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Noah Wesley

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A member registered 78 days ago · View creator page →

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Glad you enjoyed it! I'll try to do some more to it once the jam is over. It seems I have a few things I need to add/change. If you have suggestions let me know!

Yeah, I wanted to try to implement one, but I've never done that before, so I'll have to research that. I ditched it to try and hit time, but I never added it back when I passed time. I'll have to add one once the jam is done. Thanks for playing

I agree. I'll have to make a track or two once the jam is done. Thanks for playing!

I think you beat mine! I'm pretty sure I've only hit 52 Seconds. I was trying to find some music in my library, but nothing I had made fit. I try not to use premade assets. I like when I can say I did them all. Maybe I'll make something for an update. Thanks for playing

Glad you enjoyed it! As many times as I've tried I've never passed a minute

Sorry, I probably should have given a control guide on the side. I had plenty of space for it. Perhaps I'll update it once the jam is over

There's a problem with the sticky circle by "NESS" where it shoots directly into another bouncer that sends it right back, creating an infinite loop. at X50 multiplier I had 8.25 million points without touching the game. the visuals and audio are quite nice

Overall well done especially for such a small timeframe. Progression in a 3 hour jam game was not expected. It was short but kept me engaged. I appreciated there being full audio. The mechanic of making attacks stronger by bouncing them was an interesting take

The bounce sending you in reverse no matter the angle was definitely annoying. I do appreciate that you gave a visual indication of where the player was about to launch and how hard.

The menu feels really nice and polished. I must say it set some unusually high expectations for what was to come. The rest of the game felt rather pale in comparison. 

I seem to agree on Bengar on a lot of these. The menu/boss scene looks great! The rest of it looks more haphazardly thrown together due to time constraints. Although to be fair I probably couldn't do the boss scene over the whole 3 hours. It was definitely a challenge and I played it a few times trying to beat that first large level. Unfortunately because there's not movement for the character it feels a bit rigid. Maybe just a bit of movement to let the player adjust the angles just a bit would be nice.

The perspective is a little strange. Hard to aim. Perhaps a reticle or a bean showing where you will hit would help. It felt like there was a lot going on. It was kind of hard to follow what was happening on screen

It's a bit too low res to have text. Some sound would be nice. Classic gameplay concept

I agree with Bengar. It's hard to aim when the boomerang takes up such a large portion of your screen

I think you made the simple minimalistic graphics work for you. The 8-bit style still felt fluid and responsive and your contrast with the red targets was a good choice. I think the only thing I can say is that sometimes the bounces were unpredictable and having too many bounces happening gave the screen an aneurism. Overall good work!

Enemies spawning on or too close to you was difficult. I agree with Bengar on that and the audio. It sounds like the "Hog rider" call is distorted and clipping, and way too loud. I did however like a lot of the visual elements such as the small animations, particle effects, and screen tilt, although I think the tilting could be downscaled. These contributions made it feel much more polished than it would without them.

I agree with Bengar, the buildup is a little too fast. The visual difference between the characters and the environment was very distinct. An automatic fire function would have been nice so I didn't have to mash my mouse button

Well done! This was a unique idea and you executed it well. The visuals look simple yet nice and the polish added by the particle effects make the bounces feel good. The music and sound fit well, and it felt very responsive. Good job!

Visually this game is good, and the concept is fine, but I found that nearly every level was a very fast hole in one if you just shot the ball as hard as possible.

I see you and I had similar ideas for this jam. Although I like what you did with using the shield both for the player and for the enemies. It gives it another layer of difficulty. I agree that sound would have been nice, but unlike me you stayed within the time limit. I do feel that the visuals felt empty. I think even adding a handful of sprites for grass or pebbles would have helped a lot.

It would have been nice to have the option to restart the level instead of restarting the whole game. Otherwise not bad

I was a bit confused at first about how to fire the bullet. A directional indicator would have been helpful for aiming. I'm assuming the sudden movement after firing was kickback, but it would have been nice for it to be actual movement rather than jumping positions

Yeah, it's really hard to keep it under 3 hours. I planned as much as I could before starting and I still couldn't get it all done. I suppose we can always do a little extra work on the games when the jam is over if for no other reason than to practice.

A neat twist of a classic arcade game. I do think that the controls feel a bit too sluggish. It took me a minute to realize that it was arrow keys and not WASD

A bit of audio would have been nice. The camera moving around when you die was a bit jarring. I might suggest keeping the camera static for a game like this. The levels looked like they were small enough to fit

Hard to say this is much of a game when it ends after the first choice half the time. The text is also the same color as the art in the menu and is hard to read.

I played it for much longer than I anticipated. That's the mark of a good game. Well done

Very well polished. The minimalistic art works well and the gameplay is pretty intuitive. I did once encounter a glitch where for an entire set of rounds my character moved to the top left corner and I could not control movement, but I think that was a fluke because it fixed itself. Nicely done! Impressive that you kept it under the 3 hour mark

Yeah, those are good points. I was trying to keep to the 3 hour limit but I didn't even have sfx. The red circle was added because I realized it was too easy to stay in the center. I wanted to give incentive to move, but maybe I could have done another method or increased the time between spawns. Thanks for the feedback!

I think all of these are good notes. I second these

5 hours to make this is still pretty good! It's hard to make a game in 3 hours and still make it good. You made the right call by putting in a little extra work. It was surprisingly well done! My only note might be to make it stand out more that the player has limited health and ammo. I didn't even realize until I died the first time. Still, impressive for 5 hours

I think this was a very creative use of the theme. I did find it rather difficult to actually figure out what I needed to do, so letting the player know that they need to use the projectile to move in a brief description of how it works would have been helpful. Still, I did figure it out, but the difficulty was higher than I personally would have liked. Still, I think you might have something really neat here mechanically speaking

I found myself playing it for far longer than I expected. Since you have a working demo I'd DEFINITELY add some sound. Playing the game in total silence keeps me from really immersing in the game. Some plunking sounds when the balls hit for example or even a little background music would be nice. I'd probably give the option to turn off the ball sounds though for the people who get farther in the game

There are definitely some balance issues you'll need to reconfigure. The Orb is so powerful that once I had 2 I could just stand in one place and be untouchable. What might help with this is to increase the speed of everything. Projectiles and enemies alike, just not the orbs. I say this because it all feels a bit sluggish across the board. Some of the collisions were a bit buggy as well. Your collision boxes might be a bit too big on some things. The trees were most notable, and I often found myself unable to move past them in a way that made sense to me. Perhaps if their collision boxes were only around the trunk. If you did that to avoid the player being over top the tree canopies you can always split the sprite and have the visuals on two separate layers. One layer for the trunk can be beneath the player while the other is above and hides the player when he's overlapping.

Cute design and an interesting mechanic system. As others have said it's not the most intuitive to use. I second the idea that the bars shouldn't reset when you fail. This has the potential to be expanded on as a game. Good work!

The visual style is simple but cute. The ambience gives the game a nice calm feeling. I think this is a good creative take on the jam limitation and theme. The gameplay is not my type, as I found it too simplistic, but then again, it's a game jam and for this genre I think that's fine. Nice work!

It was certainly more challenging to have to choose between firing and dodging or else your kickback would send you right into an enemy, or maybe would help you escape them. I think a handful of sound effects would have made a big difference here

Nice art. I would have appreciated a few sfx to make it feel more immersive. One combo I made came up as saying "Blank" and did nothing

A neat prototype. Looks very polished. My suggestion to gameplay change is that moving only one tile is pretty slow. Maybe you can have the slow units move 2 tiles, neutral move 3, and fast move 4. It made the beginning feel slow. Still, it's a neat concept

Unfortunately I also could not figure out how to progress past the house