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A member registered Oct 01, 2016 · View creator page →

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I tried downloading the repository to play it in editor, but most the folders were missing so none of the graphics and prefabs were working properly. The project settings were also not included, so I had to manually add the missing packages.

Yeah, I decided to spend my time elsewhere instead of working on a UI, lol. Might make an updated version later that has one.

Aah, I didn’t see the white line last time. I think the angle is a little different on my screen, making it more difficult to see: image.png

Got it working this time! Still not fully seeing the flocking behaviour I expect from boids though, but nice to see them moving around ^^

First life I fell into the trash compactor. Second life a bunch of people got stuck trying to eat, slowly dying. Third life I managed to get almost all the codes, but blue I only knew 890_ for, and had to try every single combination with only 30 seconds left on the cycle. I was trying them from 1->9 and correctly guessed 8909 as the cycle ended. Second cycle in the third life I managed to get all codes with 30 seconds left on the clock. Not sure if there’s anything to do after I dissolve?

Ended up not really using the determinism at all lol. Would be nice if codes I had typed correctly got stored on the right side of the screen tbh. Very cool use of dots!

I found a better strategy of hiding under this rock, but unfortunately the missiles can go under that too. image.png

Took me three tries to get the hang of it, but got 14700 points ^^ image.png

First try I didn’t manage to get the missiles working, not sure why. Would be nice with some heat or cooldown on the guns since I had to constantly spam them with no strategy. Would be nice if all guns were hold to fire too. Relative rotation didn’t matter as much to me since the optimal strategy was just sticking as close to the bottom of the screen so I can shoot the enemies from far away, until they become so many I can’t shoot them all down. It was a bit annoying when the enemy missiles went under the water, as it was difficult to see (and shoot) them then.

Fourth try: image.png

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All the controls are on the Jam Page! Itch.io does a kinda sucky way with how they format gamejam submissions, so I just put it on top of the “how you used dots/ecs” thing.

Reset is bound to R, but I think it might not work in the build due to a bug in unity? It might play better from the editor tbh.

EDIT: Turns out it was my own fault. But if you have a 200hz or higher screen it’ll work correctly

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Good game! got stuck on the 3x3x3, gotta try again after I get some proper sleep.

Died a few times because an enemy spawned inside me and I couldn’t move away from it 😔 Was fun, but some of the upgrades felt a bit weak.

Not sure I got it working correctly, I had to press space to spawn in the ships, but they weren’t really moving at all and despawned fairly quickly.

Would be nice to see where the enemies would spawn each round, not super easy to remember where I placed them. Though it was a bit too easy to avoid the archers since they barely had any horizontal mobility.

You only uploaded the EXE file, not the other unity files needed to make it run. Like, not the repo but the downloadable game itself.

I can’t figure out how the copy and pasting works, I see the red lights pop up on my character when I press the keys but it doesn’t seem to do anything?

Took me a few tries because I kept playing risky lol. Would’ve been cool to see how long I spent at the end, or with a few more unique upgrades.

First I didn’t understand you had to hold right click and not just click it, and by the time I got it there were so many white lights that turning people green didn’t make any difference. Tried playing it again and just held right click from the beginning and eventually I won.

Police was a bit too easy to escape from.

Note that this is a rewrite of an existing game, so some of the scoring doesn’t really make sense for it ^^ The goal was to make something cool to showcase that others might be able to learn from more than to score high :)

Eh, something can be popular within a smaller demographic though. If we define popular in absolute terms like that, then we end up promoting whatever games is appealing to the largest type of demographic. It could also be a separate tab, point would be to have some default way of seeing a more diverse selection of games without knowing exactly what you’re looking for.

The front-page definitely doesn’t work for that, 50% of it is taken up by a single random game until you x it out, then by two different types of new games, then recommended by you. Nowhere there can I see a diverse selection of popular games.

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Currently when I open “Browse Popular” 90% of them have similar tags. It’d be cool if the algorithm tried to diversify the shown games so that people can see different types of popular games without explicitly having to search them out. image.png

If I wanted to see the all-time most popular of all time I’d either check Top sellers or Top rated, so I don’t think the category loses anything on doing this. It’d always be possible to search for specific tags anyways, if that’s what people want.

Ah, figured it out. It’s the edge panning feature that made it move, I just didn’t notice the mouse was at the edge of the screen when the game opened.

Having a strange issue where most times I run the program, the cells disappear off the left side of the screen. I think just spamming keys or left click when opening the program makes it less likely to happen?

Am I understanding correctly that the top left ui shows how many ticks per second are being simulated? image.png

Nice, for 8192x8192 I’m getting almost 100FPS with Squarebits Wrapped. Only 20FPS on the dynamic grid though, so I’ve barely got you beat there >:3

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Didn’t see any FPS data in the devlog so leaving my own:

Intel(R) Core(TM) i7-9750H CPU @2.60GHz [12 cores]
1024 x 1024: 135 FPS
2048 x 2048: 22 FPS

Hi, there’s no download on your game site!

Unable to view the game page, is it marked as draft still?

I made a mod for the game that makes the AI more difficult! :3

It’s taking a bit too long for my taste to unlock more interesting stuff, and a the level up screen is a little annoying once I’ve maxed out all my upgrades.

Hopefully this changes when you come out of pre-release though, having more weapons would probably help a lot.

Took a look today and I don’t think I’ll be able to use it unfortunately, since the mod requires patching or overriding some methods in the game, and I don’t think it’s able to do that. I might just release an xPatch instead + one compatible with the modloader.

Ooh, yea, I’ve actually been looking for a way to do that

Will note that I don’t actually find the current AI dumb, just needed a catchy video title/thumbnail ^^

Decided to mod the game!

Got 1329 on my first try on difficulty 2, could probably have gotten higher if I didn’t get the same bug again. I’ll have to check out the steam version later ^^ Remaining spirits +1063

Ended up with 773 points on my second try (easiest difficulty)! The last few stages I had a bug that made me unable to click the start new round or set button, but luckily spacebar still worked. God Awakes +100, Remaining Spirits +518, Number of turns passed +50, Deck of 25 or more cards +25, At least 4 cards with the same name owned +20, At least 5 rare cards +15, 20 or more cards in the graveyard +15, 500 spirits in a single round +30

The logo and name reminds me a bit of Shapez, was there any inspiration there?

good luck! ^^

Ah, I tried a bunch of different keys, but must’ve missed tab

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Very nice for a first game, there’s a lot of nice ideas that are interesting. I like the core gameplay, though I sometimes get stuck with the part of the board I’m on having difficult patterns. The bugs make it a bit hard to properly give feedback to the game, and I think they should be the primary focus.

Settings button on main menu doesn’t work. Also not entirely obvious that you have to click the UFO to start the game. The “Less XP” curse feels unfun, since it just prolongs the game without making it any more difficult.

If you take the “destroy tiles you step on” upgrade, you will just start jumping around for all eternity, until the player character goes invisible and becomes unable to gain any levels or take any damage.

At one point the enemies just stopped increasing their move timer and just kept standing still.

I often get the choice to take an upgrade I already have.

Increasing max HP gives you another filled heart at the end, but doesn’t actually increase your HP? I had 1 heart left, chose increase max HP, then died to the next hit.

Got duplicate upgrades a lot, would be nice if you could shuffle the list of available upgrades and show the top 4 instead. The blast zones is a nice way of preventing the player from just standing still after getting strong. The X’es that mark where the enemies will spawn make the spawning feel a lot fairer, but still felt unfair at times when a red or yellow enemy spawned close enough to me to cause me to take damage. Range upgrades feels a little too OP, or maybe not having range upgrades is underpowered. I like that there’s no healing upgrades.

Game felt a little bit monotonous over time. The upgrades didn’t stand out in a way that made them fun, and the further I got the less it felt like I was being tested on skill. All in all a fun short game though.

Having some issues in the web version on chrome and firefox:

  • Can’t exit the “How to Play”
  • Scrolling scrolls the window
  • I don’t have anyone to play with :c

Other than that it seems nice. I like the upgrade system + the comeback mechanic of being able to pick multiple when you’re losing. Love the story panels when choosing an upgrade and at the end of the game. Fun that you can draw/stamp the final picture depending on who won.

Kinda fun, got 13164 as my highest score. Game seems to break whenever I die, but gets fixed on refresh.

Having scoring being based on grazing instead of shooting is an interesting concept, but also makes me barely ever shoot at all. Also makes it difficult to avoid enemies that go sideways, since I can’t possibly shoot them beforehand without shooting a ton of other enemies and giving up on grazing. The homing enemy is fun, but when it comes from below it feels cheap.

Generally ended up just going up and down next to one column of the big demon, since anything else is more risky and gives less points.