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Kenneth Nietfeld

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A member registered Sep 21, 2020 · View creator page →

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Thanks, I spent a lot of time refining the physics so flying would feel smooth. 

Rick is a hero in the vein of Indiana Jones or James Kirk so I wanted the story to reflect that. You've got the hook that grabs hold of you with lots of action. Then the title. Then the adventure really starts.

I made that whole intro fight to show the mechanic of picking up objects and hurting guys with them... then I got carried away. I wish I could've gotten you guys to the station where the game mechanics would've dealt with the frozen time more. It would've been puzzles finding your way through frozen enemies until you shut off the temporal limiter then when time is unfrozen you have to fight your way out through all the rooms you just came through.

Anyway, I'm glad you liked it! Thanks for the kind words!

I liked the powerups in this game. When I got to that long tunnel of spikes near the end I was like ,"how am I supposed to do that?" And then I figured out what the powerup did and I felt like a master being able to walk through it. I haven't ever seen a powerup like that in a platformer before.

Such a good looking game! The cutscene art brought the world to life and the game is so cute.  I thought it was funny characters were urging me to go use the outhouse and laughed out loud when it was a save point. I like how all the characters have idle animations. The whole world seems alive. 

Very cool. I really like the artwork on the coloring pages. And that sea turtle stamp is so dang cute. I was delighted when one of the tools made it animate.

This game is so cute and charming. That alone makes me want to play it more. It's a shame you couldn't get music in there for this version. Playing a slow paced puzzler in the quiet made me sleepy real fast but everything else about the game seemed super polished. I'll have to turn on some music and give it another shot to see how far I can get.

Fun game! I really liked the action in this game as well as the character design and overall tone. 

This game was super funny. What a concept! I don't think I've seen all there is to see yet but so far it's really fun. I also think being kicked all the way to the beginning is frustrating but it only bothered me when I stumbled into an ending I'd already seen because I wasn't paying attention and just pressed the wrong button. It's rewarding to see all the possibilities and I feel like dying is a fair price to see each ending, though maybe I haven't gotten far enough for it to be a real pain to go through everything again and again. Fun concept, great job!

The macro "DrawSprite" is a great jumping off point. Just tell it where you want the sprite and what it looks like, and you've got the start of it. In my doSpritePostDraw script I wrote a ton of code that figures where the sprites should be and  which tile from my object tiles to draw and then just, drawsprite. Adding one to all the star_x_hi to make the stars move to the right is easy  for the cutscenes, but getting the effect of flying through space was a lot more complicated.  It takes lots of variables and quite a bit of code and processing time to get it all done. 

Thanks, I ended up sacrificing the time I would have used to make more playable levels to tell the story the way I wanted so it's nice to hear that you appreciated that aspect of the demo. Thanks for all the kind words