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LosAlamosGames

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A member registered Dec 16, 2016 · View creator page →

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Glad you enjoyed!

Thanks for checking it out!

Of course!  Saving was on the list of things to do but was painfully dropped on the last day we were able to work.  Showing controls in the pause menu would have been a much helpful addition I'd very much agree.

Thanks for checking the game out.

That's for the feedback!  It's been passed along to team.  Glad you enjoyed your time with it.

Hopefully! <3

The team plans to make something after.  It will be at least partly related to what was made here, albeit in Godot.

Agreed about that map, it would have for sure been helpful.  On the top of my list was a popup window explaining how to use the ability you got.  If I had one more day it would have been the thing I added but alas, with jams there is never enough time.

Glad you enjoyed it!

Thanks for checking it out!

Thanks for playing.  Glad you liked it!  Front Mission is definitely a good series to be compared to. <3

Separately, I DM'd you some art questions on Twitter if you have time/care to answer them.  I quite like your work.  I'm @LosAlamosGames.

<3

Thanks for playing!  I like the way the door animation and sound really pulls things together too.

Buying scrap was the number one thing I would have added if I had more time.  I hoped to add another section of non component purchases and then a reroll component one as well.  But alas, we ran out of time

<3

What I find super interesting is that we have a help menu that explains the harder to notice stuff, but just about no one sees it.  Apparently the itch banners cover it 9n certain cases.

Either way, thanks olfor playing!

<3

<3 Thanks for the kind words.

There actually is a glitch tucked away in there if you can spot it.  Fortunately it doesn't impact gameplay in a real way and it only appears in certain circumstances and naturally it was a pain to figure out why it was happening so I said whatever and put the fix on the back burner XD

Thanks for sharing.  I will keep that in mind going forward.  It just never crossed my mind that a 16px may cause issues in certain cases but is good to be aware of.

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Make sense.

I think you'd be surprised how many games I've heard having plenty of set points like that and just grabbing one.  It's not a bad way at all

Mm, thanks for sharing.  The minimum range is smart in order to keep things moving along.  Was there any protection against dropping one inside a building or something like that?

Thanks for the feedback and for playing!

Most of the smaller text is actually the default font size and I just went for it without considering it.  For our reference what's the size of the monitor you've played on and the resolution?

Thanks for playing it.  Glad you liked it!

I see.  Thanks for sharing

You absolutely did hear a Wilhelm scream!

How was that?  That is one of the engines that I actually know just about nothing about.

Sometimes mistakes make for good features XD

Using a second camera is a really clever way of handling it.  Thanks for sharing!

Thanks!  Glad you liked it

Well I think you can be forgiven seeing how much else you got done in the limited time we all had XD

<3

That's the best ain't it?  XD

Thanks for playing!

Our initial plan for unequipping was made more difficult by a default engine behavior that I never had time to fix.  The difficulty swapping engine parts was something I didn't notice until the final play tests when I gave engine parts a Power Cost.  Since they themselves have a power cost you have to be under the power cap in order to actually equip the component which ends up being really confusing.  Thanks for sharing your experience with the UX.  It'll give us guidance on how to fix things should we get around to it.

The art kinda reminds me of Synthetik 2.  It is really nice!  You managed to shove a lot into a game only made in such a short time.  Nice work!

Ya'll did real nice with atmospheric end of things.  Nice work.

How did you go about implementing the mini-map?  Was it a lot of work?  Of all the thing's I've coded a mini-map is not one and I don't really know what goes into it tbh.

A lot of games I've seen so far have skimped on audio and I think this one is a good example of why that is a bad idea.  The audio you guys chose really helped bring the action to life.  The particles and other effects also helped really bring things together as well.  Nice work!

While we've seen a handful of side scrollers in the jam I don't think I've seen any 3D ones yet and certainly none that looked as nice as this one.  Ya'll did very nice with the look and sound of the game.

I was reminded of the early Megaman games while I played, nice work.  I'd also say you also have one of the better itch pages I've seen so far.

The music was very nice the whole way through.

How did you choose to when and what obstacles to spawn and throw at the player?

Making games under a strict time limit is ambition, taking a swing at making a 4X game is really ambitious XD.

Was there a particular algorithm you used to gen the maps?

This made me laugh.  I can so appreciate short deadlines and nowhere near enough time to get anything done.  You've done well for five hours XD

In addition to the game, I really liked the title, I felt it captures the creepy vibe the game has in general quite nicely.  Nice work!

From a mechanical standpoint I think you have yourself setup nicely for some very satisfying combat if you ever get around to adding sound.  Everything feels very responsive and with a bit of sound I'm sure it will have a good amount of punch.

I use Godot extensively but never had the chance to work with the IK.  What was your issue with it?

Thanks for playing.

You're exactly right about the intel mechanic.  If we had more time we'd have liked to tune the game such  that defense plays a much larger role in surviving your opponent than just stacking the best items and killing them outright.  But alas, we didn't have time to lock that down.

Glad you enjoyed it!