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missingrooster

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A member registered Jun 30, 2017 · View creator page →

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Fun game, can't think exactly of what it reminds me of, but it was pretty nostalgic. So far the best fit to the theme of anything I've played.

Well that was awesome, really interesting mechanic and good level design, and the music really got me in to it. Only thing missing is a way to end the program after reaching the credits. 

That was a lot of fun! The models and animations were really smooth, looks excellent.

Haha, yeah, I've tried it twice now and you're absolutely right - I get to a certain point then it all blows out.  Seems like a good way to  get a startup burst for making a story game, but will never work as a finished product for a jam. Mechanic is king, right?

Thanks a lot for the feedback, and for playing! Actually, I had the text going at a two second timer, and it was initially one second. Maybe two seconds felt right to me since I already knew what it said... I added all the text parts in the last 90 minutes of jam time, so just had to rush it in there in the quickest way I could think of.

I had fun playing this, although I had to read the comments to solve the mirror mystery.  The little touches, like the custom icon were good. Music is pretty catchy, too, and the player character reminds me of ET in teenage disguise mode, haha.  

I'm not sure how flexible Clickteam Fusion is, but I think I skimmed the Discord and you were looking for something deeper. I just started recently myself (which is why my entry was missing a lot of things and pretty buggy...) and am finding Game Maker Studio to be pretty good, started out using drag and drop for about an hour then moved on to coding, there are a lot of tutorials and a good reddit community for learning. Although I guess a lot of devs say to skip it and learn Unity.  Here's a list of engines, maybe go through and see what you like the look of http://www.indiedb.com/engines . Haven't tried myself, but Stencyl looks interesting for a bridge between drag and drop and coding.

The idea is solid, but I think it needs something to fill in the time while waiting for the day to end, like some areas to explore, characters to talk to, or some way you can boost up earnings yourself through a mini game or something like that. Lots of potential to expand,  hope to see a bigger version soon!

Oh yeah, so that happened and seemed fine, totally got it, but then on maybe the third or fourth visit to that activity in the one playthrough it went red and stayed red for the remainder of the five minutes. Maybe I hit something other than 'back' and that locked it in red?

I fixed something that I broke just before submitting, but in the name of fairness for the jam, rate the original, top file, not A_River_In_Time(fixed).

I couldn't quite work out the rock cutting at first, as it felt like I should be lining it up with the 'teeth' in the idol. After that it was a lot of fun, and moreish. The overall aesthetic was great (especially the trees),  the music nice as well, and I like having three separate mini-games to make up the whole. I'm probably going to play it a bit more to get a better score after rating some other games, haha.


I think I came across a minor bug though. When I tried to hit 'back' while the idol was still red after dropping a slab in the tower-building portion, the idol stayed red and I couldn't do anything after that. Outside of that, it played very smoothly, including transitioning between the different mini-games.

You are correct about all of those things. Just checked how the version I uploaded runs and the movement script and looks like I'd allowed up to 90 degrees of sweep instead of 80, which explains the movement issue. Also it looks like something happened to my raft movement script that stops the river from flowing, which was working yesterday afternoon and felt a lot nicer, not sure what happened there. This is why you plan to finish a few days in advance, I guess. 


Thanks a lot for playing and for your feedback! I'm going to plug in my controller and play Azteka right now.

Thanks so much for the detailed feedback! Yeah I took the theme a bit too literally and went with a Minimalist philosophy when I was brainstorming, and kind of missed the point of the exercise by putting too much effort into the aesthetics.

Since this is my first finished(ish) project I'm kind of attached to it and want to expand it in the future, fix the issues and weird word choice and tighten up the gameplay, so I really appreciate you taking the time to give some good directions on where to start. Cheers!

You should definitely think about joining https://itch.io/jam/lowrezjam2017 if you haven't already, seems like you've got the style nailed.

Thanks for the feedback! I definitely felt that way about the shooting too, and also I didn't do a sign check on it, so when firing towards the left they fly about 50% further than when facing right. Maybe I'll give the projectile a bigger collision mask or something to make it a bit easier to hit things. I guess this is what happens when you try to put too much in a one week game - rookie mistake.

Fun levels and tight controls, that's a good platformer, minimalistic or otherwise

I really enjoyed that, fun music and awesome effort mocking up box art.

Maybe I'm just a terrible player, but that was HARD.  

That was really good! On the one hand I kind of wanted to know the AP cost of actions up front, but it adds to the realism compared to a lot of other squad-based tactics games. I'd say this is a game worth expanding in the future.

Thanks for the tip, I'll do that now!

That was fun, and I loved the music. Would be good to either make it possible to restart a level if you missed something, or move on to the next stage but not getting or losing some the points, as there was nothing to do if I fell off a platform and missed one of the goal things, except reload the page and lose my high score.