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nsubordin81

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A member registered Nov 13, 2016 · View creator page →

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I would love to produce more! thank you so much!

Thank you! I totally agree upon review, white on light blue makes for some strain

Thanks! the level design portion was probably my favorite thing to do

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thank you!

love it gives me celeste vibes. mechanics feedback: all the moves are great and the level design complements them well. the thing I found hard was that double jumps were something that I felt I had to carefully time or have the right starting position for, which could go either way, like either people think of it as part of the challenge or they feel cheated by it. Didn't complete the game but enjoyed what I played enough to die lots of times trying. 

It worked to great effect! thanks for the tips. good to know I didn't think to try to play it with a game controller, this latest home compputer is all usb-cs but I do have on lying around somewhere. 

this makes me so happy to play. it is very inventive, from the garphics being literal hand drawn scans to the intro and the (pretty quality) platformer + minigame, I'm just amazed at all you fit into this and the creativity of it all. top marks from me. 

this was fun! Was hard for me, w for thrust and then ad for movement was somehign my fingers felt like they had trouble with, but I really enjoyed the gameplay nonetheless, a challenge! the way you did slides at the beginning to intro things some UI stuff in godot I hadn't figured out how to do, really added to the theatrical value and that vignette at the beginning. chef's kiss. art style and orginal art and sounds really had the game getting its own feel to it. I love innerspace and the ride they used to have at disney, so that was also a cool touchpoint. 

thank you! I'm going to check that one out

yay! that was what I felt like was the thing I wanted to go for, just having ai with uncomplicated movement patterns, but have it as like a crowd so it becomes hard/fun to evade without too much bad luck. if I could get another class of npc in there that could hurt the skeletons it might be more fun or it might be too chaotic, maybe some balancing will get it in the sweet spot.

Oh! thank you that's a good point, on the backlog it goes

thanks! the controls aren't as smooth as I'd like either so in terms of a test of your platforming ability I would say this could be deceptive, I just startted working on making it more like traditional platformer than an arcade screen, where the camera is zoomed in on the player, but it broke a bunch of other things and I think that is too big of a change to push during rating so I'm waiting on it. Really appreciate that feedback! some of the level design was informed by AI, which felt like a way I wouldn't have expected to use it. but I was tight on time so I asked the llm to lay out a bunch of different diagrams for me. put my own touches on it to be sure (and simplified because originally I had switches and hidden and moving platforms), but the foundation was partly designed with prompting. 

wow, this was really good. the maneuverability was satisfying the shooting was fun, I could have just flown around adn done that for a while without ever carrying out the mission. sound great , great, cool spin on the standard asteroids style game that made it way better for me. 

this is the most serene version of breakout I've ever played

I'm a huge fan of this game. I love the gravitational pull idea, I like that when the planet gets smaller you have an easier time stopping detritus from the other side, it gets gradually more chaotic as you go, all so good! I can see this as a mobile experience also. other nice thing is a clear path to upgrades if you wanted it, anything from standard space shooter weapon upgrades to ability to regrow the planet all the way to skills trees of some kind, more cannons, zooming out, having to defend an entire other planet at teh same time kind of pinball style... a really solid core game. 

Thank you! I enjoyed playing through yours as well!

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Thank you! tried to give yours a shot but I am on a mac OS. Great jamming with you!

Loved this one! reminds me of the slider puzzles you get as party favors, more immersive though when you are controlling the movement. Very theme appropriate! 

nice idea! Seems like a very fair placeholder feature. Glad the screenshot was helpful : )

This game was really well done! the constraint of screen size with the horde of characters and then the progression of mechanics you get at each death were well selected. good cohesive mixture of free assets with your own, I had a great time playing!

Thanks! I'm so glad I participated. 

Yes thank you for letting me know about that experience, I definitely see that on my own playtests and feedback I've received from others so I've got some good foundations on what parts to cut out (or just redesign on top of the core concept) and what parts to build upon, every little bit helps! The character getting through one of the colliders is a new one, I can totally see it happening though, caught a few seams myself in the last few days of the jam.

Thank you for playing my game and taking the time for the review!

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this was incredible. I like that you found some solid assets and went after the gameplay programming and design for a fully polished game with well considered balancing of your mechanics and everything. This would ahve been a quarter grabber for me in the arcades. You accomplished that stated goal of 'as intense as you want it to be'. 

I saw some echoes of Hollow Knight or games that preceded it with these ideas in your way of having the minerals remain where you last died kind of giving you a chance to recoup the currency that you had lost. That and the level progression occurring when you lost a boss battle with the really cool transitions both graphically and with music, subtle yet effective nods to the jam theme, chef's kisses all around. 

I played through until the first area in level 3 where my ship got stuck between two asteroids and I couldn't seem to back thrust my way out of it. Attaching a screen shot just for reference of where it happened. It was a pleasure playing! 


So pretty

where I got stuck, but was still having a blast.

That's great to hear, thank you for playing and letting me know how it was for you!

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Haha me too. Thank you, So glad I know the controls are a bit wonky I'm really glad you were able to tame them enough to get through to the finish. Your suggestions are right in line with my backlog, that you came to them as a player is very reinforcing. TY!! PS looking forward to giving your game a playthrough tomorrow, love shooters in that vein and the clips look gorgeous. 

Thank you! Thanks for playing : )

wow that rating process was easy 5s all the way down. elevator music and tone of art etc. was perfect for the game theme and matched the jam theme as well. I'm very impressed you had such good flash style art, SMB esque hazards, nice touches like zombie sound effects and particle effects on death and acid, good level progression and built-in tutorial style gameplay, appropriately tight platformer controls (that would maybe be my main thing to tune out of this whole thing but what you had worked just fine) and a mechanic that provided a lot of fun, experimental emergent things to do to get through levels. Awesome game, well done!

wonderful execution, feels like it is right on the verge of being publishable as is to an app store somewhere! Could have played for hours (almost did!) loved the innovations on match 3 (at least what I know of it, I don't have a lot of exposure). second level having not full grid added new strategy, when and where to fill with dirt and graverobbers really had me thinking.

wow I really like the use of 2d physics for the core mechanic and also the idea that you start from where you landed and can only shoot from the primary zombie for now. It was simple, well executed and had a ton of fun factor. very impressive you put this together so fast, could see a whole puzzle platformer based on this concept as a huge mobile game. 

Awesome! Thankyou for taking the time to play throught and rate. I got to check out La Calaca and I thought you and collaborator nailed it on that. I'm humbled that you gave my game a look, thanks again.

yeah you did an awesome job with it, and as an amateur thank you for making the choice to focus on docs in that case, very cool of you to pay your gamedev knowledge forward.

was left wanting more, really enjoyed this, a solid submission in all aspects (save maybe my audio didn't play, not sure if that was the game or me). There was attention to things that make a game feel complete that really stood out in this jam. I will be peeking at your source to learn a thing or two. 

Excellent Game! Loved the visuals and audio and the puzzle aspect, the constraint of a very short lifespan per spawn and respawning from different locations during the same playthrough worked really well,  level design showed off some good examples of varying spawn points as tactical advantages for different objectives. dialogue was clever and humorous. Smart move having spacebar force an instant respawn, helps with player patience. With more dev time I could see some definite potential in varying the lifespan or pickups to do so, maybe dependency chains between the objectives also for some nonlinearity in each overall task (and of course boss fights, wakka wakka!). Very well done, played all the way through. 

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Thank you! I appreciate and totally agree with the feedback. Others have mentioned the controls as well, I think there are updates to be made there. I'm glad to hear that you see potential in the puzzle aspect of moving another character around, I agree the controls are the primary issue, one of the main problems I've faced is how to properly represent influencing the NPC character from a safe distance in a way that is entertaining. I tried a few things like having the player be able to walk through the NPC and there were drawbacks I found with that so I added this bubble around the NPC and maybe introduced more drawbacks. The size of the projectiles and the way you shoot them, maybe too many degrees of freedom for rotation for you as the player, could be better with tiles. Thank you this opens up some definite lines of thought for me for future tuning!

I watched your stream! thank you I got a lot out of that because it showed me specific areas I can improve on. In addition to the bugs that were more obvious to me there were ones I had blind spots about lacking player perspective so watching you go through it was very helpful.

I don't know if you recall the details of my game because seems like you've played a bunch of these by now, but one big issue that I knew about at submission time was that the NPC could trap your character. That was itself an overcorrection to a bug I discovered. I'd noticed the player and NPC were both rigid bodies with the same mass, and since the goal was to get the NPC to walk over the white squares there was a loophole where the player could just push them around like a cart instead of shooting at them. 

To counter for this I made the NPC mass 10 and had player mass at 1, so you end up getting trapped by them and have to keep shooting them until they walk in a different direction and let you go free. This was definitely more of a bug than a feature, as was having to move in a direction before the projectile would have motion in that direction, I just had trouble getting the top down world orientation of the player entity and keyed off of their movement controls instead. More my lack of experience than intent, but watching you play I also got to see that the instructions were too wordy (totally agree, this is a problem I have, this post is a prime example) and the display ratio for the webGL build I also kind of stumbled into rather than picking one that would work more generally for screen size. 

Very helpful, I learned a lot thank you very much.

oh wow cool I'll go watch it tomorrow. that's a new experience for me : )

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OMG thank you for rating my game so I could find yours it is so good! writing this in less than 1 min but have so many great things to say about it. Not going to dwell on the quality markers because it is aces all the way through. Please make this game into a full fledged release. I am planning to go back and donate and if you did something like steam greenlight for a more fleshed out edition lmk because I will buy. innovations I appreciated, the progressive interaction of dialogue and exposition built in, the store that appears where you need it, the two trials just had some really fun ideas esp the marksmanship one. was like quake meets the secret island of Dr. Quandry. love it love it love it. 

Wow, does funny monkey studios or Sno Bunni or both have another platform with additional releases? This game had so much polish for the 10 day submission I would love to play the games that you all work on for longer periods. The models and environment had a cohesive aesthetic, music and sound effects were right on, fps mechanics were on point. Feedback to improve this one would be make the AI less superhumanly good (not sure if I stumbled on a hard setting or am just not great at this type of game but seemed like my 5 flames were exhausted real fast, hiding and throwing bombs was the strategy I went with because of reload speed. particle effects or a red dot/sight overlay might help with aiming). Overall super well done if this jam were a competition I'd be like "no fair these two are ringers!" Well done.

Thanks! yeah it is certainly rough, it is great you see some potential this was def one of those ideas where I questioned whether it would work more after creating a prototype than before, but your words give me encouragement to pursue it further, much gratitude : )

Really enjoyed this, nice concept! any feedback I had is covered in the comments below I think, give people a bit of warning about where souls will drop from, some other differentiator about which platforms are sticky.