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NBumgardner

30
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16
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A member registered Oct 04, 2020 · View creator page →

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Nice combo tracker.

The basic enemies have 7 health I think? The better to see the animations of taking damage and flying off screen on death.

A fun take on Asteroids. Being able to keep firing by holding click was helpful.

I'm probably not as big a fan of screen shake, as you may be. I think having little to no shake for damaging large golden asteroids would be good. As a player I am trying to keep a steady aim on it until it breaks and my screen keeps shaking in the process. Keeping screen shake when an asteroid breaks still makes sense to me.

I like the score keeping. For the game over screen I recommend adding a Godot Panel behind the text and score since currently the asteroids are the same shade of white as the text and score to read.

Lastly, I found the respawn mechanic interesting trying to find where is safest to respawn. You might consider allowing shooting, or create a small player-centered explosion where the invincibility ends so the player can have a little breathing room when they resume playing. It would make the game longer though. I just realized you can respawn inside an asteroid, which I find hilarious.

Speeding up the music on the last life and having a stinger to wind down at the end of the game is good. Nice work overall.

Well done on the mood an simplicity of the game. Each of the 3 obstacles has a slightly different challenged connected to a clear theme to know what each does. I was able to beat level 3 before the obstacles became too fast for me to dodge.

The retro graphics fit well too. Given more time I think reducing the screen-shake per landing hop, or an option for turning it off, would be good. Speaking of camera movement, the camera swooping down for a level preview is a nice detail for communicating to players.

The music is upbeat and catchy too. Adding audio for vehicles rushing by might be good, but I could see how it could easily overwhelm or confuse players if not treated carefully so keeping them silent for the game jam feels like the right call. Thank you for listing your tools, it sounds like you have a good grasp on how to use them.

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Nice, calm gameplay. I accidentally pressed R instead of E, resetting a level until I could tell my mistake. If you add your Ludum Dare link, it would also be easier to rate your game. The rotating leaf background was a nice touch as well.

A complete game jam with clever use of 2D sprites in a 3D level that has replayability from mastering the steering controls.

Given more time, I think the working UI's buttons could be larger to be easier to click, hide the Quit button from web builds, and add SFX to the audio sliders to be able to tell while adjusting them how much impact they have.

The white triangle pointing toward where the player faces was really helpful when turning slowly or backing up. I also enjoy how the playfulness of the leaf crunches complement the xylophone music.

The color palette and music work well together. Given more time, being able to reset without refreshing the browser would be nice. The walk speed and every-man feel of the main character were good too.

A nice, calm demo. The basic movement is tracked, the space background has pretty stars, and after someone wins I can press <kbd>N</kbd> to play again.

A fun, mini-narrative to play in less than 10 minutes. I thought the second character would be less visibly energetic after being talked too, I was so wrapped up in the story. I especially like how the conversations have different patterns of looping.

The background songs are catchy and fit the themes of each area. SFX or playing some audio quieter while talking could smooth out the experience. The silence feels more intense, but makes a little less sense to me while inspecting inanimate objects.

Great work! Was it made solo or in a team?

Simple yet challenging! The controls to click without moving the mouse take some getting used to.

Hi, thank you for letting us know. What browser were you using? I tried the game on 4 major browsers just now and unfortunately I was not able to recreate the loading issue.

An easy to learn, hard to master game that trains your dodging dexterity!

What a cute game! The economy is pretty tight at the beginning, so if you try to buy two seeds in a row or pluck something early it might be better to reset. The growing premise is a nice puzzle, and I found it entertaining that I could walk around even while the shop menu is open.

A challenging arcade game, where limited space is just as dangerous as the growing number of bombs on your raft. I feel like Easy mode is good for learning, yet it also felt the most frantic to me because a wider raft gains items quickly. Maybe a taller raft would make it easier to not get blocked out of moving.

Congratulations on finishing an intuitive game with original art in just a weekend!

A quiz show that mixes questions up and has an appreciation for absurd humor.

What a great game! The style of art and music gives me Shovel Knight vibes in a good way.

Its a fun game! Its like having the power to do instant save scumming. Speedruns of this would be really fun to watch with how fast you can go.

A fun puzzle storytelling game. Definitely reminded me of procrastinating with the dead ends.

Great theme! I had no idea how close I was to failure though. I also appreciate how the ingredients were always listed in order. Why don't more people order cheeseburgers? Half joking.

Interesting how you are playing as your own opponent, and destroying your own units is actually how you survive. The numbers on the grid were hard to read since they overlap the characters but the first two levels were easy enough to win by filling squares randomly. Sound effects for placing units would be nice, but the highlighting on the checkboard works really well for user feedback so its fine without it.

Excellent, it was fun and simple to play. The white corners of the cards could be transparent to look a little more like actual cards. The music was a good choice for being hypnotic.

What a cool concept! There might be a bug with the level generation, sometimes the ground is too low to be seen except for a sliver of gray. The music and tone is cheerful though and the game is short enough not to linger on the bug.

Groovy! This game has fun atmosphere and gameplay.

This is a fun game! The music is a jam to listen to and the controls are smooth. Having some indicator about how close I am to winning would be nice, since I cannot tell if it is endless or if I just gave up to early.

Nice job with the game design, sound effects, and animation! Its satisfying cleaning everything up, and it was difficult enough that I didn't get it all the first day which feels fair. The edge cases get cleaned up by each day cycle too which is nice.

A couple details I would be interested in seeing in the future:

Trash Bag Weight: Does the trash bag's fullness do anything, except limiting how much it can hold? I seemed to always run at full speed even when carrying something, and I would have more incentive to throw trash bags all the time if it helped me run faster. Then if there were more places to dump trash, I could aim at those places too if that is something you want to do with your game design.

Less Broom Teleportation: I can drop a broom on the other side of a wall, then not be able to pick it up without walking around the wall, which was kind of funny.

Infinite Doorway: Lastly, the front entrance does not have an invisible wall, so you can throw trash bags to fly off-screen, or drop your broom out of reach, which fixes itself on the next day's reset. This could also turn into a feature if you want to add windows to throw trash bags outside of the building in different ways.

As a programmer I like the premise, and the programming seems really robust for displaying the correct console output for wrong answers. The music fits in well to with that zen feel, and I got stuck at level 3, but it was fun none the less.

The theme is really clean and I enjoy the writing from the perspective of the arcade kid.

Good job conveying a monotonous feeling with the soundtrack, and having the employees be vegetables was a clever choice. At first I thought "the plants are dying" was very serious because everyone is a plant.

Having the CEO event helped me find the water coolers, because at the beginning I did not understand why the fridge and food station only helped hunger, so I like the level layout.

I still don't know how to end the day without passing out though.

Great job! The music, sound effects, and space loop theme fit really well together. I also thought the gameplay was intuitive after the first game over, since I could see the power meter dropping as I used it, and the targets stood out well from the background.

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Great job! The game is fun and has nice minimalistic graphics, and seeing your clones help you fight was entertaining. In general it seems like an easy game since you get unlimited lives.

Possible Bug: I was able to run out of lives by crashing my ship directly into the enemy 2-7 times, and I respawned without a ship to control, as seen below. I was playing on a Google Chrome browser.