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matte

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A member registered Feb 20, 2024 · View creator page →

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In case you're someone like me, here is the start button:

Tried PvP mode, it was pretty fun. The ball felt a bit slippery (it just never stops) and hard to control, but that created many interesting moments.

I hope you have some good protection against Nintendo ninjas, though ¦3

Super fun!!

One of these games that either strikes you in the heart, or leaves you confused.

Great visual!

Gameplay-wise, the biggest improvement could be made by increasing the game pace. The more "ball sponge" enemies appear, the more boring it gets to just circle around the horde, slowly passing them hundreds of balls to get to the next wave. Maybe making some permanent upgrades could make the situation better, but this genre is time-consuming to find the right balance.

Another minor thing is character colliders. I guess, you've left them that big to make the z-ordering problem less noticeable, but as a drawback, it makes it feel a bit unfair in different situations.

Otherwise, great job making so much content in just 3 days! ¦3

Well done finishing this game!

Some variety/progression would definitely improve it, and you have a nice base for future updates. Keep it up!

Nice artstyle, very bold and colorful!

I can't figure out how to win, though. The only way I can score is for AI to glitch and push the ball backwards. Otherwise, six decently skilled players against three does not sound fair (not counting myself, but maybe I should be counted as a dead weight for my team :<).

But overall, it was fun to try out, well done! ¦3

Woaaah!

That's incredible to see so few gameplay rules to work in such a synergy, creating so many different situations!

And everything else greatly complements that feeling of a fully complete video game.

Well done executing that in such a tight timeframe, amazing job! ¦3

Neat and tidy!

I love the art and simplicity of this game.

At first, controls felt a little too sensitive, so it took some time to adapt. And the surprising dynamite makes an interesting twist. It felt like the game expected me to control the ball to avoid the explosion, but that greatly overestimated my abilities ¦3

Great experience overall, well done!

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Such a cool concept of adding Moorhuhn into a dungeon crawler, and it works surprisingly well!

Thanks for being so forgiving of my terrible aim. That was very satisfying for the game to let me sweep through targets even when I am not very precise, it adds a lot of fun trying to keep the combo counter as long as possible.

Great controls, and nicely executed overall, thank you for this lovely time!

P.S., oh yeah, the tutorial is a chef kiss, made it so much clearer.

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What a charming game! I loved all of it, especially how cohesive everything is, from beautifully simple art to that doodly background music (and to the name that made me giggle)!

Unfortunately, at some point I stopped getting new orders, and that bar began to constantly grow.

I hope my work at the laundry didn't upset anyone ¦3

That is a very cool arcade game!

It takes some time to build up, but in a couple of minutes, the game begins to truly shine with new ball types and a lot of action.

Great presentation and selection of fitting music/sounds. Quite a solid experience! ¦3

Me: playing for some time, and then spending literally 5 minutes just to die and submit a score

Game: you're supposed to play 7 runs in a row, then submit the score

Also me: T_T here goes my 218 points


It was an interesting attempt to place the golf movement into a rogue-like setting. I'd only wish the pace to be higher, as everything takes way too long.

Well done finishing that in such a timeframe!

What a strange game ¦3

Why do these Cthulhus play soccer with this poor guy locked in a ball? He can barely do anything in his last breath!

Wow, I never thought it was possible to get that result without ever collapsing the function. I hope you haven't used all your luck here!

Thanks for the feedback! Yeah, I think I've spent 80% of time just on the trading screen, finishing everything else in last minutes ¦3

So much effort, great job!

I had some trouble figuring out how to play, as if you move the bullet not fast enough, the drag will just reset, and it's not obvious if it's intended or not. But after learning to quickly fling every bullet up, it worked for me.

Everything apart from the frog boss felt like no decision of mine had any effect, and after a couple of fights I was hoping to get the "just charge them all and fire at the first enemy" button. The rolling barrel contributed into that feeling, since everything seems to be shot at random in a Russian roulette fashion (but that was my misunderstanding, as I got on the final fight). With that insane dodge chance (is it around 80%?), there is no room for strategic planning to "stun-heal-attack", as both "stun" and "attack" will most likely miss.

It's impressive to see a multi-screen deck-building game made within a month, though, keep it up! ¦3

I could only find two golden compasses :<

I like the mood of this game, very mysterious and unsettling, with all these hungry sharks waiting to take a bite.

The radar seems to only be usable to detect dangerous objects that could kill you without being seen, as the radius is way too limited. Together with such restricted visibility, it renders even the starting room as an endless maze, where you can spot the golden compass by pure luck.

Nice interpretation of the theme, though, good job!

Funny game! I wish real bartenders could move that fast with four pints ¦3

The controls were a bit overwhelming; you can probably simplify them to just a couple of buttons (non-mouse, as it is painful to click that much).

Nice little game ¦3

I like the music and simplistic style, they nicely fit together.

It would be cool to see more levels!

Congrats on assembling the game with such a big team!

Great vibes, ringing some bells of the good old times of Bloodrayne and Vampire The Masquerade.

I would love to enjoy the sprite design and story more, but the text was moving forward so relentlessly, I couldn't do any of that :<

The concept of sound-based visualization is very interesting. It is challenging to use it together with close-combat action, though. So many vampires had to die just because I missed the bell by 1 cm to see the way forward ¦3

Mouse control felt a bit strange with this "throw" action. The game seems to remember the previous cursor position, so even if I put the camera all the way down, it may reset it all the way up when targeting. And, for some reason, camera sensitivity becomes 100 times higher when targeting, making it very hard to target anything.

But you've been able to make so many things in such a tight timeline! Pretty solid platforming with climbing, nice shader effects, full combat system with combos/blocks/throws/dash, multiple levels, dialogues, and even in-game cutscene before the last boss! Great job!

Oh, you're right, it doesn't work with anything Chrome-based on Linux due to some shader compilation problem. 

Strangely enough, all is good with Chrome on any other platform, or with Firefox on Linux.

Thanks for reporting! One more configuration to test ¦3

Here are my discoveries in order they hit me:

  • exploding squirrel!
  • oh no, why do I stuck everywhere?
  • oh yes, I can bark thousands of times per second! more exploding squirrels!
  • but I don't have to explode any of them, since there is just a timer, so we can peacefully walk around in circles
  • UNTIL THEY EXPLODE THEMSELVES HAHAHAHA

Fun game, I especially like these little texts between waves ¦3

If we are going to pretend this is a serious game development, I would suggest adding some gameplay progression along the way (basically, after copying move-and-shoot, copy everything else from all such games ¦3)

Oopsie! Of course, everything works on my side, so it would be nice to know your configuration ¦3

Maybe you can share some details, like what OS/browser do you use?

Based on the github page, this game was not finished, unfortunately :<

I like cutscenes and visual effects here. It was surprising to see an eco-driven story turning into an escape mission, and then, out of nowhere, into Jetpack Joyride ¦3

Although I think that charming prologue, with so many different interactions and details, could be explored more in an expanded game, while the action-heavy second part feels somewhat detached and unnecessary.

But it was fun to see how you can stitch two things together, great job!

It was soooooo hard, but fun! ¦3

I had a lot of fun playing it, but here are some thoughts that could make this experience more enjoyable:

  • make health management... manageable (right now it is impossible to tell how much HP left, and very hard to notice getting damage)
  • introduce new enemies gradually, not giving them a 100% chance to kill you the first time (or even a dozen times) you see them
  • have colliders placed in more obvious ways (hitboxes were always surprising, and the character was colliding with wall corners all the time)

The final turret felt absolutely unfair, with a huge blast radius, very little room to evade, and no way to destroy it.

Visually, the game looks amazing, with so many little details! Good job!

Great take on the theme, I love that idea! ¦3

As others mentioned, it would be cool for the trader to do accounting for how much he spent on goods.

The art is great, with only some UI elements appearing too small (like the price tags that are barely larger than a couple of pixels of the item image).

Well done!

Cool concept! ¦3

I like clean visuals, bouncy effects, and outlines. You can experiment with making all the textures high-resolution, but rendering the game in low resolution (e.g. rendering to a small texture, and then putting it on the screen).

Maybe having them dance to the music beats would make it more immersive, as currently it is a bit painful to press the button at completely random time intervals. But I am biased here, as a long-time rhythm games player ¦3

Nice visual effects, especially the glowing!

The game loop took some time to understand. The hardest part to learn was that cards that scroll at the bottom apply their effects automatically by some cooldown, and the cards you pick are not applied immediately ("hey, I picked multishot multiple times, why nothing changed? ... oh, that's why....")

It would be cool to have some hint of the applied card effect, as it is challenging to keep track of them in the middle of the fight.

I also thought that "restart" starts the game over from zero state, but apparently it only resets the card effects, and the deck stays with you forever.

Once I got used to these rules, it was very fun to hunt for calamari ¦3

Cool art and visual effects! I like how the main character's facial expression changes as the gun shoots, nice little detail ¦3

The game only begins after defeating ~15 enemies, though. Before that everything is way too slow. I was hoping the hardest difficulty would increase the enemy spawn rate. And it was such a bummer when I got a choice between "Reduce amount of enemies", "Reduce amount of enemies", and "Reduce amount of enemies". Please, add "Increase amount of enemies" for me!

Amazing arsenal of weapons. Some of them could be tweaked (more damage for the rocket launcher, less distance for the shotgun), but you have a solid base with a lot of potential.

Getting upgrades on timer rather than based on my action felt weird, as if I could walk around without fighting and still get all the upgrades.

And thank you so much for having the dash to WASD direction instead of following the cursor! Such a great decision! ¦3

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Yeah, that really depends on your implementation then ¦3

Usually, the update loop is based on requestAnimationFrame, which can return inconsistent durations. If you apply a force for 0.00161 seconds, it will be different from applying the same force for 0.00159 seconds. This delta time can be used for animations and visual stuff, but for consistent simulation, it's better to use a hardcoded step (usually referred to as a "fixed update" in different engines and articles), for example, exactly 0.0015, and sometimes you may have more or less than 1 physical step per rendered frame.

But I checked your code, and it seems that you already use the fixed update, so all of that explanation does not make much sense ¦3

Thanks, good luck to you too!

As some runs I tried very hard to keep all the walls intact in hope that a perfectly recorded replay will help me killing some of the enemies (unfortunately, it didn't work, though).

My tech is not very straightforward to explain, but in a nutshell it's just WebGL on Kotlin/JS without any engine, using a port of Box2D for physics ¦3

But I am pretty sure the general approach is engine-agnostic.

Yeah, I do the same recording and replicating of player inputs ¦3

What I discovered was that to make it consistently reproducible, I had to somehow tie each input to a specific step of the physics simulation. And then having physics calculation at a fixed rate allowed me to use the count of such physical steps as a pretty solid measure of time for inputs (e.g. if I repeat the "jump" action exactly at step 119 every time, the end result will be exactly the same, if the surrounding world hasn't changed).

However, in your case, with all the moving platforms that would not work, as in the next run you can change the configuration of walls, making previous enemies hit them as they move, changing the result of their movement.

So that's a pretty hard task ¦3

Cool puzzle!

I know how hard it is to make a perfectly reproducible replay, especially with physics simulation, when every tiniest difference entirely changes the outcome ¦3

I like the scattering transition when you return to the menu.

And the eurodance is my weakness, great track by Cecilia! (I hope you have the permission to use it, though ¦3)

Interesting turn-based water polo simulator ¦3

It felt unfair that my opponents could change their tactics many times during the turn, while I was restricted in switching my strategy just one step at a time. Extra unfair that "replay" keeps the scores as if the game continues ¦3

The art is great, though! I love that water effect.

And sound design is cool too, with the crowd cheering at the right moment. Well done!

What a strange game!

Monster builder reminded me of Impossible Creatures. That's a great idea to represent a set of skills visually.

The game is quite hard, and the fact that you lose monsters forever without having any control over them is punishing. And a full game reset on death does not feel to fully fit into the "build - fight" loop.

Nevertheless, well done finishing it! ¦3

Thanks! ¦3

Thank you!

Thank you! Yes, P3RC! made a great font for us (which I messed up a bit in an attempt to align it with internal game resolution ¦3)

Sorry for the SFX, fair point ¦3

Thank you for checking out!

Thank you for playing!

It was very fun building it, and it is very fun now to play similar games, seeing how that idea can be explored ¦3