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_michdev

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A member registered Jul 19, 2022 · View creator page →

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i like being able to customize and learn the synergies quite alot, it gave a very unique twist to the restaurant style game that i often see in jams

yeah i ran out of time to actually give curves to the prices so it is what it is :p

love the idea of sacrificing different body parts like in here though the gameplay does get more repetitive towards the end since the enemies don't vary

love the models/graphics! i don't really see how this connects to the theme but it did seem like you had other ideas for the game that didn't make it in, also the green bar collisions seemed to bug a bit if it was on the left side of the bar, nice job for 30 hours

the idea is interesting and the pacing is pretty alright, aside from restart-from-the-beginning mechanic, which feels too brutal in it's current state and does mess with the pacing of the story


also, it is possible to softlock yourself if you fall into the hole at the very right of room 1

this one clicked with me well, like the artstyle and it runs surprisingly well in browser for a 3d game

nice animations, but i noticed that sometimes the character seemed to keep going in wrong directions and a healthbar/more feedback in general as to what's about to happen wouldve helped

this is the one in the jam that i just cant believe was made in 10 days, among the art, the in depth settings menu, all the little animations, etc

i like all the little animations :] also quite a few unique prompts for a jam game, good job

i like the other waiters kind of acting as obstacles, however if you press space in the wrong spot it is possible to put the plate into a wall and softlock yourself

that intro waz the zickezt thing ive ever zeen

thats a glitch i ran out of time to fix sadly :[ it seems to happen when you come from the bottom of the boot? but it shouldn't be inheriting the velocity of a past jump since i set the velocity to 0 and it shouldn't recognize you as being on the floor so i really dont know currently

it actually works better on browser surprisingly, since most browsers dont go in a low process mode when resizing unlike normal apps

originally it used a 5x5 font but it made all ui so much bigger than you'd think, so i had to scrap together a new 4x4 font that was similarish to the old one, ended up having to do like 7 iterations to get something usable enough

tried to reduce it by having a loading screen cover some particles, but i either didnt get them all or it just didnt? i dont know, i was sad about it but it doesnt seem to be nearly as bad on the downloadable versions

honestly didnt think about that but there is bomb height upgrades which probably help

i know you said the game doesnt have a complete game loop but i think it just adds to the experience, the game doesnt try to stop me from spamming dash on the boxes or filling up the room with boxes, and honestly managed to keep me engaged despite there being little-to-no progression

unique and memorable artstyle, in the future there could be different drinks that needed different temperatures you had to hold at for a couple seconds

really interesting worldbuilding that you could expand on further, at first i didnt realize you could sprint though so i'd make that more clear
the limitation is loosely used but it really works well with the theme

this one was really good! the mechanics are easy to learn but in-depth enough to stump you at times, some of the puzzles gave me that "aha" moment

the idea for the theme is really unique and not what i wouldve expected to find, i think it would control better if it always switched directions no matter if you hold it though, currently it will see alot of my taps as holds which makes more tight sections feel unfair

pretty easy to pick up, i think if there were more time there could be some late game items like a water bucket which decreases heat but makes them demand more items (like an internal annoyed counter)

the horse has a concussion now :[
pretty fun game, with a unique artstyle that fits the setting well

i assumed knockback was enough, but i quickly realized after the jam that a hitflash would've helped alot (i don't know why I didn't tbh, i had one in the game already for the player)

my headset died at the most inconvenient time, like an hour or so before the jam when i was actually making the music lol, otherwise i wouldve made a more proper song loop

ah okay, i assumed it had something to do with polygon2d but since i rarely use it i wasnt sure what

didnt know you could do either tbh, good to know

initially its hard to tell what to do because you dont really give the player a chance to read and think, it immediately goes into having a customer while you're reading
after that though, the game is alot of fun, you get into this flow and order in all the chaos that is very satisfying

i couldnt figure out how to dodge the horizontal pistons, but beyond that it was fun :] a little bit of lag though, even without the web build (might be my setup though? arc cards hate running opengl so if you used that at all that probably caused the lag)

you people are too nice :[ thank you

yeah thats just how jams are unfortunately, i often find myself focusing on polish so much that balancing kinda gets forgotten

this game has so much charm to it i really liked it :]

curious on how you made the hammer hitting though

noticed a similar thing when my dad playtested, he avoided alot of the upgrades that let you click faster for the same reason

really love this one, it always feels like you have to be doing something and it flows nicely, also the humor of the tutorial guy gave the game alot more personality
very, very hard though, even the levels where i did succeed it was barely

i did give pressing space as an option, but because i forgot to disable godot's focus system it will bug if you press refresh at all

i think with more weapons this would be alot of fun, i liked seeing what the next weapon would become, especially since each one was different mechanically
initially i didnt realize enemies were dropping anything though; i thought i was just getting these upgrades randomly

to clarify, i assume this is the camera movement and UI tweening?

oh didn't think about that sorry; will keep that in mind in the future

they gain a small amount of health each time you get a gadget

alot of crunch at the end, but i also tried to make everything i wrote very reusable, all the enemies are basically the brass but with their own components added on, and its a similar situation with the upgrade resource, technically they can be overridden but i didnt get far enough to make anything like that