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jamie-pate

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A member registered Jan 11, 2022 · View creator page →

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most things will support vulcan mobile.. which is faster or very close on most igpus :D

try `--rendering-method forward_mobile`

can also run `--rendering-method gl_compatibility` to get the web experience, but probably faster

 a setting for that would help i guess..

I ran this fine on steamdeck which is pretty much the baseline IMO ;)

Version 1.0 removes the debug info and realizes our actual vision for this game. (web export was pretty broken)

Camera should be fixed in Version 1.1!

Camera should be fixed in Version 1.1!

Camera motion is much better in Version 1.0!

Fixed in Version 1.0

Really enjoyed your game, it was very similar to an alternative concept we didn't go with.. (a reindeer running through a warehouse with difficulty standing because hooves + tile)

Ironically I think the scope for that would have been smaller.. even though we chose this option because it was perceived as a smaller scope at the time.

Our Version 1.0 has a lot of camera fixes and fully realizes our concept.

You could rebind the controls, but pushing 'forward' to go 'down' is normal flight controls.. (though there was a bug with the controller bindings where it was always inverted by default... (fixed in Version 1.0!)

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The web build will be worse for RAM/GPU usage.. the downloaded game is always more efficient.
Install a VM? what crazy OS are you running?
We have downloads for Windows/Macos/Linux

All these things have been fixed in Version 1.0!

Version 1.0 has been released!

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Version 1.1 has been released!

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 Version 1.1 released! 

NOTE if you get an 'ending' like 'hit the ground too hard' you can continue playing, you don't have to quit, and you don't lose your upgrades!

Not having them makes you want them more :D You can still collect coins to earn them while you are just a ballistic reindeer.

The Matrix was accidentally included debug info ,😣

For the record, my son beat it by delivering all 10 out of sheer determination

Better controls might have saved this but the difficulty to throw with e which is right next to wasd as well as being limited to 4 direction (hard to push W and D and E at the same time!) make it really hard.. best strategy maybe patience (go to the start of the river and hope for a good combo to walk across)

randomization of the ice made it hard too..

Maybe a constant throw distance or at least an indicator of the distance as you charge would have helped immensely.

For speed running you can throw, then jump after it, then hover in mid-air while you charge the throw meter and throw again! (also you can double/triple jump if you mash the spacebar fast enough ;) )

with the speed the asteroids are attracted to the station.. maybe the bombs could be stronger ? I felt there was no way to sustain against the onslaught

Game of the jam so far! oddly hypnotizing at the start, and the upgrades accelerated at a good pace...

Much easier once I figured out you can use the controller.. and that the blue stuff was water :D

not ready for steamdeck :D (doesn't scale to small screens) but fun little game.. second the comment about moving backward too fast to shoot backward... twin stick gamepad controls would fix this :D

For ppl trying to figure out the controls.. (maybe only on linux ?) you have to press 'attack' while moving sideways?

not much gameplay afaict though, i couldn't even get on the platform which (maybe) goes to other platforms?

6dof is hard :D. not having the 'shoot' button on the controller made it really hard to navigate the tunnel, then shoot the rock inside.. I like the 2nd crosshair as a momentum indicator so you know if you're flying forward or not .

Theme and the artwork are awesome, took a while to figure out what I was even doing.. and then it felt like it would take forever to click enough to get past the 2nd quota :/

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Not ready for steamdeck :D doesn't scale to lower resolutions..

constantly stuck on level geometry (and other linux issues mentioned by @masterofgiraffe)

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Update:  Exporting this game to macos  mysteriously worked when I tried again it today, unfortunately, it's too late to update the submission :(
 

Arena felt a bit small, I kept going out of the play area :(

I don't think stretching the theme is necessarily a bad thing.. otherwise everyone would be making a 'physics based <insert game genre>' for this jam, so you get extra points for originality just because of that :D

probably could put a hint in the jam page for now to help ppl out ;)

fun concept and fun to play.. idk if you can 'win' though... it would be nice to be able to  have a hope of surviving

I'm a sucker for thruster-based momentum games, but this one was really  fun..

Great use of the momentum keyword..

navigating the ice was super tedious though.. the elasticity made the blob so bouncy and hard to control for those sections.. if I could reliably launch in a chosen direction maybe there were techniques to just make it ballistic and miss them all, but I had to give up after dying to ice to much.

audio loop but fit the game well and i liked the music but it was too short so  got a bit repetitive

big stretch on the use of the 'momentum' keyword .. sound was incredibly loud, even on the lowest setting :D
fun twist on a classic

unconventional but i liked it

Very fast paced, fps on steamdeck made it a bit hard to compete..

Just enough levels, assuming the quit to desktop on the 'eaddnay ndeday' was on purpose

Hard to figure out the controls even with the  instructions :( but super fun and challenging once I understood you need to point the stick the way you want to go while holding the ball...

Very challenging though, momentum maybe doesn't quite work reliably enough?

I got 1 clover!

Thanks, working on an update now, with a lot of features that got left out due to running out of time :D