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Inkus Games

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A member registered Feb 01, 2022 · View creator page →

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Thanks for the feedback it’s useful to be sure. Regarding where you were stuck it requires a rocket jump but we didn’t do enough to teach that concept at all.

Thanks for taking the time to do that it’s appreciated.

We made a choice to make the suit feel heavy and that clearly didn’t end up making the controls tight. Was a bad call but we learned.

Thanks for the feedback. Glad you liked the intro we probably spent too much time on it for a jam but one goal was to learn GODOT so it was part of a process.

We tried to make the movement feel like you in a heavy suit unfortunately this has had the effect of making the game feel a bit clunky.

The pipe was done with bones and the goo was just sprites hidden at each intersection. A 9 slice that would stretch to fill then shrink (and move to the right) to empty. The eyes and nose are simple sprites that move along the access with a Sin adjustment on the x to make them appear to be swaying in and out of the goo. So it was a mix of code and animation.

GODOT made this pretty easy since we could call the functions on each pipe to run its sequence from the animation. This allowed us to work in the animator to get the timing to work.

Of the slime on the floor simply shrunk as it did the target in it the pipe was aiming at would shrink too.

Thank you for the feedback. Re the controls you playing with keyboard or gamepad?

Thanks for the intro gives some idea what you look at.

This was out first entry for this jam as well as a learning experience with GODOT. Video feedback would be great. We fine with public.

Thank you.

Thanks for the feedback.

Thanks for playing and the feedback.

Coin placement lingering was something we only considered after the deadline would have made a huge improvement to the game. How far the character can detect the coins was supposed to be communicated by the arrows when placing them, sadly this was not clear enough so failed to help.

Speed was too slow I think for most people esp. when you doing it over and over. A speed up button was suggested too.

Hi Hayden,

Thanks for this asset it’s really great for those of us doing programmer art. We used it as a base for a Jam game in GMTK and it really make all the difference.

https://inkusgames.itch.io/vaniametroid

Love the art style.

UI was hard to read the tutorial went beneath the screen.

The idea that you could see where you placed them on the last go was something we though of but without enough time to do add it sadly.

Nice game. Like the pixel art and the use of the bouncing effect was great.

Nice concept. Would be nice if I could change my mind about a piece I placed.

Like the game controls were not a problem for me.

Those guards are super accurate, infecting them was very rewarding.

Well done completing you first solo jam. Love the bill for the boss at the end.

Great game, fun challenging and very nicely presented. Great Job.

Fun game and the twisted levels were great. Like that you leaned into Rock Paper and Scissors.

Nice, took me a bit to realize you could build rooms without monsters. Similar concept to our game is that you making a game. The comment of it was released incomplete had me chuckle.

I love how you only 99% sure. Like perhaps in a wild sleepy moment you did it and forgot.

Great pack btw, great work.

Thanks for playing DD was great watching although also wincing as you stumbled across bugs/typos and general errors.

Hello, so I hope you don’t mind I created a tutorial for Infomancer Forge to specifically create games for Choice Engine as an example on how you can customize the tool for any game.

There is a blog post about it here and that includes a project you can download and easily create new games with. I have included your sample game’s text and links in it.

https://inkusgames.itch.io/informancer-forge/devlog/537089/how-to-customize-infomancer-forges-export-for-your-game

So I don’t know much about the python limitations you have but there does appear to be support for high resolution timers.

https://peps.python.org/pep-0564/#annex-clocks-resolution-in-python

Time_ns seasm to be accurate enough and linux and windows to calculate the dt.

It will give you a nano seconds passed that you could covert to seconds.

Not sure if that is helpful. I use the nano time in othe languages all the time for this sort of calculation.

Consoderong yoir goal of making it a generalized solution I don’t think adjisting scrren size and fps matters.

I didnt understand your goals fully when I wrote my review.

I create the GOB’s and tried to build your sample in them. The diagram is attached. There were two story nodes I didn’t know what to do with.

Does this look more or less how you visualized the story.

Next step will be to build the export as a plugin. I would like to use that process to create my plugin tutorial if you ok with that.

I understand now. There is not facili6to export to HTML. But we will include exe and zip movong forward. Have already seen that the installation caused some issues.

Thank you appreciate you looking at it and giving us your insights.

You spot on about the F1 help and also an EULA. We really need to get those done and in.

I am not sure what you HTML version attached, did you mean the help?

Thank you for checking it out. We will look at improving the messaging so the use case’s are clearer it’s useful to know that is not coming across well.

We have noted the installation limitations and are investigating how we can solve that with the tool chain we using.

I was thinking of things like adding quotes or more formatted text to how features or even reviews as can be seen in the screen shot from GreedFall on steam.

This example shows when I mean.

(1 edit)

Thanks so much for the compliments.

I agree man hate when project force that. The installation is build with a tool that ends up using WiX I need to allow more advanced settings. Thanks for highlighting that.

I had a Spectravideo 328. Eventually also. ZX Spectrum. Was all z80a assembly or gwbasic on spectravideo.

Good memories.

Just finished going through all the project so many cool ideas and some amazing ambitious pieces of work.

Also super impressed with the quality of feedback positive and still constructive.

Thanks for hosting this @Léon

I know more about Nana’s then every before. Thanks

Nice text adventure engine. Not can’t be sure I know all the features more documentation would be helpful for that.

This could be really handy, would be nice to be able to say how many colors you would like split out for example. 5,7,3

I really like the interface unfortunately I am not a composer so I can’t comment on it’s use but the UI is nice and clean.

This is great. Can see it being very useful for a lot of games. Would love to see some additional options. No sun, multiply sun’s other planets for alien worlds. That sort of thing.

Oh very cool, I come from developing on some of those platform you mention so there is a lot of nostalgia.

Nice feel when editing the grid, great start.

Nice utility. I can see how a lot of people might find it handy to manage their lists.

I love how it feels like a JRPG as I type. Makes me not want to stop.