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Njamster

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A member registered Aug 02, 2019 · View creator page →

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Thanks for giving the game a go, despite  the jam already being long over. Means a lot! :) I'm currently working on a full remake of this game, actually. Progress is slower than expected, but hopefully it will still see the light of day in 2023 anyways, haha!


PS: Miss you from Twitter...! :( Mastodon is way smaller and has its own set of issues for sure, but I really like it there! Maybe I'll see you around one day? #WishfulThinking

(1 edit)

Nice one! :) Would have matched the theme of this years GMTK Jam quite well, too, haha!

Level 7 and 10 took me the longest. The levels in between those I found rather straightforward, though..?

Minor nitpicks: Having an undo button would be nice. Also, the automatic restarting could be a little bit quicker for my liking.

Either way, super impressive for a 24h game! Will you keep working on this?

Edit: Gave your game a quick shoutout on Mastodon! :) https://mastodon.gamedev.place/@njamster/110735247821501551

Thank you for playing! :) Glad you enjoyed it!

Thank you for playing & the kind words! :) It's definitely not a 10/10 for me, but I'm glad you liked it, haha!

Perfectly understandable. 😅 Looking forward to it!

Thank you for playing! :)

I can assure you that every pellet is reachable! 😁 There's one that technically isn't (directly in front of the spikey pillar), but since their hitboxes are quite a bit bigger than the sprites, it's very doable nonetheless. Takes a bit of practice to get used to the controls, though!

Thank you for playing! :)

I considered it, but only implementing vertical gravity was a lot easier to do and since I already was short on time, I decided to stick with that. However, in case I do a post-jam update, this will certainly be high on my list of things to explore!

Thank you for playing! :) I like your suggestion! Will consider it in case I update the game post-jam.

Fun idea! Have to say though: To be a nightguard, you apparently need to be very quick on your feet.😂 Not reaching the waypoints fast enough is probably the most likely reason for losing. Was a bit irritated that the game doesn't immediately end once you reach all waypoints, however.

Glad you managed to find time to add sound effects – that adds a ton of atmosphere!

(Barely) beat it on my second try - the difficulty is quite tough! I think it takes a lil' bit too much control away from the player, though. Especially since some asteroids spawn (or quickly move) outside of the reachable area but the enemy can just fly there. Sometimes you'll score a bunch of points at once, at other times there's absolutely nothing you can do. The connection to the theme is a bit light as well, think it would've worked better if your job was to collect the asteroids in time so the enemy cannot shoot them in classic Asteroids fashion. Spawning a decoy asteroid is a fun idea, however!

Simple, but fun! :) It's a clever idea that bouncing of the boundaries awards a point as well. Could be made clearer that it only works once, though: I'd fade them out instead of tinting them red!

Add a few powerups and a highscore, and I can see that becoming a fun lil' arcade game.

Really dig the art style! Didn't make it past the third screen, though: The wall of death catching up to you is absolutely brutal there! Might be easier on mobile using touch controls, however. Also, I'd not move the wall until the player made their first input – it's stressing without reason! Took me a couple of tries to figure out what I was supposed to do as well: Knowing pinball, I assumed I had to get up at first, past the red wall somehow. Maybe show a blinking arrow to indicate the direction?

I love that it downloads (and credits!) actual data from the jam. :)

The puzzle itself was rather simplistic, though. But there's definitely potential here!

Thank you for playing! :)

Yeah, the game really should have had a good in-game tutorial for the controls – but I run out of time! 🙈 Glad you still figured it out regardless!

Thank you for playing! :)

*writes a note: "make the game LOOK harder"* 😂

Admittedly, most of that difficulty results from the whacky controls and thrown together "balancing" , haha. Nice score, though!

Thank you for playing! :)

Getting the controls right certainly was a challenge – and I'm still not happy with it. It's surprisingly tricky: Make them too responsive and it just feels like a regular platformer. But if they are too delayed, it also feels bad because people are used to regular platformers, haha!

It's probably bugged somehow, but at least in theory the idea was that you should get a substantial boost to the impact of your input while changing direction and the (added) impact should diminish the longer you hold the same key. Will look into it later!

Thank you for playing! :)

To clarify: More pleasant to look at or more pleasant to play? 😅

Thank you for playing! :)

Curious: Which aspects of the controls do you think needs to be refined? Not to imply they're perfect (most definitely not!), I'm just interested in what exactly bothered you.

Thank you for playing! :)

Thank you for playing! :)

I deliberately placed some of the pellets in hard or even impossible to reach spots in order to tempt the player. That being said, the "level design" (if you really want to call it that) definitely needs a lot of work, yes. It's just a bunch of simple stuff quickly thrown together.

Yeah, that sounds reasonable. I should really set (and keep!) deadlines like these in future jams.

Thank you for playing! :)

Thank you for playing and the honest feedback! :) I really struggled with the theme this time around, couldn't commit to an idea... It was more like a >10 hour jam because of that. 😅 I agree it has a lot of shortcomings, but above all I'm happy that I handed in something after all.

Great! I added you anyways. 😇 After all I didn't check the other accounts on the list for activity either. And well... You may change your mind one day. However, no harm done if you don't of course :)

I see. Thanks for filling me in - appreciate it! :) You may want to remove the handle from your itch profile then though.

Done! :) You may want to update the handle in your itch profile as well though.

Done! :) You may want to update the handle in your itch profile as well though.

FYI: Your twitter handle doesn't exist. If that's by accident, please let me know. I maintain a list of twitter users that contributed to a Godot game in this year's jam and would love to add you!

FYI: Your twitter handle doesn't exist. If that's by accident, please let me know: I maintain a list of twitter users that contributed to a Godot game in this year's jam and would love to add you!

FYI: Your twitter handle doesn't exist. If that's by accident, please let me know: I maintain a list of twitter users that contributed to a Godot game in this year's jam and would love to add you!

FYI: Your twitter handle doesn't exist. If that's by accident, please let me know: I maintain a list of twitter users that contributed to a Godot game in this year's jam and would love to add you!

FYI: Your twitter handle doesn't exist. If that's by accident, please let me know: I maintain a list of twitter users that contributed to a Godot game in this year's jam and would love to add you!

FYI: One of your twitter handles (@RNGamesDev) doesn't exist. If that's by accident, please let me know: I maintain a list of twitter users that contributed to a Godot game in this year's jam and would love to add you!

FYI: One of your twitter handles (@earlchives) doesn't exist. If that's by accident, please let me know: I maintain a list of twitter users that contributed to a Godot game in this year's jam and would love to add you

FYI: One of your twitter handles (@Oceanharte_rust) doesn't exist. If that's by accident, please let me know: I maintain a list of twitter users that contributed to a Godot game in this year's jam and would love to add you!

FYI: Your twitter handle doesn't exist. You may want to fix that. :)

I really love the presentation (the spinning eyes on the dice, the sound effects & the slowly growing playing field) but mechanically I ended up following the same strategy for every dice rather quick. I wish there was some incentive to vary setups more, maybe even optimize for low rolls.

Neat idea! :D I ran into a couple of issues though. :( Might be the web version or the fact that I'm not using a QWERTY keyboard. Often the game wouldn't actually recognize that the dice were on 1. Or the level would be marked as completed, even though the dice were somewhere else completely. Still very creative take on the theme though! And it seems to work fine for other people.

Much love from another Godot enthusiast! Did you know that you can click Edit Game and navigate to Metadata > Engines & Tools to indicate which engine (and other tools) you used btw?

Nice one! :) The arrow blocks keep tripping me up, haha. On repeated tries I really started to notice the rather slow starting phase though. Great fun nonetheless! Minimal and effective.

Clean, minimal presentation with just the right amount of juice and nicely fitting sound effects. As a game however I found it rather boring. Maybe it's just because I'm not too much into clicker games, but from your description ("Build a factory") I expected a little more complexity and depth.