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ncharlie

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A member registered Jan 09, 2014 · View creator page →

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I liked the different classes and the concept for the design of the gameplay (kinda like undertale's RPG + shoot 'em up combat). It took me a bit of time to figure out the rules so maybe an intro screen with 2 or 3 things for the player to keep in mind when playing (maybe with some screenshots too) would help (I didn't see the instructions screen until after I died a few times).

Nice vibe! I like the character design and background music. I couldn't quite figure out how the attack worked (it seemed to damage any enemies nearby, but didn't seem to impact the boss) so I wasn't able to beat the boss fight. A bit more visual indication for boss damage and maybe some sfx for jumping and attacking could give feedback that would help the player.

I definitely felt the energy in this one (the music is hyped up and there are a ton of fast moving enemies). The biggest issue I noticed was the jump seems to be a bit too floaty for this type of game -- I had a  hard time moving vertically fast enough to not get hit. 

Oh and a nice little detail I noticed was in the control menu you actually had the character in the background to control so you could see what each button did in context -- I really liked that :) 

Lol this one was great! I had a smile on my face the whole time -- the sound design + the meme-y-ness of the whole thing was great. A bit tricky to play on a laptop since holding down the left button to shoot was a bit painful (maybe there should be an option for autoshoot since there's rarely a situation where you don't want to be shooting?). Visual effects were great, telegraphing was good. felt like a combination of Undertale and Enter the Gungeon. Really nice work guys :) 

Nice fantasy vibe. I liked the selection for bg music (both for wandering and the boss fight). It would be cool if the player could do something during the spin (maybe nudge it a bit depending on the action/how much energy you have left?) so the player has more input during the RNG choice. 

I like how there are multiple levels with different boss designs and background art, but I'm not quite sure what I'm supposed to be doing other than mashing left click. I think I beat two of the bosses? I also am not sure if I'm missing something with the roulette button on the main menu -- does that tie into gameplay somehow?

Nice hit effect and that bg music is very spooky -- maybe not high-octane enough for a boss fight in space, but I still liked it :)

I don't think there's any way of dodging attacks from the boss which makes it feel like I'm in less control since my option seems to be to roll the dice until I land on an even number. Maybe a small tweak to this idea would be that attacks don't hit me if the boss is off to the left or right so timing comes more into play? The timing was a cool part of making attacks, so having a way of using it in the defense too could be nice.

The pixel art in this was great, the controls for the cat felt very smooth. I spent a good 20 minutes on this one but wasn't able to beat it. I think making the target bigger and/or making the rockets easier to control would make it a bit less frustrating (I wasn't able to get the rockets going precisely to the target consistently). The concept is super solid though, nice work!  

Wow, that was a ton of assets to get together -- kudos for all the illustration work! It wasn't obvious to me which attacks were dealing damage to me vs the boss at first, so maybe clarifying that in the instructions would help new players.

Nice boss patterns! I like how when you died it didn't repeat the same sequence of patterns again so I couldn't memorize the sequence and had to continue to be reactive. The telegraphing for the big water attacks was nice too. Could benefit from some attack/hit sfx to communicate to the player that the inputs they're making are registering and they're dealing damage. Also the health bar for the player was hard to watch while paying attention to attacking the boss -- maybe putting the health bar over the characters head would be clearer? Fun little project though, nice job :)

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Added boss with basic movement, bg art (which totally screwed my gif conversion, the bottom half is a solid color, but it's showing up as a fuzzy grid for some reason), more effects.

Also, rendered a hero image for the itch.io thumbnail and stuff.

Added some basic physics and hit impacts today (as well as some impact sfx but I only have the gif for now :P)



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I'll go first. I'm working on getting some gameplay down before working too much on visuals, but I did model a tank before realizing I might end up going the pixel art route instead.

As for gameplay, I resurrected some old Verlet integration code for physics and set up some constraints so I can get spinny goodness:


Part of the fun of a game jam is seeing the wip screenshots of what other people are working on. Post them here!

Hmm... doesn't seem to work for me -- I'm getting an error saying "No Text Channels"

Now that the jam is over I re-enabled the pyinstaller version which should work on windows and shouldn't flag on AV.

Nice map layout. Getting a close headshot was pretty satisfying, but it would have been fun to be able to pull off sniper shots from a distance too (the damage falloff seemed to be pretty high, but maybe my aim just sucks :P).

Wow I didn't realize LÖVE supported 3D, and I've never run the game it in the browser. I'm guessing it was written in JavaScript and not Lua since it was the love.js port? I liked the way shooting missiles launched little versions of my ship.

Adding a global leaderboard is a genius move, that's a great way of encouraging replays and bringing together the community of folks who made submissions (it was fun watching people improve their scores on the Discord). Some nice little details too, changing the FOV helps bring a feeling of speed. A few more tweaks like adding suspension to the car would really help sell the weight of the car even more. I had fun with this one :)

Love the windwaker-esque graphics of this one. Controls really nicely and feels great to shoot as well. I wasn't able to survive, but enjoyed playing it :)

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Love the chill vibe of this one. Top marks for the 90s look. That intro hit me right in the nostalgia :)

Fun beat-em up. Would be cool to see this expanded with more attack options, but I like what I've seen so far. I had a tricky time playing on a laptop, so I didn't make it more than a few minutes, but had a lot of fun running around trying to dodge. The design is solid already. I like how it encourages aggression through the brazier respawn after n enemies are killed. Music was great too. Cool game :)

I think this idea has a lot of potential. Despite the falling through the floor bug and the janky camera, I really had fun timing my movement to get to the elevator. Also, I felt like the enemy had too much of an advantage since he was able to go through walls, but was a good motivator to keep moving. The animation on the character was good too (I liked the little recovery in the arms when he landed from a jump). Nice job :)

Great vibe, superb sound design, lots of polish. Great submission overall! I got really stuck finding the 4th picture (the egg), but apart from that I was really amazed with how polished this was. I also appreciate that you added affine texture mapping for the authentic PS1 look. I think this was one of the most PS1 looking submission :)

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Wow, what an ambitious project to tackle during a game jam (especially since it was your first 3D project), that was a ton of assets to make and wire up in a game. Kudos! There were so many nice little details in there, I especially like the sound design (the battlefield ambience was spot on) and audio effects you used (the backwards voice bit was creepy). I'd suggest adding some feedback when you get hit and when enemies get hit so you know a shot connected, but other than that I really like the art and overall visual vibe of this one. Nice job!

Oh, wow thanks for going through the effort of building it for yourself, I know that's a massive pain and I really appreciate you taking the time to do that! Glad you enjoyed it :D

I packaged the game with a different tool (called PyInstaller), that didn't seem to flag on as many AVs. But then there was an announcement that went out saying updates aren't allowed to the game during the rating period. I'm waiting on the jam to finish before showing the download again, but the source is available on GitHub: https://github.com/charles-l/32bitjam

I like the look of the game and the music/sound effects, definitely feels very 80s. It was a bit tricky to tell when I died since it just instantly teleported me back to the start pos, and a bit more feedback for taking damage would be helpful.  Nice job recreating the look!

Wow I loved this one! Definitely one of the most clever submissions I've seen so far. The way it gradually degraded over time was really well done and was perfectly paced. And the way the gameplay tied directly into the story was *chefs kiss*. Great little experience, nice job.

Great aesthetic and sound design. I had a bit of trouble with some of the platforming, but I think that might have been because my laptop was weak and I was getting a low framerate. Great 90s look though :)

Love the music and aesthetic -- would be nice to see an score or objective of some sort (as far as I could tell it just keeps throwing more cats at you), but I'm a fan of space dog-fights (cat-fights?). Nice work :)

Awesome, glad to hear you guys have future plans for it. This one has so much potential, and it's already so good!

Thanks for playing! And yeah, I'll have to keep looking into workarounds for that Windows Defender issue :P

Hmm... I've gotten a warning on my game's exe and a few other jam submissions, including Unity builds which is annoying since it's the most popular engine out there. I've been working around Window's defender (on Windows 10), by clicking "More Info > Run anyway" when I get the blue "Windows protected your PC" popup.

But if it's not even letting you download the file that's either the browser (maybe try a different one? I'm using Chrome?), or some new "security feature" in a different version of Windows that I haven't come across yet. I've used this same tech stack in game jams before without issue, so this must be new 😞

I'll take a look at some other Python distribution options, but I'm not sure if there will be anything that will placate Defender since it works off of pretty naïve pattern matching. If you build a large enough binary with enough dependencies in it (like a game), you're bound to include some benign functionality that was flagged in a virus at some point that Defender includes in its pattern library.  

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WOW that's crazy polished for a game jam. Seriously love the concept and gameplay, but I thought the rhythm parts were wayy too hard. Maybe I just suck at rhythm games (I was only able to keep up when my laptop went into battery saving mode and the game started lagging :P), but I think having some easier songs (particularly at the beginning) would make it more friendly to noobs like me. Really great work though :)

I couldn't figure out how to turn on the flashlight, but I like the screen shader.

What the game is lacking in gameplay, it makes up for with the top hat :P

Man, nobody was online when I was playing but that would be really cool to see what multiple players look likes. Making it multiplayer is a bold commitment to make during a game jam :)

I think I won? I saved the girl on the roof and beat everyone in the school so I'm pretty sure I won :P

I'd like some clearer objectives, and maybe some kind of defense move too, but I liked the look of the characters and the environment art. Beat-em-ups are always fun.

Lots of polish, great character designs, nice animation :) I had a bit of trouble getting past the first section, but the gameplay reminded me of the 90s collectathons.