Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

Josh Dyer

28
Posts
1
Topics
2
Followers
1
Following
A member registered Sep 28, 2018

Creator of

Recent community posts

Reminds me of an old Atari game Moon Rover I think was the name. Anyway, the game definitely is a good  start. With more levels, variety of traps/enemies, and some improvements in the music and sound effects this could be a solid game. One major problem was if you were hit by the aliens on the second level you could not get off them. They'd drag you all the way back until you died. Maybe remove the alien that you were hit by so this doesn't happen.

Nice concept, graphics are great, sound decent, but the controls were horrific. Many times unresponsive, I constantly found myself having to reset the game because the player would no longer jump. Not sure what you were using to prevent double jumping, but it made for a frustrating time when you were on a crate or fan edge and could not jump or move. At least there was a reset level button. Also, it would have been nice to know which object was in which slot as switching between moving/jumping and selecting objects for the other control often led to deselecting the wrong object which also got me stuck and resetting the level several times. Maybe you could color one with a blue outline and the other with a red outline. Also, maybe have an X and a Y on the outline for those that are color blind. While the separate mouse and keyboard controls are a little different to get used to, they could work well for a puzzle game like this if they were just a tad more responsive. One other issue I could not figure out was why sometimes the jump would literally just be a tiny hop, not even enough to get on the small crates and other times a jump would be just shy of getting on the large crates. I get that it was designed as a momentum game, so I'm guessing you are using forces, but for some reason the forces aren't being applied correctly?? Finally, the glass feature was fun, but many times the glass would not break no matter how big the crate on it was. I'm pretty sure that is just a collision box detection bug. Would love to see more objects and more levels once the bugs are worked out of the game!

Some suggested edits:
Color code (text code for color blind) the selected objects.
Instead of physics based, use speed/position based movement and condition checks for more nuanced controls.
Instead of pushing objects, allow the player to hold small/medium crates with hold/throw button.
For the glass objects, increase the size of the collider.

I really wanted to play this game. It looks awesome, but I could barely make it out of the first room and the box button room was impossible as there seems to be no way to adjust mouse sensitivity. I tried adjusting it in windows settings, but this only affected the menu mouse speed, not the look speed in game. Maybe add buttons to adjust the look sensitivity speed up or down. Please? At current setting barely tapping my mouse causes the screen to spin in several circles. I tried to play this way by just tapping it barely and waiting for it to settle and see if it looked where I needed it to, but like I said, impossible to actually play that way.

I could tell you implemented the changes, but I ran into some major issues playing in the browser. I've noticed that for some reason without hardware acceleration Unity Web seems to barely run. I switched over to my other machine and had a better time, but for some reason the music and sound effects didn't load for some time. I was halfway through the level before they started playing. Maybe see if the assets can be preloaded maybe? Not sure. Also, occasionally the game would either overlap two rows or give me a solid row (not sure which) but it was an auto game over. Also, when the frame rates drop at the beginning of the game it is possible to fall into the void from above. That is an instant death and weird, too. Not sure how to fix that except maybe if the void is below the player, then don't drop the player down, but bring the rows up?? It was weird. Sorry. I loved the touches you added, but overall the game became less playable for me. I'd be willing to test it again later if you want to try and fix these issues? You might have to find someone with an older or lower end machine to test the low frame rate issues (if you even want to bother). I still love the game idea and changes you've added. :)

Yes. hardware acceleration in the browser. It also could have just been because I have lower end machines, too, but they seem to play a lot of games okay if only a little slow at times.

Thanks. I'll probably have a green snake when I update the graphics with actual pixel art. Also, I tried checking that and it refused to load the other resources needed, so I unchecked it, and uploaded a playable version to my server. All in the last 7 minutes of the Jam. Not sure why it screwed up yet, but I'll look into it before my next submission at the end of this week (Optical Jam 8)! Glad you had fun!

(1 edit)

I had no clue what to do. Had to read comments to find out what to do. Didn't even realize those blocks were computers to enter a code into.  The wires were annoying. Then I still had no clue how to proceed so I came back to comments and found code. Then still couldn't figure out what to do until I guessed you had to press v to enter a code at each station, enter a code by pressing right or left and then pressing b when the correct symbol is up to lock it in. Do this on each computer. Then go press the button near the saw and hope you got it right (or read comments for the code). There is no hint that I could find to even help with the code. I can't tell you how many times I clicked the button then went to shooting the enemies that popped up only to wonder what next. The underlying premise of the game is there, but the implementation needs some work. I also fail to see how it fits the theme. Sorry, this game just wasn't much fun, but it could have been...

(1 edit)

If you are using Chrome, click the lock icon in the address bar, then settings and then under flash tell it to allow flash on this site.

Interesting concept. The randomness makes it a little difficult in my opinion. The waiting for each piece to be made and then waiting in the center was a bit much. I think removing the waiting periods would make this game much more fun. Then it is just a matter of trying combinations and trying to get as far as you can. Also, the menu text is hard to read and would be virtually impossible if someone was color blind. I did like the music and sound effects and the game was pretty chill.

Nice concept. A different color for the ones above especially the one getting ready to wrap to the bottom would go a long way to making this more enjoyable. Also, you could enhance it with some graphics, some sound effects, an ambient music track, especially one that could speed up as the void gets closer (like in Super Mario World when the timer gets below 100, a tone plays and the music speeds up). Other minor polish after that could be a slight bounce or graphical effect when dropping onto land, maybe a whoosh sound when you drop through a gap, some cheering if you clear 1, 2 or 3 gaps without hitting land, maybe even a score multiplier for doing this. This would make a great mobile game with touching either side of the screen controlling left/right movement.

Overall this is a fun concept, and everything fit together nicely, but collision detection and fire detection were very poor.  Every play if you got close to the edge you were forced out of bounds, and then you couldn't get back in. Also, the enemies would freeze against an invisible wall taking all the fun out of killing them. No challenge at that point. I think this could be a great game if those things were fixed, a larger level made, and if the enemies did something different than just follow you around and smother you to death...

Come to think of it, I might have been right clicking instead of left clicking when I tried to advance the dialog on the first play through and after a few times of nothing happening, just assumed I had to wait? Not sure. Maybe both left and right could advance dialog? I could have swore I had tried left clicking...

Really nice game. I'd love to play a longer story. I especially enjoyed the puzzles being straight forward. I didn't have to think too hard about what to do, where to go, or what to look at. Only issue I had, the first time I played, for some reason left clicking would not advance the messages. I had to wait every time I triggered dialog. I played it a second time and it worked fine. Not sure what caused that. Are there any hidden secrets? I really wanted to help the poor dead fish, like bury them or feed them to a dog or something. lol

I ran into three issues. First, hardware acceleration must be turned on in order for anything to show up. Not really your fault. I had to turn it off due to a bug with Facebook and my graphics card. Once I got it running, the game had a very nice feel to it. Controls were smooth, easy to play, easy to recognize the ships, music and sound effects fit. Died once. On my second play though, the ships kept flying off the planet for some reason. One minute I'm heading right towards them, the next they float away from the planet's surface. That probably led to the third bug. After this happened to about 6 different ships, the game decided to quit spawning ships. I just about gave up and restarted the game, but after about a whole minute, finally a few more ships appeared. Played another few times and finally won. Fun little game, just not sure about those weird issues...

Read the instructions, read the comments, still had no real idea of how balancing/game play was working. The Hud was pretty clear, and after jumping once into the question mark card thing (what is that supposed to be anyway?) I got that I could refill my cures/poisons?? Weird how one persons poison is another persons cure. Guess that is cool. The end screen got real glitchy on me at times with objects bouncing back and force rapidly. Also had the missing dll issue, but download fixed that. Is there any reason it isn't in there already? One other minor issue is the number of keys for the cures/poisons. At the speed the game requires you to play, it is near impossible to coordinate that many. Maybe if I played for hours I might get muscle memory, but many people would quit before then. My suggestion is either slow the game some, or better yet, reduce it to three at most. Honestly a cure/poison key would probably be better with the patients having a color assigned by how close to death they are, maybe...

Excellent game! Nice smooth scaling, nice layout, chill atmosphere, relaxing game play, and all around fun! Only issue I had was occasionally the camera (and snake) would move on its own without pressing a key, so just as I was about to swallow something I was aiming for, the snake would shift away from it. Other than that, all around great job!

Really nice game! Loved the puzzles, loved the story, the music you picked fit the game nicely and the sound effects were a nice touch, too! I'm not sure if this was intentional, but it seems that the game checks to see if Oro or Boro can move from the previous game state (a copy maybe) and while that is perfectly valid, it does lead to the weird case when they are next to each other and moving in the same direction. I'd expect them to move together, but instead they spread apart one block. This doesn't seem to add any difficulty to the game and so it seems to be a quirk or bug. It should be pretty easy to put a check for the four possible (up, down, left, right) cases when this might occur and tell the game the move is still permitted by whichever character is following. The story mode is great and I love how it fits in with the game play! I'd love to see a puzzle mode added with many more puzzles. Especially if you can code procedural level generation, maybe not in the game itself, but to aid you in adding many good curated puzzles to play. You could even release them as packs, such as the 1st hundred are free, but expansion pack one and two cost a small fee, for example! One other thing that could enhance the game is a move counter. Thanks for a great game!

Nice concept. The music is amazing! The floor tile graphics are great. The character graphics could use some work and some animation would be nice. I saw you ran out of time, so I'm assuming that the enemies will eventually deal damage/attack. The tracking for the enemies is on point. I'd love to see more enemy types, more waves of enemies, maybe some moving spawn points and different level layouts in the future. Sound effects, especially when dealing damage along with some visual feedback would be nice as well. I hope you add more to this game and turn it into a great fighting for your life brawl it can become!

This game has  a lot of potential! The theme and aesthetic are on point. One thing that I'd suggest is adding a timer in game if it is only going to be coin collecting as I quickly noticed I could just stand there for a few seconds and get another coin until the end of time. If you add enemies or hazards, then this wouldn't be necessary providing you made it where the player can't stand still for very long. They could then still try and stay in one area, but would have to dodge whatever deterrent you put in place. Second, and I know time is very limited in a jam, so kudos for having music, but that music got annoying real quick. Some variations to it, or a longer track before repeating would help (unless that is part of being in Hell?) The sound effect was nice and the jumping was on point. The level design was great. I found the platforms easy to navigate, but with just enough challenge in places if going full speed.  The coin placement also made you have to turn around in a few places making you have to think some, so a timer would be an excellent way to improve the urgency/reality of collecting the coins. Maybe the player has only 10 or 15 seconds to collect the next coin or game over (coin respawns would need to be slightly longer). :) Overall, a great concept and fun game to play. Look forward to seeing where you take it from here!

I really like the concept and would love to see this game improved and the bugs fixed. That said, the control mapping made this near impossible to play for very long, but I did try for a while (this is why I tend to stick to the arrow keys for movement and give a key map screen if time permits). I wasn't real sure of what to do as several times the snakes would be chomping on their own (same color) tail and they there was no feedback; I didn't see the snakes grow, shrink, disappear, or any other action. It is possible my score went up, but the score was not easy to look at and play (health either). The score display (hud) could be a lot larger with a different color to distinguish it from the background better. Huds are best with an overlay background color and a contrasting foreground color. They don't have to be blocked off square, but they usually shouldn't be just text floating over the game (unless the text itself has a shadow, maybe). Also, collision detection failed many times when I played, having myself outside the game board (pushed by a snake) with no way to restart, but to reload the page. Sometimes a snake would escape with me and let me kill myself. Limiting spawn rate (at least in the beginning - you could increase it as the player scores) could also help a lot. Again, I'd really like to see what this game could become. Thanks!

(2 edits)

Yeah. I don't know if you saw Tim play it. He had a very hard time figuring it out. I thought it might be confusing at first, especially if someone jumps right in and starts playing without understanding (or reading) the instructions. If I had more time (only had 6 hours to code it before the deadline), I would have definitely added a tutorial to it, and made the head flash or change color to indicate low energy. Also, the easy and medium modes were added in the last hour and I barely had time to try them before submitting, so they definitely need balance testing done. I'll be adding and fixing those issues once rating is over. Glad you enjoyed it!

Music fits nicely, sound effects are good. As other's stated, start isn't real clear, but I see you saw that. Level progression is nice. The "fruit on the other side" level got me at first, but I'm glad I read the instructions and hint. I counted the pieces and said to myself, "I wonder...yep. Just as I thought." The only major issue I had was on the last level. My snake kept starting out right next to a wall immediately running into it. That might have been intended as I noticed that by pressing one of the directions it changes the spawn point, but that is kind of weird. Not sure what you were going for there. Overall I enjoyed your game though.

After playing some more, I definitely need to work on balance a little more. Hard is the best mode to play on. The settings for Hard were the ones I started with. Easy and Medium were added in the last hour and Easy while still fun, I definitely need to reduce the energy gained from fruit. Medium similarly. Probably need to decrease the max energy setting in both slightly as well. Overall I'm enjoying it. Now to go see what other people have created as well!

After playing some more, I definitely need to work on balance a little more. Hard is the best mode to play on. The settings for Hard were the ones I started with. Easy and Medium were added in the last hour and Easy while still fun, I definitely need to reduce the energy gained from fruit. Medium similarly. Probably need to decrease the max energy setting in both slightly as well. Overall I'm enjoying it. Now to go see what other people have created as well!

This was not the game I originally designed as several things severely limited my time, so I whipped this one together during the last 6 hours of the Jam. Hope people like it. I will probably add sound, better graphics, and music later. Didn't have much time to test the difficulty settings added in the last hour, but I think they are somewhat balanced. Let me know. :) Also, if you find a bug, feel free to report it here and I'll add it to the list of fixes and changes to be made later. If you don't want to download it, there is a live version running on my server at http://www.tiltg.com Have fun!

(2 edits)

This was not the game I originally designed as several things severely limited my time, so I whipped this one together during the last 6 hours of the Jam. Hope people like it. I will probably add sound, better graphics, and music later. Didn't have much time to test the difficulty settings added in the last hour, but I think they are somewhat balanced. Let me know. :) Also, if you find a bug, feel free to report it here and I'll add it to the list of fixes and changes to be made later. If you don't want to download it, there is a live version running on my server at http://www.tiltg.com Have fun!