilities system took a little while to figure out, but it was actually a really cool mechanic. The artwork here is also top notch!

Very high presentation, loads of polish and care went into this!

The concept is clever, and having a bit of thought needed before trying to execute a puzzle is interesting. The use of 'overpowered' as a flaw rather than something beneficial to the player, while still having it in the player's control, felt extremely clever to me.

Balatro but with dice is such a strong start, and the windows aesthetic really feels like it could have been one of the included freeware games of that era!

I enjoyed this one! The visuals, like the animations, enemy variety, and restart transitions, are all very well done!

There's definitely a threshold where it goes from 'hard' to 'easy' and then very shortly after 'ridiculously OP'- so it fits the limitation really well! Going from having to dodge monsters to essentially being able to sit in the middle of the map and aura farm is great!

Very high effort art, and fits the theme very well!

Very cute, but very intense as well! I couldn't make it a full 3 minutes, but I had a lot of fun. I think it's super polished for a game jam!

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I normally hate retro-style platformers, but the ability to slow-jump with the machine gun was actually really well done and made it feel MUCH less frustrating than other games like it. I love the concept, and it felt really fun to play! Well done!

I really loved this one. Any game that can make someone laugh out loud is a success in my book, and the OP button did just that for me!

Nice, I'll replay it for sure! I want to see what the ending involves!

Fun game, I really enjoyed it!

I was shocked to figure out that the level didn't appear to be randomly generated and was persistent, which was surprising considering how large it is. Did you use any special tools to make it?

The visuals on this game are so well done! Not just the CRT filter and glowing characters- but even the background sounds feel very immersive. Well done!

I love the concept, and your capsule art!

It's probably an unintended mechanic, but I had fun with the fact that I could make move bullets faster or slower by clicking nearer my character.

JoJo refrence! ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧

Fun game! I like it quite a lot as a platformer.

I think you have a memory leak. I played on browser, and it was just fine to begin with but the lag got worse over time. Maybe there's an object pool, or previous level data, that needs to be cleaned up?

This one looks really cool. With the map, and the multiple enemies and stats- it has a very sophisticated RPG feeling.

It has a tough start- getting enough kills to get good gear takes a while- but once you get drones or rockets, the game really opened up and I started having a really good time. I loved all the banter with the other characters, and the visuals are excellent.

this is a different interpretation of 'overpowered' than a lot of pepole are using, but it's valid! I felt like the controls were very slick.

This is a fun system! I figured out what was going on after I picked up a sword and started being able to defend myself- and the tiles you can pick up are quite varied. I think with a little more tweaking (like adding a shop, or rotation, or something) this could actually be a novel idea for a full size game! Very well done!

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A clicker-style game feels like a smart choice for this game jam, they tend to get absurdly large numbers in the way I expected.

I'm impressed with how many features it has (all the equipment), and how smooth the UI runs after you get past NaN gold per second! 

It's a fun way to add to a platformer game- having to find the optimal path, and each bot having a different use! Having a proper tutorial also helped a lot!

I really like this one, using an orbital strike to kill worms is objectively hilarious- and things like the pile of ash, the animations and the sky darkening when it fires does a lot to make it feel powerful!

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I like how this is the first entry in the jam I've seen so far where it's the enemy that's OP rather than the player!
I wish the upgrades didn't jump in cost so much, to only increase a little bit in power. I think my mouse would break before I'd be able to actually complete this one, which is a real shame.

Actually quite involved, it feels like it could be the base for a very crunchy RPG- but for the game loop actually used (farm, fight monsters and drop items into either the bucket or chest) I feel like the controls could maybe be simplified a little. Maybe have a seperate key for tilling and make it faster to pick up and drop items with just one key, maybe.

I love the concept- I was expecting an actual debug menu so I was clicking all the corners of the screen, hitting the tilde key, and all of the other tricks people use, but the animation for when debug is actually unlocked was a very fun way to do it!

I think this might win the GJ, although it might also be too early to tell.

I ended up crashing my game shortly after beating the first boss! The issue is that bullet-split and bounces means that by the time you beat the first boss you're really only one or two games away from being able to fire a single shot at the start of the game and instagib anything that comes on screen afterwards- which is still a lot of fun!

Very fun! The little details like the beams being color coded, the eye tracking and the attacks being timed with the music all come together to make this feel really polished.

Glad you enjoyed it!

The scores don't all change for each question- the KEEP vs LOSE questions, for example, don't have a 'better' or 'worse' option, so they don't affect 'rationality'.

The scores can become less than 0, but for the sake of testing the theory, a 'neutral' result of 0 is something I don't count as reinforcing it.

Reminds me of the old flash game Interactive Buddy!

For two hours this is a real accomplishment. The trail, camera shake, and settings menu all show a lot of polish. Do you have any productivity hacks?