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IMP1

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A member registered Apr 20, 2020 · View creator page →

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It’s a (probably absolutely useless) combination of a spreadsheet and a flowchart :)

I remember seeing the last jam just after it had finished, and being bummed out that I’d missed it. But I loved the idea so much that I started brainstorming and then developing a tool after it had ended, pretending to myself that the jam was still going.

Fast forward to now, and I had all but forgotten my old project, another soul lost to my graveyard of started and never finished games and tools. But the next Tool Jam is coming up, and I’m hoping to revive my old project that never saw the light of day.

Looking forward to seeing what all of you come up with as well.

A couple of questions. Firstly, is there a target screen resolution we could/should be working towards?

Secondly, are there shapes or colours or numbers associated with the arcade machine’s buttons that we can use in UI prompts? Or should we use Xbox controller icons?

This is great! I just had the idea of making a game like Machi Koro, and searched around to see if someone had done anything, and this is great inspiration.

It feels a bit easy? But I also imagine that, because there’s so much depending on the random die-roll, if it was harder it would feel really unfair.

Love the aesthetic, great little game!

There is another jam with a very similar (the same?) idea. https://itch.io/jam/the-one-button-game-jam

Given both jams have about 20 people joined so far, does it make sense to combine the two? They start and end just a couple of days apart.

There is another jam with a very similar (the same?) idea. https://itch.io/jam/1-button-jam-2021

Given both jams have about 20 people joined so far, does it make sense to combine the two? They start and end just a couple of days apart.

It means like-meditating, so like peaceful and relaxing but also being in ‘the zone’ and focused.

Thanks! I think I read on the discord somewhere that you like goats, so there’s a couple watching over the valley.

I loved the into cutscene. With just a few stills and some funky music you really create a solid tone for the game.

The game looks great, I especially like the sun rays that sometimes go all rainbow-y.

Those asteroids are very annoying, but I had a lot of fun looking after my little (and then not-so-little) sunflower.

What a really cool take on the theme. I love the idea that the walls only count when you can see them. The bouncing of the orbs was a bit unsettling, but I really liked the simple minimalist graphics, and the great puzzle mechanic.

What a great little game. Really intuitive mechanics, and clean graphics. Responsive controls, satisfying physics. This is a great game!

This is great. I posted something on the game’s page (@HungryCatGames: That’s where yours is too - I was confused there as well for a second), but now I’ve had a second crack at it.

It took my far too long to get dashes working. I was trying to hold shift and then do the arrow, but it actually works much better the other way around (holding the arrow and pressing shift).

It’s probably the perfect level of challenging, which is just slightly too much for me! Great game. A really good level of polish and a really satsfying core mechanic.

When the timer gets to 0, does that mean I win?

I found it kinda meditative, circling round the white dot, watching it unable to catch me.

Got a strange situation where I died straight away and then the second time I played it, it wouldn’t start up again. But when I closed and starting up the game again, I got it and I was ready for that first purple bullet.

Felt a bit like a bullet hell game, but could have had a few more bullets.

I also wasn’t sure what I was meant to be doing. I tried lighting up all the four corners, but I couldn’t get to them quick enough for them all to be lit up simultaneously.

But even saying that, I found it pretty satisfying just nipping around avoiding all the purple blobs. Nice job!

Great atmosphere. I think for your first ever gamedev project, and done in only a week, you should be proud of this. The lighting is amazing, and is a great foundation for a very spooky/tense game. I think even just walking around, if there was some tense music or something, would probably be enough for a scary game.

I really enjoyed this. Short but sweet. The soundtrack and lighting really played well together, felt like a cool retro grungy vibe.

Gameplay was a bit confusing at first, but reading through the comments here I got it, and found it really fun.

My only recommendations would be minor stuff that obviously it’s hard to get to in a jam, like making it a bit more obvious when you’re taking damage. That, and well, I’d have liked to be a bit longer, which I think is a compliment, really.

The unity loading bar didn’t move for ages, and then suddenly the game loaded.

The animations are super smooth. And the music is exciting in a way that makes me wish there was more to do than just move around!

It’s also a bit laggy on my laptop. Would it be worth also uploading a windows version?

You can focus by scrolling the mousewheel (or pageup/pagedown) while holding shift. I’ve added controls to the options menu (accessible with escape), but I couldn’t get changing keybindings in with the time left.

It’s tough! But it’s fun! Great soundtrack and I really like the little bounce particle effects.

Thanks for letting me know. It turns out it was missing a pck file! I’ve ticked the option to embed it into the .exe so it should work now.

The overview says this:

  • All coding must be done during the jam. Referencing past projects is perfectly fine, but copy-pasting an entire game is not allowed.

So I reckon it should be fine.