Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Kenneth Wardlaw

17
Posts
3
Followers
1
Following
A member registered May 21, 2023 · View creator page →

Creator of

Recent community posts

(1 edit)

This game has a killer (pun not intended) aesthetic. There's almost a really cool power fantasy here too, spinning and spraying bullets everywhere to clear out the room, but I didn't quite get it. Aiming feels like it's up to chance, even when I try to slow down to spin slower. The game might feel less random if your guns locked on when an enemy is roughly in your gun's line of fire or your bullet hitbox was just larger. I got to the boss, but that health pool made me really feel how tough aiming is in this game. Despite my best efforts, I couldn't hit him reliably and eventually lost.

Overall, the vision and execution on this game are both awesome.

I made it through v1.0 but the dev breaker broke me. I'll be sending you the medical bill.
I loved the art, graphic design, and humor. The trail on the cursor was a smart thing to include. Fantastic execution overall, this game is lovely.

This is a really creative idea. The physics feel kinda unnatural though. The ball seems to come to a complete stop whenever the wheel changes direction. Breaking the red tape also feels a bit unpredictable, but maybe it was just a skill issue. A physics game about inertia like this is really cool, though.

Nice work. The fact that enemies attack in bursts opens the door for a strategic approach to the game. I think expanding the game with more attack patterns could be interesting.

The pop up announcements and instant replay are really charming. I never got a double kill but it's cool that the game acknowledges it with flair. The game definitely would have been elevated with some punchy audio.

(1 edit)

This game kinda rules. The visuals are outstanding. I really did fall into a trance idly going through the finger motions to charge and do tricks while tapping away on the phone. I do wish the difficulty curve was tuned more, because unlocking each pen took no time at all, and with all those points I didn't really have to think very hard about what I was doing on the phone either. I want the game to challenge me so I can really sink my teeth into it! More complex trick chains would be really cool, to take advantage of the entire hand instead of just passing back and forth between two positions.

I think you just need some audiovisual feedback. Maybe a subtle audio clip each impulse and a very slight screenshake so you can "feel" your inputs more.

The visual style is great. The premise is simple, but being able to take risks for a bigger score makes it really engaging!

(1 edit)

Thanks for playing! We record the motion of the mouse over the last 1.2 seconds and use that information to calculate the mouse's average position and speed. The average position of the mouse determines the direction in which the lasso will be thrown, and the average speed of the mouse determines how far it will go.

Every frame, we add a struct with the current game time, mouse position, and mouse speed to a List. We calculate the mouse speed by getting the vector between the mouse's current position and its position last frame, calculating that vector's magnitude, and dividing that magnitude by TIme.deltaTime. (speed = distance/time)

So we have a list with a bunch of structs that have a timestamp, the mouse position at the given time, and the mouse speed at that time. We then loop through the structs in that list to calculate the average position and speed of the mouse.  When looping through the list, we skip and remove any items that were added over 1.2 seconds ago (by comparing to the current game time), then sum up the rest and divide by the number of things we summed together. That gives us the average position and speed of the mouse over the last 1.2 seconds.

We use Camera.main.ScreenToWorldPoint to convert the average position of the mouse from screen space (where it is on your screen in pixels) to world space (where it is in the physical game world compared to other GameObjects). The lasso is thrown from the player towards that point, and the final distance it travels is scaled by the average mouse speed we calculated.

When the player releases the mouse, any cows within a certain distance of that final position are captured.

Hopefully my explanation wasn't too confusing!

There's a sensitivity slider in the options menu that might help!

(1 edit)

I agree, on map 3 it's especially difficult to tell where you're intended to go. There are a lot of sudden corners and drops that make it difficult to see the road ahead.

I had some trouble figuring out how to play the game. I think it would make more sense if the buttons at the top left were removed, and clicking the "Finish" button automatically moved you to the next step of making the pizza. Also, consider using the word "Next" instead of "Finish" so it doesn't seem like clicking the button will immediately give the incomplete pizza to the customer.

The art and animations are lovely, and the music and sound effects were well picked. I love the way you characterized Grandma and the spinsters. The feedback via animations and sounds was great. I liked the detail of the spinning wheel moving faster when the spinsters were working harder. Grandma's pointing animation when one of the baskets is full was helpful and a good addition to the game.

I do think the win condition was set too high. Getting every upgrade takes maybe 10% of the time to complete the game, and the rest is spent repeating the same sequence of actions over and over. Combining that with the fact that there isn't really any reward like a final piece of art or something, I was a bit disappointed when I reached the end. Otherwise, was a great experience.

The hitstun and recoil when you collide with an enemy or spikes feel really nice. The player and enemies don't bounce off the walls though, which really hurts the gamefeel.

(1 edit)

Nice game. I particularly liked the general aesthetic, style of the UI, and the starry background. The feedback is nice as well, with the camera shaking when you get hit, and the sparks and sound effect when you hit an enemy.

I couldn't tell at first that the symbols in the upper left corner were for shields and health and that shields regenerated, but I figured it out eventually. 

I found myself wishing for strafing controls at first. If you can only shoot in the same direction you can move, it's very difficult to avoid damage. I figured out a way to minimize damage by boosting around more and taking advantage of the tiny amount of inertia. I think letting the player maintain more inertia would make the game more engaging, though the enemies' aim would probably have to be improved in turn.

The aim up/down controls didn't feel useful without a reticle.

I worked from your project for my submission to Day 2! You can check it out here: Break the Targets by Kenneth Wardlaw (itch.io)

The presentation on this game is crazy good. Loving the sound design and art style. Reminds me a lot of Rain World.