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Logan

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A member registered May 28, 2017 · View creator page →

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Thanks a bunch!  Glad you like it, and to hear that it plays well enough!

I did notice the corner collisions, but it was a bug I couldn't figure out how to deal with in time.  At least it's relatively minor, though.

Personally, I thought up and down worked fine for the ball, but a friend suggested including a button for it as well.  If the ball button gets in the way, though, you could just re-map it somewhere else.  I'm finding there's a lot of different preferences for how a mechanic like this should be controlled.  It's pretty interesting to learn!

Thanks again!

Thanks much for including my game in your article and video!  I really appreciate it!

Really nice graphics and feel.  And a faithful follow-up to one of the most notorious video game flops of all time.

I went into the game with knowledge of the cube-shaped world, so I was able to keep track of things just by heading into each screen, finding the cartridge, then backtracking to the start.

I also found out about the the infinite-spawning candy feature, but noticed that the candy will stick around even if you don't collect it.  So you can hop in and out of a hole until 10 candies have piled up, then grab 'em all at once.

I also made use of the head extension on the back face of the cube, where you could put your head over the bottom walls of the rock maze.  Otherwise, it would have been nice for the head-extending to actual mean something.

Anyway, the game is pretty good for where it's at.

Ahh, thank you!  Glad you enjoyed it!  And yeah, there's definitely Yoshi's Island inspiration in the art style.

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Hot dang, this is very professionally done!  Nice job taking one of the oldest game concepts and spicing it up.  The character portraits and customized moves really add a lot.  I'd imagine if you could get it fairly balanced as multiplayer thing, you could have some good potential on your hands, though the Launch Ball ability would be a tough one to beat.

There's only the three opponents right now, yeah?  The first time I played through, I was half paying attention after I beat the third one and was afraid I'd accidentally hit Quit when it sent me back to the title screen, so I ended up playing through it again to be sure.  It ends a little abruptly right now, but at least what's there is really solid.

This game has a really wonderful feel to it.  It's got a lot of heart, and you can really feel the weight of the protagonist's problem, how when there's something indescribably wrong with an aspect of your life that you take for granted, it can feel so... crushing.  And Sam really comes off as a supportive friend.  Stepping into the protagonist's role, I appreciated that.

The only real problems I had were occasional vagueness in what to do, but I was typically able to figure things out.  Still, I wouldn't have guessed that the laptop belonged on the guest room bed when tidying up.  That one really threw me for the longest time.

Also, the adherence to the theme is pretty thin, but that's about it.

It was a really nice game, a touching little story.

Also, more freaky hallucination scenes, please!

Okay, wow!  This is a fantastic game!  It's got great mechanics, a lot of replayability, and really stands on its own!  Kudos!

I think this game really hits the spirit of the sequel nature of the jam.  Your concept is solid, and the models you made are fantastic.   but it kinda falls short of the satisfying, rushing feel of a Space Harrier clone.  It felt like most of the action happened in a small slice some distance away from the player, after things had approached but before they'd made their exit.  I can understand how you'd be able to use this to make more interesting enemy AI, but it ends up feeling a bit like all your enemies are grouped up on the other side of a chasm, or something.  Mind you, it's still enjoyable to play, it's just missing that certain something...

Also, you totally missed the opportunity to start each stage with a weird level name!

Thanks a bunch!  And glad to hear the comments on the art and everything!

So that block-won't-break bug is something I've not seen before, but its cause is something I'm aware of.  Basically, I accidentally enabled common objects like blocks to retain some of their variables through multiple plays, if the game hasn't been restarted.  So a lot of funky things happen if you interact with a block, then return to the level.  Even some stuff like a star block that's been hit in one level counting as still hit in a separate level.  It'll be an easy fix, and something I should have caught, except I rarely played more than one level at a time when making/testing it.  Ah well, at least I can fix that afterwards.  The bounce-off-a-hill at top speed, though, I've run into that one, too, and I have no idea what's causing it.

I suspect the SA Everest thread got the quote from the same place I got it.  I always knew it just as the stereotypical justification to mountain climbing in general, but it looks like it came from an interview with George Mallory about climbing Everest.

For the controls, I dunno, sometimes some control schemes will just stick with you subconsciously, and it's hard to fight 'em.  I went with what seemed good to me, but it's not gonna work for everyone.  At very least, you can re-map the controls with the config EXE.

And yeah, I definitely need a new way of scoring the bouncing stage.  I know "lose everything" was harsh, but I couldn't come up with any good way to do it on short notice.

Thanks again for the feedback!

Thank you!

Would you believe, the ball mechanic actually started as a button-hold thing, but I ended up getting confused at what to hold and went for the up/down transition instead.  The ball toggle button came in later.  It felt a little overwhelming at the time, but maybe it'll be something that's easy to get used to?   It should be easy enough to re-implement as an option, at least.

And yeah, the first level is a bit clunky as an intro stage.  Mostly, it's 'cause I ran out of time at the level design stage, and wasn't really sure what kind of level would best fit the ball mechanic.

Thanks for the feedback, though!  It'll be very helpful if I try to work on this some more afterwards!

Well, thanks for giving it a try, even if it's not your sort of game!  And I appreciate the comments on the art; a lot went into it!

Thank you!  I wasn't exactly sure how to design a level for this kind of game, so there's a little Sonic in there, as well as some Wario Land, I think.  Judging by where I think you got stuck, you either needed to rev against the block (press a direction rapidly as a ball, or hold easy rev), or else rev into/stomp on an enemy to knock it into the block.

Thanks!  It shouldn't be too difficult to at least get through the first stage, but you do have to get the hang of the base mechanics pretty thoroughly.  I hope you do give it another shot, though!

Oh, thanks a bunch!  It's a rare treat to be able to see someone else play something I've made, so I really appreciate it!

I like the idea of playing the common enemies instead of the hero, but I ended up pretty confused at how to actually play well.  Through the first level I though "oh, this is easy, so long as I keep making shields", and that got me by.  Had enough backup shields on the screen by the end that nothing could touch me.  But the second level started off crazy, and I wasn't able to get any leeway; there were so many ships that I couldn't spawn anything without it being instantly destroyed.

When I gave up, the screen looked like this:  

I don't know... maybe I just didn't get it, but it's hard to feel like I'm the popcorn ships at this point.

I do like the idea of incorporating chess rules into something like a dungeon crawl, but yeah, a keyboard shortcut for ending a turn would go a long ways.

It also might help to have attack ranges drawn for enemies as well.  I can understand if you'd want to keep it off to make it more chess-like: you have to KNOW what you're getting into, but maybe it could be a toggleable thing?  In any case, I died in one of the stages and had absolutely no idea why.  At very least, like someone else said, some attack animations would really help to clarify things.

But it is a really neat idea.  It just needs a lot of quality-of-life changes.

It's neat, but I have to echo the difficulty notion.  The fuel you get is just waaay to strict, especially for someone who's just learning to play.  After many many attempts, learning to use just gentle touches to maneuver, I finally made it as far as the radioactive meteor in the pit.  And that's where I had to call it quits.

Fun, but very hard.

Quite enjoyable!  The way the sounds became muted underwater and the darkness when you got to the depths helped create a really lonely, foreboding atmosphere.  Even without the pressing need for air, I still felt uneasy exploring for secrets and the like.

I appreciated how your stuff would pop out of you when you died, letting you collect it again if you could get to it - and the plentiful resources near the start to make sure you're not left helpless - but I ran into some issues with my dropped loot's collision:

It's hard to make out in the dark, but I died in a narrow spot to a bunch of leeches/eels and had so much stuff that it lagged like crazy and pushed my body out to the left of the room's walls.  And then respawning got me this:

Slightly beneath the island.  I was able to starve to death and properly appear on the island, but the game was so bogged-down by my old inventory still stuck in that little cave that I couldn't even fight off the first kind of vicious fish without dying.  After a few failed attempts to get back down there, I had to give up.

I'll still have to give this a more proper play again before I can rate it, but I liked what I was able to play.  If you plan on developing this more, I'd suggest adding x10 versions of your inventory pickups so it won't spawn so many distinct items when you die.

Dang, this game is polished!

I liked the idea of it, but my main complaint is that it's hard to read the battlefield at a glance.  Since each buddy had its own color scheme, I was having trouble telling friend from foe.

I liked the variety of buddies to summon.  At some point it wouldn't let me use cards for two turns.  Was that something the enemy used?

Good job on the whole!  It's really solid!

Kudos on going for procedural generation!

Although the first time I started a game, I spawned with two enemies on top of me, heh.

It's a really basic game, but solid enough for what it is.

Okay, the clown is appropriately creepy, but is there an endgame here?  Any way to win or lose?

I found it's easiest to kill the dudes by just standing where they spawned from, but after that point there really wasn't much else to it.

Man, I wanted to like this game more, but a lot of it so finicky.  The movement of the guac is so fast, and bounces and object placement have to be so precise...

On top of that, there's a lot of bugs that need to be worked out regarding placing objects.  I ended up placing things sometimes by clicking to start a level, or else placing things behind the objects bar when I wanted to select a different thing to place.

And I kinda wish the game had told me the restart key at some point.  I misplaced the spring in the first tutorial and was just stumped on what to do at that point.

It's a neat concept, though.  Maybe a bit over-ambitious for a game jam game, but then I guess there shouldn't be a problem with that.

I don't know.  It's just really close to being really fun.  It just needs another day or two to deal with bugs and quality of life issues.

You certainly nailed the mood and went all-out on the gamefeel, but there's not a whole lot of substance to the game itself.  I ended up looking at the attack meter for most of the time, since it didn't really matter what enemy I was up against; I'd always want a full attack.

I was pretty confused by the win/lose conditions, and the little pasture image in the upper corner.  Sometimes it had more/fewer goats on it?  And eventually there were too many lawn mowers to beat and no grass left, and then it ended.

It's pretty well-done for what it is, though.

Fun little grindy RPG.  A bit too grindy at parts, though.  Especially during the Cave of Sorrows bit.

I did enjoy the weirdness to the game and the characters.

I was kinda hoping the townspeople would say things about the Beefy Thumb after I was told to go "show it off", but no matter.

...This has to be some of the most bizarre music I've heard in a game.

Very cute style and music, but man, the controls are all over the place.  It seemed a little odd to put the fire button on the mouse if I don't even use the mouse to aim.  And after the dashing and flying were added, my fingers ended up getting pretty confused.

I liked the concept, but it needs some help in the balance department.  In the first two levels, there's no real reason to ever wander away from the flower, and when the flower starts moving, it becomes almost impossible to keep up.  I got overwhelmed by level 4.

It's a neat game, but it needs some work.

Hmm, I'm not really sure how to do well at this game.  I mean, I get the whole "jump on the other guys, don't get jumped on" thing, but actually doing that well?  With how the enemies moved and clustered, and with just how many hits they each take to kill, it's all I could do to jump around and wiggle and hope I'd land on something.

Maybe if each successive bounce got more powerful?  I don't know.

And I wish the whole "being on a small planetoid" played more of a role in the game.  I'm not really sure what kind of role, but it all looked so smooth and slick that I wish it had mattered in more than an aesthetic manner.

I am so confused by this.

I mean, I get the concept, but I'm still so confused.

I think the red/green steak color indication could have been a lot more stark.  It was a little hard to take it all in at a glance to see if I was winning or not.

I also wasn't sure how to use the spray bottle, exactly.  So I ended up frantically clicking it, hoping that I DID have a winning setup on the board.

And then the screen went blank.

Did... did I win?


Anyway, it's a neat idea, and you definitely have the weirdness factor going for it.  I wish there were a way to skip the opening for replaying it, though.

Man, there is a lot to keep track of!

It took me a while to understand the priorities: tend the mower first (and watch for hamsters), and go after ghoasts when possible.

I don't know how to be particularly successful at this.  The one time I got the mower to the charger, I only ended up with 80 squares mowed.

Still, pretty fun.  Really weird.

And I appreciated that I could add my own beat to the music with the bible and the rake.  Good fun for those lulls in the action.

Really nice mood, but I think you could have done a better job at conveying the core concept.  I was trying to jump around and reach the symbol on the wall before giving up and looking to the comments here for hints.

It has some potential, but could use a little better introduction to its whole deal.  Maybe having the first room have the symbol split neatly in half, or something.

Pretty fun!  I can appreciate what you're going for here.

It's tough surviving without a ranged attack of your own, and I liked how it forced you to rely on the turrets so much.  It's really simple, but enough to end up really challenging, with having to balance fleeing and turret creation and picking up health and mana.

I got to wave 10 before I was finally overwhelmed.

@eltea

Thanks for the feedback!

I've never used itch.io before, so I didn't know where the platform options were.  I've gone back and specified that now.

Also, it looks like I accidentally had a bug in there that kinda negated most of my AI code?  That's what I get for trying to implement AI 2 1/2 hours before the deadline.  I fixed the bug and updated the game upload.  I hope that's okay by the jam rules.  The AI's still not great, but at least it does a slightly better job playing now.

Thanks again!

Not bad for a first game!  Simple and solid.

Once I filled in all the spots with towers, all I could do was sit back and watch.  It was at level 23 that I first took damage, and level 26 that I finally fell.

Anyhow, I enjoyed it.

It's a neat concept, but a little under-developed.  I think if the powers could have been a bit more snappy and the enemies a bit more aggressive, then you cold be onto something.  As it is, the enemies are kinda helpless against the thorns, and the fireballs are a bit too slow to be useful.

Still, it's got some nice potential.

Dang, I think the tutorial needed to be a lot more clear.  I didn't realize that the arrows corresponded to the number pad, and was pretty confused as to what I actually had to do.

When it all clicked, I had no trouble.  It was just pretty confusing.

Also, I liked the attic door distraction, heh.

I think the presentation is really nicely done.  The characters and graphics are cute and the music is pretty charming.  I'm not much of a fan of physics-based gameplay, though, and was a little disappointed there was no twist of some sort after I'd completed the statue.  That elk needed to be taken down a peg or two.

Also, I kinda wished I didn't have to be next to the elk in order to read what he was saying.

Still, a nice little entry, if a bit basic.

Heh, weird concept for a game.  I likes the visuals and the music, but the actual gameplay was pretty basic.  I was just taking potshots at the rat side the whole time, and that seemed to work well enough.

And I started again after I had won, and was just a little disappointed that I was not allowed to bring the beer to the rat pirate