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CrazyInocentGames

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A member registered Nov 21, 2016 · View creator page →

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This was fun , Anyways maybe you should turn on the discusion boards

You have a endless mode, play until you loss.
I mean an adventure mode, something like Puyo pop, or Robotnick Bean mean machine were there is a simply history that tie a serie of finite chalenges, basically a excuse to add wacky animations or small comics strips  were you could explore the alien personality
Something pretty standard in several puzzle games of handeld and retro consoles
Sometimes it's no more that a camuflaged and glorified tutorial, something pretty common in games focus in the multiplayer.

the states it's more of a habit, after several jams, i realize it's simpler and faster work with states in this timeframe(at least for me)
The game inself its controled for an FSM

  • Start state
  • on Stage(in this particualr case   instead i have 2 phase states that serve the same function that loop one to the other until trigger loss or complete stage)
    • Platformphase
    • SpacePhase
  • lossStage
  • complete Stage

I using a fsm addon i made(it has some shortcommins i'm to lazy to fix).  so i can reuse code of previous proyect with minor modifications so i have more time to think about details. For example here i reuse code mainly of the game of the last game jam, https://lides.itch.io/bird-fall, i simply remove the peck state and add the dmg and victory states, for the platformer.

the ship object it's simpler and have less states only 1 to wait, one to move and  1 to damage

Look good and has interesting mechanics.
it's a little anoying that automatically swith to the cargo when you have several objects in a planet.

Feel like a wacky cartoon, it's really expresive.

Sad this don't have a history mode(yet) i think woudl be pretty funny to se this guy making a victory dance

Only for the Fun i would add a DISCO bonus stage were instead of the shield the characther make flashy moves, that create sparks

And maybe can add diagonal directions in higher levels

This was a good arcade. Only need minor adjustments i feel like the quantity of foes and the force of the reboud at thout them its a tad too much,
I like the square it's the treat while the foes are a walking spring, making each shot strategical as you fail have another spring bouncing around.

Maybe you could add a gauge, make the player collect coins and when fill the gauge can push back all the enemies, generating a wave from the center.

The indicator of the direction blend with the ship metal, maybe shoul shoud turn in a cristal or somethig give more contrast. 
besides it 's frutstarting, the of direction spin too slow, when is still doesn't matter but how the space is to narror, and it' appear not to stop once start to moving, an miscalculation adn is a slow dead without chance of save.

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It's interesting, has personality, and look great., the debt and that you can accidentally thow the box out it a clever aproach.

But the tractor beam is too unrealiable making it overly frustrating, on top that you don't know if a box is lock in the beam unless you rotate the wheel of the mouse, it would add a glow or outline effect on the object afected by the tractor beam(it's there is one, exagerate it more its too subtle).

Besides i would fully control the beal with the mouse and istead use the keyboard to acciontate interactrive mechanims like trapdoors or spring , something that help to move more box faster

i'm surprised from how smooth are the controls

the progress is determinated with the color of the tilemap, each you finish a space phase, the color of the tilemap change and the requeriment to finish go up.There are 3 stages with a plaforma and a  space phase.

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My back, i forget i put it to "z" as gonna use "x" for a mechanic i discard, a drop down.
I never put jump in up if i can avoid it. in the long run only work in fighthing games, it limit much combination of keys.
Besides you can play with a gamepad , its not the best left a idle hand(talking about it i still have to find somethig for the second phase may be a turbo)

Nice, it pretty has clever ideas!

the only minor issue is the blue portal, would be better if  wasone way, because you can accidentally crossing it back over and over.

PD: it's only me or  the alien look like Sherk

It's great can be considered a complete game.

Maybe the room it's a little too big for the limited mechanics, would work better if be a duraration of 1-3 min in my experience after that time it becone a little repetitive, that assuming a level that don't add any aditional mechanics, like i don't know a canon that shot you to the sides or the center making less time consuming collect the fartest cristals

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Look good, it be a good arcade but the collition with the high ground were the aliens are it's weird its displaced, the characther is too slow as it can do anythinh more tha walk, feel that slugish it's a bad thing even when it's good balanced, don't feel unfair, but you not enjoy it eithers it's simply meh.
Either give it a more frenetic movement or give the characther more actions to do like roll to move fast, put temporary shields or somthing to return the shots to stun the aliens,  with a weapon or a shield.

I really like the concept, the characthers and the little history.
But most of the games i get to try feel like relly on sheer luck, or i feel like im not playing.

They need more interactivity.

  • the first one of the don't guess the number it's too simply and pretty repetitive, rather would give 3 times to guess, and get high or lower number
  • The dice one  is more or less fine
  • Maths is more or less fine
  • I would reduce bomb to a press one of 2 buttons.
  • Spot the diference feel like pick at random 30 it's not enough to compare the images, less with the selection menu being over the 4 image.

and i get tired of playing bombs and don't guess the number i don't reach to see the other 3

These games would work better in a party game with more players intead of  a single player game.

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It's a creative one  a curious bullet hell, but it need another objective, lik collect obs or something, because the timer don't work along the tile trap mechanic, the easiest way to get a high time it's simply don't move and don't play.
the main problem it's that the windows is too small and can't be maximized.

The game aside you should try to export it in html, and configure it to play in the broser for the game jam at least, that way more people gonna try it

I consider breakeable blocks and a dropdown mode to deal with obstables and some foes, but them aside for the time limit.
I thinked on puting a bouncing iron or fire ball, but it didn't gonna have time to balance it.

Nice concept!
I would like rotate the pieces before put them.

Besides that is a good twist in a tower defecne

nice!

maybe you can add slots if  all have  a power up when pick a new one, triger one at random and fill the gap with the new power up, or you can trigger one pressing the slot

It's pretty unique consept and aesthetic.  Retro in a new way

A didn't enjoy it, the game look cute. but has some issues the shot cadency is low, compared to the foes and their numbers,  but the bigger issue is i don't know when it gonna shot, it feel random. 

Its a funny arcarde.

I would let the player store one or two power ups and use them when he wants 

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It's good!
only require some minor polishment

It's solid, my only issue are the controls i rathernot shot with the up arrow instead save it to aim up and shot the ufo. 

down to guard it's but it's anoshig the same key is used to circle the weapons, that need its own button. or sometinh like Megaman Zero  weapon controsl were you can asing a button to each weapon or use the secondary weapon.

It's a good concept, the ship could go a little faster and i make the drop of aducted in the mothership automatically, to make the game more dynamic.
maybe made the mother ship moving in a patterns so you have to plan a strategy to collect the most in base of that, with several levels.

Love it!, pretty retro  feel like asteroids

A nice puzzle game. Pretty solid, the cow mechanics it's a little condufing at first, but it's easy to fix.
You are making to much focus on the cows in the tittle screen, they draw more attention than the chicken  in the puzzle, your first level should not have cows so the player intuitively focus on the chickens.
A way would give other color of feater to the chickens so they stand up more.

it's not bad, but i would get rid of the mouse shot and manage all with a joystick or keyboard. 

It has a bug in the restart button, don't fully refill the ammo(feel like replentish random amounts) but somethings i have to restart 2 or 3 times because don't refill the hp bar.

A tip for the pixel art idle animation, the feets shouldn't look both to the same direction, it feel unantural unless are a walking frame , as is holding a weapon the back foot should be pointing to camera. And other thing that hel the animations, its not made on the black move the reflextion the bright color should acompany it, if not it apear its deforming instead of moving
https://lides.itch.io/npc-buff-pack(this is a asset packs I made you can use as reference,  has the animations bones, and a characther "the general" were it's more clear the thing i said) 

It's a pretty interesting concept, and have a pretty good mechanics.

But you have a myor issue with the cristals, at first i confuse them with light sources, and decorative element, it blend to much with the eviroment, and it's hard to catch what each one do, the indicators in the botton are too subtle, not sure if is the better placement for it, it take me a while notice them., maybe you shold make the bigger and put each one in a corner.

Look for example in NES Game that have a limited color pallete you can tear apart the interactive elements with the background becase the backgrounds generally has mor detail(like in and old cartoon).

Good one!
my only complain it's the ship feel slugish like im moving a heavy iron ball, It's odd because it's more than enought to manouver, maybe you can play around it and make several ships with diferent speed parameters and momentum

It's weird bizzare and grotesque like a late 90 or early's 2000 cartoon, thats geat

The controls are intuitive, but the camera spin  it's to much, it's too sensible 

i realize to late to fix the music loop. I was thinking to make the mouse spin like when resive damage in the ship and then fall in his back, i could make the animations but not the fine tunning  on the states transition, to play the animation.

It's a good concept, a little repetitive but it's a solid base to expant and create several levels and chalenges.

The mechanics are fun, but  using the mause for the  beam  it's annoying ,  i would rater use another key for it. or rthe way around move the ship with the mouse

In my case i need 125 %, it zoom  it more, it's not the browser or the page its a configuration on godot(it happen to me before),
you can solve it gooing to godot project settings. go to Windows and in the "streech" section set mode in viewport

I love the concept, but i don't find a way to make the cork move

I would be a good game to kill time in short sessions.
PD: you have a configuration problem in the browser, i can't see the antena bacause its out of screen, im sure is cutting part of the screen bacuse part of the satr menuis out of the screen.

that was a funny interpretation of the limitation.

It's not a bad aproach, i mean you don't need to limit it to quantity, i generally go more to make a solid prototype that can be easy scalable.
For that i metion the seed with 3 -4 would be more than enough because the rest are mid-late game and need the aditional system to really exploit then

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It's good rogelite but I would, remove the power up cards from the starting selection of cards, and if posible make imposible to pick the end round card. so the player has to at least try to beat one stage with enemies.

The bigest issue it's ever the end round card appear you don't have reason to not pick it literally, skiping rounds and that is a thing you don't want in a roguelite,  there is no reason to risk as the "power up" cards only last a single round, whould be intersting if you can stack them in some way to the upcoming round. and that go in counter of the core of you game loop, you need to find a way that pick or not the flag card be an strategic choice