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James

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A member registered 64 days ago · View creator page →

Creator of

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Thank you so much to everyone who played and rated my game! ♥

It's a pretty tough one! I appreciate the feedback on the movement, and thank you for playing my game! ♥

I thank you! :)

I appreciate that! I'm proud of the presentation. C:

Thank you so much! ♥

Fair enough! If I'd had enough time, I'd have added the option to remap the controls, but game jam gonna game jam! Thank you for playing, and for the feedback! ♥

Thank you so much for playing! :D ♥

This is awesome! I would absolutely play the full version of this game! And I love how you expressed the theme! I especially enjoyed the path blockers that would show up sometimes; that's a great way to add a bit of stress and uncertainty to the player! Well done, one of the favorite games of the jam so far!

I really like the idea behind this game, and I see where you were going with it when time crunch stopped you; in essence a loop circuit like this is a shot cooldown by another name, but being able to resize it would give the player the trade-off between more towers and optimal placement, at the cost of longer cooldowns on everything. And that's a really cool idea. I think my only critique would be the targeting of the towers; my guess is that they currently check for the closest enemy and shoot at it, but a lot of tower defense games default to shooting at the first enemy on the path which is in range. And I think in a few places, targeting nearest rather than targeting first leads to unreliable tower attack behavior. But, all that being said, I had fun with it, and everything being made from scratch is super impressive! I would absolutely play a full version of this with the features in it which you didn't have time to implement for the jam. Outstanding work!

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Thank you so much! Yeah, I think a lot of the difficulty comes from that the looping motion forces you out of your normal shmup instincts in terms of how you react to things. Like you have to be conscious of where you are in the loop when you go to, say, dodge a shot, because if you can dodge in the direction of the loop, you'll move further and faster, whereas if you fight the loop, you'll struggle and stay in place. It's like riding a backward bicycle. C: I appreciate the kind words on the page and presentation! I'm very happy with how they came out, and I'm glad everyone seems to enjoy the style. Your favorite game of the jam so far is a huge compliment! I am humbled. ♥

And thank you for the tip on SFXR! I haven't heard about that before, but I'm definitely going to grab it now and put it in my toolbox for future game projects! You're a boss, friend!

Thank you! I think the best I've seen so far is Wave 15, Rank 40. Appreciate the kind words! ♥

Thank you so much! ♥

Exactly! It goes against your shmup instincts, like trying to learn to steer a car in reverse! Thank you so much for playing! ♥

:D Thank you for playing the game! ♥

"Do barrel rolls constantly!" xD Thank you so much! ♥

Haha! Hey, what you and your computer do in the privacy of your own home is none of my business... Thanks for playing the game! ♥

Yeah, it definitely forces you to break out of the instincts that shmups have instilled in us for so long! Thank you for playing! ♥

Very neat! I like the added twist on being able to record from the other clone, that's a cool addition to the 'Past You does something to help Now You' basic idea! Very well executed, and good puzzles! Well done, you!

This is cute, and I'm impressed with how much you were able to get going in terms of visuals! Always love a platformer. And the OSHA notices got a laugh out of me. Great work!

This was a cool idea! Took me back to playing P.T., and there was even a tactile looping feel by inputting the same commands (largely)! Nicely done!

Very clever spin on the theme! Well done!

This was really cool! The recursive design adds so much to the idea of a 'clicker' type game. And the presentation is very simple, clean, and readable. Well done!

Meeks is so CUTE! And there are so many little bits of extra artistic polish, like the stress state from falling too far, or the snap to the walls for wall jumping! Not to mention the main looping mechanic, which is very neat. Well done, all of you!

Ha! Using the water cycle as the 'loop' is a clever twist on the theme! Simple and fun game, and impressive for only 10 hours! Well done!

Definitely challenging is right! I played it so much while making it, and even I can't get past Wave 20 at my absolute best. xD

Thank you so much for your feedback! ♥

You might even say it's... loopy!

I'll see myself out. ;-)

Yeah, it definitely fights your instincts when it comes to this kind of game! ♥

Oh, wow, I thought I'd disabled fullscreen! That's a good note, thank you for bringing that up! Thank you for playing! ♥

Thank you! I'm so glad people are liking the page design! C: ♥

Haha, I'm right there with you, on that. I kept finding myself wanting to add in a whole bunch more things, and reminding myself not to over-scope the game within the time limit of the jam, and instead to execute the basic idea well, and then polish it up for presentation. With more time, and a team to spread around some of the work, I would definitely love to have a variety of enemy types, powerups, progression, and so on. Thank you for playing my game! ♥

Thank you! :D ♥

This was really neat! The looping Draloon was a clever way to mix up the normal platforming formula! Well done!

Thank you so much! ♥

This is so charming! And I agree with the previous commenters, this is impressive for pulling it off in the span of a game jam! The cycling mechanic making you think not just about the rope you're using now, but the next rope you're about to use, is super clever! Well done!

The art is super cute! And I like the idea of the office of demons. The interpretation of the theme is clever, and I like it being a puzzle you put together over potentially several loops. Well done!

I agree with the earlier commenter that the platforming is a little floaty, but I had an "aha!" moment on at least three of the levels, and found the whole thing to be a really clever idea! Great work!

This was a neat idea! A kind of one-way timing-position-based tower defense game! That was enough to start with for me, but I love the added complexity of managing the deployable unit with your own motion and responses to the threats! Super clever, great work!

The use of the boomerang as the weapon, and making it able to strike both on the throw and the return, as well as the way it bounces off the first enemy (so taking out a group is sometimes better done by throwing the 'rang as a miss, and letting it smack through the whole group on the return) is super clever! Fun game! Great work!

This is so good for a first game! A clever concept, not too big of a scope, interesting mechanic at work... You've got good design instincts! Keep it up!

I agree with the earlier commenter that the mouse is a little hard to control, but this is so creative and charming! And your voice work and the transcribed dialect into the text gave me a big smile! Great work! :D