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IridescentRose1337

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A member registered May 09, 2020 · View creator page →

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I can imagine it.

I like the idea of chat, I feel like there weren't many entries that pulled off a good chat mechanic. I wonder if someone could create a Doki vs Chat kind of game.

I like the idea of the game but I was a bit confused on how to get started. However, I also found a game breaking bug? If you pause, then quit to title, then re-enter a level, you can't unpause and start the game.

As a top 1 % reactions speed holder, this game was so easy  Is what I would say if I wasn't slow :P -- the only concern I think is that a game entirely about reaction speed will be statistically skewed towards specifically young people and setups that can remove latency, but otherwise it's a cool game, the art and aesthetic are amazing!

Thanks! I think that fair, but it's a vertical slice of the idea of a game.

Thank you for playing!

Thank you, I'm glad you enjoyed it! I will be working on making the burning chain reactions faster in terms of performance as well before the final curtain call.

Interesting that there was a crash -- the builder does a pre-scan check to clear every single block in the space he's about to build, so that's why he "didn't do anything" then appeared to randomly start. It's a bit more obvious if you don't place in a field that he's scanning and breaking. He starts from the sky first and then to the ground. One thing I could do is that he skips smartly on blocks in the sky when breaking.

1.) One of the "could not load world/x_y.chk" is a normal message, that's the save/loader having issues. Interesting about the weird chunk errors, I will have to figure that one out because I've not yet encountered that. I've seen visibly that chunks may glitch near (0, 0) but yeah, that's odd.

No problem, I didn't consider it demanding, I just wanted to make sure I addressed every point. I really did want to expand on the simulation, and I have a lot of ideas on how to, but as of right now it would take significant change. One idea was the "saturatedness" of a block, absorbing water from rain or water flow, and that growing crops actually requires irrigation of some sort.

For the inventory stuff, I initially wanted to do the raw count but at least it didn't look good on UI so I made it look nicer, but yeah you're right on that it needs to be more clear.

R6 Now released with bugfix to builder current orders, rain spawning on reload, and increased farmer / builder movement rate for clarity.

Hi, first, thank you for playing the game.

1.) Thank you for the performance numbers, the 1080 Ti was not tested at all, so I'm glad it was playable.
2.) The builder is rather slow -- we can increase his break/place rate for clarity of "what" he is doing.
3.) Yes, this stacks them on the queue, thank you for finding a bug here -- it should display the resources of the first structure that needs built, not the last. We will correct this.
4.) The crater exists because a raider spawned and was not defended -- he does damage the player when he explodes at the town spawn.
5.) Mint gives you Boba Tea, which is a good healing item, if you were at max HP it does nothing
6.) Yeah the farmer places "crops" which were intended to be food for your town, and it would be important to protect him such that your town didn't starve. There's a lot of "it could've been better if we had more time" going on in this jam, considering the scale and difficulty (technical and otherwise) of the project as a solo-programmer.
6.) The chunk error is strange, that behavior hasn't really been encountered. Perhaps if you're near (0, 0) there is a known bug which happens due to lacking a "null" entry for chunk entries on the GPU

Regarding the ideas for additions:
1.) Yes, this was a planned feature but time reasons became an issue, thank you for the bug report though earlier, displaying the first in the queue is correct, not the last.
2.) I understand the desire for a minimap or some sort of location, that's a good idea, but I'm not sure that can be implemented under the scope of the jam "bugfix/optimizations"
3.) Tooltips were a planned feature, time reasons once again
4.) Subtitles were also considered, but the tutorial was added in the last 2 hours of the jam.
5.) Yeah, that's a great idea, I think we planned to have some interface with the villager (if not directly, through some sort of worker hut block), but that also just suffers from "time constraint"
6.) The hardest thing is converting atoms to blocks, and stenciled unique blocks like logs and leaves were definitely the hardest to figure out -- we opted for very simple logic there, but you're right on the whole of how it should work.

The art is amazing! I really like that someone made a horror game for the jam!

I like the way the game starts and it kinda feels like Duck Hunt, unfortunately there were no NPCs or anything to interact with.

I really liked the mechanics of destroying things. I like the grapple mechanic, maybe you could have leaned into it for puzzling and making it more of a movement game? Like Ghostrunner but you swing a chain and destroy stuff? Also had the feel of the Doom meathook.

I like that your shots go through all things in the bounding box, so you can make infinite clones and destroy your PC :)

Really cool to do a homebrew project for a game jam. I used to host the PSP Homebrew Jams, which were really fun. I really like the game -- one thing I thought could be improved is when you go west of the town it spawns you on the east side of the map, which tripped me up for a bit.

Nice job on making the audio not 100%, I like that touch. The mouse cursor feels strange, like it catches weirdly for the look / view functionality, which I thought was a bit strange

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Kinda feels like a Doki-themed subway surfers in a way -- except from the perspective of the chaser. Cool idea.

Very nice gameplay loop, could use polish to make it feel more real but it was a fun play.

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One issue you have besides bugs is the cohesive aesthetic of the game. The backgrounds are one pixel scale and style, the characters are a different scale and have these detailed eye animations that feel out of place with the rest of the world. Then you have text which is smooth and modern Arial and for some reason is scaled differently between each textbox. Picking one scale with one design aesthetic at least makes the game feel like a single unit.

Can you make a version that doesn't require admin permission?

Took me a second to figure out the controls. I like how short it is, but the audio keeps it from feeling polished.

Thank you!

Thanks!

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No problem I had a similar UI issue in my game where it just told the player the incorrect sum of things to gather, resulting in 16x the resources being 'required' -- I feel the pain

This game is very difficult to play, I think one of the issues is that it's very easy to mess up your combo if you're not thinking about the "right vs left gun". I feel like it's just my brain being limited though by not multitasking lol.

I really enjoyed the Phoenix-Wright style of gameplay! I enjoyed the humor and absurdity of it all.

I really liked the idea of the game! One bug I encountered is all the UI is off-center so it's not clear where each minion's health bar is / which it refers to.

Really fun game! I liked the fact that nest spawns were randomized, it really made it a lot better that I couldn't just memorize a route, I had to strategize each time.

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I liked the game but got stuck on the "special ingredient" when he didn't place it? I also would say please disable motionblur, it made it very hard to play. Also a reticle of where you're aiming (even a dot) would be nice.

I liked the look and feel of the game, but one issue I noticed is that if you have an alternative keyboard layout instead of WASD keyboard scancodes, it's whatever the letters WASD are, which made it a bit confusing at the start.

I liked the game, I also found the chain bouncing very hard. One thing I noticed was that sometimes the enemies wouldn't respawn? Like they would exist between one death and another in random amounts?

Very nice, it also reminded me quite a bit of HoloCure, but Doki themed! The chain reactions were very nice, I found myself trying to corral enemies together just to use it.

Thank you so much for checking out our game! Calm vibes with clear goals was what we set out to do!

I really like the gameplay, got a crash which I sent on Discord. The style is amazing.

I see where the vision was, one issue I had was that the keybinds expected certain letters, using a non-standard keyboard layout results in incorrect inputs whereas scancodes will read correct always. Besides that, I saw the idea but it was extremely confusing, and mouse movement feels very unintuitive.

I like the game in style, but I think it's a bit of a problem that the main mechanic, barrel exploding, is limited by the fact it kills your dragoons, which makes me not want to engage with the core part of the game, which I think is a missed opportunity.

Nice, I really liked the minigames, one note I'd have is that the tutorial text at the top right has low contrast and wasn't immediately obvious. I noticed myself having to remember to look there. Maybe it could be centered or more prominent to improve how quickly the game experience can be picked up.

Nice game, one possible nice thing would be a paint mode instead of dropping each tile one by one, but otherwise it was a fun strategy game.

Really fun game!