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lrozanski

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A member registered Nov 21, 2018 · View creator page →

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Thanks!

Thanks for trying it out! Yeah, it can be a bit unintuitive at first, glad you gave it a go regardless :)

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Thanks for playing!

There definitely could be more warning when you're about to lose :)

The game's pretty fun, if disorientating :D Sometimes you can't see any asteroid on screen so you have to make a leap of faith and potentially go too far. It would probably also make the game easier if you could split the "jumped in the right direction" indicator into X and Y axes. Having to make long jumps *and* only getting a small hint as to whether you've chosen correctly is a bit much, I feel.

Other than that, I really liked the game and the graphics. I found the sounds and music to match well. Good job! :D

I made it with just 3% oxygen left :D

Thank you, glad you liked it!

Pretty cool avoid the blocks game. The sounds were a bit too cacophonous, and could be quieter or spaced farther apart.

I enjoyed it for what it was :)

I tried to play it a few times, but the item selection is a bit wonky and I couldn't discard a large sword in time. Could use a lot more feedback as to what is going on, both visual and sound. Items being stretched also looks really bad.

It's honestly an interesting take on the theme, but could use a lot more work

very fun game! I love that you just made Worms :D The graphics are great, and I love the sounds and music. It all fits very well together :)

One weird random issue I found is that an enemy threw a grenade under its own feet, even though there wasn't anything blocking its path, effectively killing itself. Other than that, it's a really cool idea and awesome execution, well done! :)

Thanks! Yeah, elbow pipes seem to be an often requested feature :D

It's definitely better having it more open, but I'm still tired from the jam and could've used some more direction for my fried brain to process what I was supposed to be doing :D

I played it around for a bit and talked to some people. Seems pretty good, especially for a jam, but I wish it had a bit more direction on what to do and where to go.

I really like all the graphics, and the sounds matched them perfectly! I think this is a pretty cool entry :)

Thanks!

Pretty hard :D I liked the stealth mechanics, though one enemy was tracking me through the wall, which seemed odd. Really well fitting music :)

I didn't like the tiny window, because I had the option of either playing it in a tiny resolution, or fullscreen, which was way too large for me to play comfortably. Other than that, it played well :)

It's a cool entry, I enjoyed it :)

Pretty fun and not too challenging, got to level 9 before I stopped.

One thing I really disliked is how the UI zoomed in when you speed up. That kind of made it hard to keep track of the enemies on the radar.

Also, on my first go I flew around a bit, couldn't find an enemy, crashed into one by accident, then moved to level 2, flew around some more and couldn't find any enemies at all. Perhaps the playable area should've been restricted/wrap around the map. You could also add arrows on the edges of the screen pointing at enemies. Either of those things would've made it easier to find the enemies if you move away from your starting location :)

Pretty cool idea, I enjoyed it :)

I tried to play this, but I got stuck at a dialog box constantly popping up saying "Excuse me, sir! I'm afraid this is first class." 

I restarted, and was able to get into the second wagon, got to the murder part, fetched two items, and didn't really know how to progress beyond that.

Definitely could've used some sounds and maybe a chiptune, but I really liked the graphics :) For so little time spent on the game it's a really cool start!

All valid points! As Aureolin mentioned, not having elbow pipes was a deliberate decision, because it would just complicate the code more than was necessary, which would make the game more bug prone. They definitely would've been useful, and I feel the game is worse off for not including them, but time constraints being what they are, this was the choice we (mostly I) made :)

I didn't even think of tooltips for buildings, I guess I was just so used to what they were I didn't think this could be a problem, but that's also valid.

Some sort of warning would've been nice, and I vaguely recall talking about it at some point, but I think we both just forgot all about it while tackling other issues :D

Appreciated!

Definitely would've helped, but would take way too long :D

Thank you!

Pretty cool, really enjoyed this one. I did get stuck at one of the later stages, but that's my own fault. I think it's one of the best games I played this jam, good job!

Pretty cool, though I have to say the window is way too small in 1440p.  Still, I liked the mechanic and I think it could be a nice little puzzle game if you developed it further :) You could try to implement some sort of integer scaling so it's legible on different displays.

Cool idea, but the units are way too small even in fullscreen. I also didn't like how you can only control one area at a time, meaning you can't really make use of the enemies' weaknesses if there are units in a further biome. The damage is way too low to be able to switch between biomes and you kind of have to constantly attack enemies in the one closest to the treasure.

Since this is more or less a tower defense game, I would love to be able to say, place clouds that shoot lightning bolts on a cooldown. Plants that spit poison, icicles/avalanches that damage enemies. Bonus points if you had to influence the environment to change so that a specific type of tower can be built (or grows naturally).

All in all, a cool concept that falls a bit short in execution. Still had fun though, and it's a lot for a two day long jam, so good job!

Cool concept, but I wish it was explored further. Still, in the narrow time limits of the jam this is more than enough. Good job!

Thanks! I did put extra effort into making the drift feel nice :)

Yeah, I heard multiple people mention it. Annoyingly enough it never happens to me, so I can't debug. Glad you liked it!

Pretty cool, managed to get past all the levels. The only annoying thing was having to repeatedly press the same direction key to move. Perhaps you could move while holding the button? With some delay between tiles, so you don't accidentally go too far. Maybe keyboard repeat would work well for this?

Still, that small nitpick aside, I had fun with your game. Cool concept :)

Thanks!

Thanks! It took me way too long to get it right, but I feel it was worth it :)

Ah, thanks for clarifying. It's really weird, I have like 6 raycasts for each car every FixedUpdate, but that shouldn't be causing slowdown. At least I know to investigate now, so thanks for the constructive criticism! Could be some weird WebGL issue too.

There's a lot of raycasts under the hood to make sure the AI works and I wonder if that might have something to do with this. In that case "strong enough to make games" requires a clarification as to what kind of games. Most 2d games that don't rely on physics are not going to tax any system at all, but with enough calculations I can see how less powerful systems might struggle. 

I have a pretty powerful desktop setup so it's always difficult for me to judge how it affects performance without having people test it. Sorry it doesn't run well for you :(

Interesting, that never happened to me. What specs do you have? Also which OS / browser?

It gets a bit difficult later on ( I survived 7 days), but it's a really cool concept with great execution :)  I enjoyed playing it a lot, great job! The music was nice and the sounds added a lot of charm to the game.

That's weird, I haven't encountered that issue. The only thing that insta-kills you is the acid.

Keep in mind that all potion explosions damage you, and you take damage (1 heart) if anything hits you while carrying a potion. That might be why you're taking multiple hits.

You're right! I've added lives, so it should be a little bit easier :)

Thanks for checking it out!

I'll check out your game after work. Here's mine: https://itch.io/jam/blackthornprod-game-jam-3/rate/898270


I'll check out your game when I get off work. Meanwhile, here's mine: https://itch.io/jam/blackthornprod-game-jam-3/rate/898270


I reached a score of 2114 and I have to say it's a really fun, polished game with a lot of potential. I do have a few issues with it, however. First of all, there's just too much screen shake. IMO it should be reduced significantly with perhaps an option to turn it off altogether, because at some point you can even tell where you are on the screen. That brings me to the second point - I wish the character was more visible against the enemies/background so it's easier to locate in a mass of demons.

Those are pretty much my only issues with the game though. At one point I thought I was being clever hiding in the corner and just shoothing everything, until the enemies started shooting back! I really like that you included those enemies, because they kept me from cheesing through the game. The art style is a bit binding-of-isaac-esque. While it's not my cup of tea, I can appreciate it for how well done it is.

All in all a very good job, and I would like to see more of this game, with powerups, different weapons and perhaps more characters with unique traits. Great job!

It's a cool little game and while it fits the theme, I would have liked to see some choice in the matter. As it is, you have to lose lives to progress, or at least it felt like it. Maybe you could choose an easier path that you had to die once to be able to get through, or a very difficult one that you can reach at full lives? If you added a checkpoint just before such a sequence, I think it would give the player a choice on how to proceed.

I liked that you included music at all, considering it's a jam game, but it's very loud and repetitive. I feel a  longer track would have improved the experience significantly.

The idea is really neat and I would have liked to see more focus on the design and balance. I found the best strategy is to repeatedly spam one dialogue that works on all followers, not even bother with the other options, and make it to the gate on time. Possibly spam it near the gate just enough so you can go get the lever and get back.

To sum it up, it's a fun concept, but falls short because of the design. That said, it looks very promising and I would have liked to see it fleshed out more.

It's a really highly polished game that I had a ton of fun playing! Kudos for the music and sound effects - they really add to the overall feel of the game.