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Mystical_Pigeon

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A member registered Aug 29, 2018 · View creator page →

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I was playing the download one. The web version is much smoother :)

I'm not sure now, let me try it again in a bit to double check

Love it! Really I only have 2 complaints - I want keyboard controls for the different actions so I don't have to quickly move my mouse between different on screen icons, and I want a bit of level restart forgiveness (radish boy starts moving immediately on restart after a death, maybe if there was a "start" button?)

Very neat idea, would be a good base if you keep at it. It starts feeling repetitive after a few levels, without much being really changed up. The menus are also a bit buggy - I'm not sure what caused it, but every time I started a level I was paused and had to hit esc twice to open then close the pause menu and let the level start playing. This got to a point where the text "paused" was permanently showing on the screen.

This is a pretty fun idea. Looks good, sounds good, very easy to understand.

I echo what others have said, the movement is too stiff and the perspective is difficult to work with. I'd recommend having a bit of acceleration to the birds movements to smooth out the motion and either move the camera back, shrink the bird, or have some kind of outline to better see the pipes.

It bugs me that hitting the left/right arrow after I've moved all the way to one side triggers a jump. At first I didn't understand that's what was happening as I was jumping directly into the ceiling and losing.

Getting a point and then immediately moving left or right should have more forgiveness - maybe disable the colliders once you get a point?

Thanks for the feedback :) The gameplay definitely is too easy, I've been playing around with pickups and plotting out ideas for a few different game play mode possibilities to try and improve the difficulty. That being said, you do get blocked by your road if you aren't careful - collisions with the highway support beams or the underside of the road count just like another obstacle. I could play with the entire road becoming an obstacle, though would need a good way to signal that to the player (and personally I like that you can drive through an existing road to make a jump).

Wonderful! Yeah it's definitely not perfect, but now we're only updating 2 small chunks of the mesh per frame instead the entire mesh, and I can properly cull sections that are off-screen. Likely it's still slowing down when most or all of the meshes are on-screen, so that'll be some proper mesh optimization on top of the chunking.

Thank you so much :)

I think the majority of the performance issues are coming from rendering the longer road. I just pushed up a new build that splits the road into several meshes instead of 1 giant one which should see a significant performance boost. Would you mind giving this version a try?

Thank you so much! I do plan to work at least a bit more on it beyond the base post-jam polish, we'll see how far it goes. Those are all great suggestions. I definitely need to play with quality and want to incorporate that into the settings, the shadows bug me too. I hadn't thought of rivers, but that's an interesting idea that I think I'll explore, I could even put boats on them that act like the trains but more curvy.

I've already begun work on a collectible system. Currently I've only prototyped out 2 collectibles, 1 gives you an extra car and 1 gives you more time, but I'm definitely going to explore more game-changing ones like speed increases or invulnerability. I'm thinking that if nothing else, I want to have an alternative game mode that works similarly to what you suggested where you start with 0 cars and the player has to go out of their way to get cars on their road. From there I've got a few potential ideas:

  1. Each car has it's own destination and delivering that car will give you points or extra time. The timer is shared
  2. Each car has it's own destination and it's own timer - you get more points for delivering a car quickly to it's destination and have to avoid any car getting "stale". Would need a way for the player to switch the GPS between targets (probably want to display distance to target as well)
  3. There is still only 1 destination, and you get more points/time for delivering a lot of cars at once to incentivize picking up and traveling with a large convoy

I'd be curious to hear your thoughts :)

Very interesting idea - wasn't expecting a stock market going into this. Definitely on the hard side when you don't know what you're doing, but it is fun trying to balance your money and investors. Excellent aesthetic and art, well done :)

Got to floor 11! Nicely done, wish I could move things after placing them though instead of them being locked in and starting the player on the last one. Love the sprite for the bigger slime haha

Fun for fans of SCP, I feel this would be very confusing for someone who doesn't know what that is though. Well put together though :)

Very weird, but a neat idea. Didn't think I was gonna get as into as I did after figuring it out from a very failed round. Simple, but fun to having to carefully click fast

I really like the base gameplay idea here, herding sheep feels surprisingly good to control. The swapping dog/wolf feels incomplete though, was there intended to be more to it? As is, it's more just a slight pause in the gameplay and doesn't really change much.

Neat idea and well put together, love the creature names haha.

That was certainly something. Not sure what I expected from the thumbnail, but it delivered.

lol that was certainly what was promised.

Time to fight fires with fires! Love the idea, and how you need to balance out health and fuel. Wasn't expecting the cops to show up haha

I really like the idea here! Feels nice to play, though I wish the mouse controls were a bit more forgiving, maybe either a larger collision check for the grappling hook or some kind of soft lock on could work. What you have here is a blast though, would love to see if expanded upon :)

Very interesting idea, quite tricky to get good at haha. Not sure if it's my machine, but every time I open it it doesn't properly center on my screen so a chunk of the top and left are cut off.

Definitely getting papers please vibes here - would've liked to play with a ramp up in the policies, it was difficult to keep track of everything right from the get go. Well put together :)

I successfully hid all my human stuff! Wonderful aesthetic and idea, the worms(?) were tricky to work with on the glasses level, but I had a lot of fun with it. Glad there were no stakes for not fully hiding it, would be curious to see what more mechanics you could add to this.

Love it. The aesthetic is top notch, the attacks you have are intuitive, and it's just the right amount of silly. Aiming was a bit touchy, and I would've liked an in-game explanation of the controls, but as is this is a great little game. Well done :)

Very neat idea! Tricky to control at times, maybe some way to trigger a slow down to let you select the next bullet would help but I'm not sure (beyond the slow down that happens after clicking a bullet). Nicely done :)

Love the idea and the CGA color scheme. I'm curious how the system works, is it meant to keep track of selections and re-use those words later? I ask because I saw one instance where it said I had a nil weapon, and another time it referenced [item1], not sure if it's a bug or intentional.

Thanks, and it was! The mesh itself is pretty simple, it's basically a line renderer that I add to every time my starting point (what you actually control) gets far enough away. I also record this info for the cars so they can sample it on a delay to more smoothly follow an ideal spoth on the path that you carve out.

The trickiest part of it was collisions. I tried just creating a mesh collider but this gave me all kinds of headaches due to it being concave when you go up and down, so instead it's a series of box colliders. Since they're boxes, the cars are more hovercrafts to avoid bouncing and they have to take a few samples of the ground to figure out what direction "up" is. This is also one of the reasons the road is so short, I was worried about creating too many colliders and crashing the game and didn't have time to figure out what a realistic limit would be.

This game is pretty great! Parrying is awesome, feels good to get a combo going, and sufficiently disheartening to misread the boxer and go in the wrong direction. Very well put together, 10/10 would box again.

This was bananas. Not sure how much I really enjoyed playing it, but it was definitely interesting to figure out how best to scooch. Well done coming up with something I never thought I needed in my life.

That certainly was one of the games of all time.

I love the idea here! It's so silly, and the car controls pretty well too. I really wish I could drive into the ball though to really smack it around, I feel like that would elevate this a lot.

Love the theming, and the framing of everything is very neat! An interesting bug I found - you can trigger the pause menu in the main menu by pressing esc, and pressing esc again means no menus at all.

Love the idea, and what you have here is a very nice base for an awesome game. Currently the controls are bit counter-intuitive: for moving platforms, I can click and drag but for rotations I have to click and scroll (something that is difficult to do at the same time). And it definitely needs more player feedback and juice to really sell the different inputs and when you get hit by spikes or future obstacles.

This is my kind of tower defense! Love the idea, and the way each tower controls differently. Not sure if it was intentional, but I did not like how the bow behaved if I started holding down the button too early from the last shot - once ready, instead of charging the arrow from where I clicked, it started charging/aiming from where my mouse was at the instant it became ready which felt unnatural to work around.

A few ideas that I think would feel nice, but you can take or leave: have keys to cycle between the different weapon types so you aren't clicking on a button for them, or have each available at the same time but on different towers. I know your theming was as the last remaining tower, but I think it would have played just as well if I didn't need to wait for an animation to swap items and could directly pick one of x towers to fire.

Really liked it, well done :)

I love the idea and aesthetic, but oh man those controls are touchy! I managed to beat the last level by accident haha. Would love to see this built upon with tighter physics, better controls (definitely need a way to separate jump from turning), and of course less collision problems. What you have though is really cool, well done :D

Well done! Funny aesthetic, and well designed puzzle mechanics. It definitely got a bit too tricky for me, but I enjoyed as much as I could get through :)

I really liked the idea here, once I figured out exactly what I was doing it was fun :) really liked the pixelated effect too. It seems there's no reason to not hold lmb so I did the whole time to win. I think your writeup on the game page doesn't have the controls listed properly, maybe something got deleted? Recommend you fix that up. Well done :)

Lol that was a lot of goofy fun! Definitely needs to be balanced and cleaned up, but this was a great little time waster and cathartic experience. I definitely saw some of the people go off the map, so something to investigate if you keep working on this. Well done :)

Very interesting idea. Once I played a couple rounds and got the hang of it, I could see this being expanded even more. Could definitely use more polish with player feedback and it needs a tutorial to avoid people dropping off quick, but what you have is promising. Well done :)

An interesting idea, but it seemed like I was just making random choices the whole time. None of the choices ever really seemed to be more suitable than another based on the earlier conversations, they all seemed of equal value. It did make me laugh when I sent someone to fetch my pants though lol

A very neat idea, with well designed puzzles. I never felt truly lost, but things definitely could have been clearer - a better indication of who I controlled, or who I would go to next would be great, and better collisions are a must (I kept getting stuck to walls). Great job :)