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Moltak

42
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A member registered Sep 18, 2016 · View creator page →

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Cool game liked the art and sounds but the slingshot was a bit hard to use at the beginning.

Liked the game but you can't really do anything about the bombs other than pray.

Nice simple concept, loved the height mechanic but the level design was the weak point for the game. Making the levels shorter/faster would go a long way to help.

A simple game with a twist on a classic, the ai is so hard.

Some bugs that I've found after the deadline:

Sometimes the portal becomes a nest, it changes back.

Ran out of bullets really quick on the first run and just took a while to die after that so a melee/suicide key would be nice, you can make zombies grow multiple plants at the same time so tried my best to get combos lol, confused about the middle plant box since you can plant anywhere.

The intro was great to see but didn't have much to do with the game itself and sounds were really loud.

You're right about the difficulty capping out I believe it stops at around 20 or 30 can't remember the numbers right now I was planning on extending the play time but ran out of time lol xD

As for the space bar I had experimented with making it so you couldn't move when it was held but ran into some responsiveness problems that would take some time to fix so I scrapped it, had other ideas but again ran out of time sadly I only had time during the weekend to participate.

Thanks for the comments and for playing it for so long lol.

Cool game solid concept, the areas where you have to jump on the bouncy things and switch to the retro version are near impossible lol, the constant crashing was a bit disappointing.

Nice simple game, controls feel nice but I'm always expecting to bounce off the wall and face the other direction but that's probably just something to get used to.

You're right about the play button, it seems that my font is being upscaled to fit the window size (I set it to 4x the game size) oversight on my part, don't really know what setting to change since it looks pixelated in my editor. 

Cool idea would work as a multiplayer game it would even work locally with one player on the mouse and one on the keyboard. on normal "classic" tetris mode it feels a bit unresponsive.

Got confused as to what I'm supposed to do but figured it out at the end. Idea is good but it's a bit short.

Sadly I'm not a musician, game was heavily inspired by super hexagon so would've loved music xD

You hold the spacebar to get past those, I've changed the description to make this clearer I had plans to make a small tutorial but ran out of time lol.

Good things come out from my inability to actually draw xD

Thanks

Good Idea but the control scheme is weird having to hold P but the character changes with a toggle makes it confusing.

The game is slow up movement speed and it'll feel more like a heist.

Really good game the art and sounds really get you into it but I think the very first guard got bugged or something he wouldn't move making it really hard to get past him.

I had planned to only have 5 boxes but when I made the level it had 6 floors so making the last one super hard for no reward was me just being evil....but the sound when you pick them up changes so it's really your fault for not paying attention ;)

I always under use sound in my game jams lol, in my defense  I had music going while I program (Who can work in total silence that's just weird) 

Fun game love the humor, screen was a little big I had to zoom out to see everything.

Really cool idea the light was intuitive enough that a preview isn't necessary but it took me a while to figure out I should use my mouse to change the lights.
Also, a bug report if you want to keep working on the game I found you can move diagonally so on the final level I only had to change the lights once right at the end.

I'm not familiar with unity so I can't give solid advice but the controls are impossible to use, on the stage after the first key meaning where you are a ball with the padlock the way the platforms line up you can't see where you a going.

The game was mostly about running as fast as possible the best levels where the ones you needed to do multiple things like outside with the pool.

Really good game but the whole return to title screen out when out of lives is a bit annoying, on my second run I got past the levels much easier

Cool idea, while the dark effect was cool it ended up being more annoying  the  minimap doesn't get dark enough for it to matter and the light sometimes ends up painfully bright.

Cool concept but I think the time it takes for color to change is a bit too long I got past the game by going really fast and almost never got caught.

Good game I like how short stealth is really makes you have to time it correctly.

The move speed is really slow makes backtracking to where you last where a bit annoying and some indication the enemy is about to turn around would be nice I died a bunch having to wait behind  them so stealth would last long enough but they turn around instantly.

Game is way too hard not just from the need of precognitive abilities but also from way too unforgiving hitboxes and when you die in the middle of an action you respawn still doing it.

Love the game, polish the feel and level design, work on the bugs and you got something worthwhile.

The game is not very intuitive the clock and the way you gain score (fish) are confusing.

The icons on the top left (that disappear after a while)  the minimap and the fishing area some of these look to be part of planned but unfinished features. 

The basic gameplay is good for some quick fun keeping it tight and polished would be ideal.

The art and music are a good fit for the casual nature of the game high praise there.

- Windows / i7 - 7700HQ / GTX 1050

- 8 AM - 5 PM UTC -5

-Yes I have discord Moltak#3229

- Want to experience new parts of game development

- Mexico

- Yes

- 19 Fluent english.

Game Title/URL: https://moltak.itch.io/knossos-invasion

Pitch/Information: Endless naval shooter. The web version seems to not work correctly.

I'd like feedback on: Anything

The game has been released, unfortunately, I did not have enough time to polish the game at all I had some very busy weeks and could only work on the game for 4 days a couple hours each.
The 3d-ish effect I used didn't work well with the cannons I did not have time to test this at all, there are no sounds and the ai is nonexistent to say the least.
My limited time was managed very poorly the first weekend of the jam was when I had the most available time yet I spent all the first day working on the 3d-ish effect.
I learned a lot about how to make games with the Godot engine with the experience I gained I'd say couple more jams and I could've had this game in a state I'd be happy with.
The hardest part coming from Gamemaker studio for me has been collision detection they work in completely different ways and I didn't quite get them right in the game.

Day 4

I got some time to work on the game today but not nearly as much as I would've liked, I have implemented enemies in the most basic form, all they can do is aim at the player and bounce around but most of the groundwork has been laid and I do hope to be able to finish some basic AI before the deadline.

TODO:

Finish enemy AI.
UI (Score, Player lives)
Load art assets
Goal? (currently is nothing more than a top-down shoot em up)

Day 3

Progress has been much slower than I had hoped, both an unusually busy week and my inexperience with Godot engine have slowed me down.
The player is now fully functional in the scope of the game I want to build.
The only missing feature is the enemies for the goal scope of the game and depending on the time remaining more features will be added


The art style is still temporary but I'm thinking about that size Play Area/Ships

Coming from Gamemaker I miss some stuff and getting my head around "Everything is a scene" did get me confused at times.

But the editor is much nice than the old Gamemaker Studio one the only thing I'm missing the most is middle click documentation but the search feature almost covers it.

Hello everyone I am Moltak, hobbyist developer.

For this jam I'll be using Godot game engine for the first time, I used to work with Gamemaker Studio but since GM:S 2 was launched I have been looking for a free alternative so I am giving Godot a try.

For now my game is going to be a slanted top down naval game were you "Captain 'The player'" will defend against the "Black Sails"

Current progress is only a simple player ship.

Controls -

A or Left Arrow key - Move Left

D or Right Arrow key - Move Right

W or Space or Up Arrow key - Jump

Left click or E - Switch Colo(u)rs

Pressing Z makes the window larger.

Not on all levels will you be able to double jump.