Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Nuhauskis

18
Posts
1
Topics
1
Following
A member registered Jan 06, 2023 · View creator page →

Creator of

Recent community posts

The game is well made. It could have used a reset-spawn point option because I got stuck at the same spot as ToughKittywampus with 5/7 masks. Or if that path was inaccessible until you had the necessary mask powers.

(1 edit)

Great implementation of the theme. I love the design for the old lady.

Since most of the game is played with the mouse left-click, it would have been nice if you could exit the computer interface by clicking a button on the screen or by right-clicking instead of needing to press E.

I like the mask variation.
It was hard to tell what each node on the skill tree would do. I figured the top row was for ammo capacity and the row below that for reload speed, but I didn't know what the fire or blue arrows were for.  A short description or even a name like "Ammo" or  "Reload" under the icon would have really helped.

This was a really good take on the theme.

There's a bug where once you complete the game, if you try to play again, you immediately get the Final Call when you submit the first document.

I loved the ambience from the sounds and the rain.

The only issue I noticed is that the text seems to be blurry at high resolutions while the game art remains crisp. From what I can tell, it's caused by the Stretch Mode being set to viewport instead of canvas_items. Alternatively, maybe a font designed for pixel art would work fine on the viewport setting.

Ah, yes. The banish/skip/reroll buttons had been coded in but we forgot to give the player any uses before uploading. We will play around with the dash more and maybe give different types of dashes to different characters to give each a different feel.

The balancing between characters is certainly non-existent right now, haha. The issue with the level-up while attacking seems to be a common issue, so we will be addressing that. Thank you for your response!

That was very insightful, thank you!

Thank you for trying out our game and for the ideas! We did want to add more things like element combinations or boss weaknesses, but we didn't have time to implement it. We'll try to devote more time to the next jam.

This was very well done. The game loop, the upgrades, the art, I love it all! The only issue I noticed is that the game froze for a moment whenever the tongue splashed down on the water. Maybe it was the splash particle effects or the bugs spawning/despawning all at once?

The speed increase from consuming nectar was quite substantial, but it may have been difficult to notice due to a lack of visual feedback. The ground was a solid color so if you had already collected all the flowers around you, you wouldn't have a positional reference to notice the difference in speed. We certainly needed more audio feedback and some BGM. Thanks for trying our game!

Thanks for trying my game!

For the issue you mentioned, were you directing the middle ray at a mirror that was already reflecting a different ray?

  • If so, I wasn't able to implement more than 1 reflection per mirror so that could explain it.
  • If that wasn't the case, then I'll need more details to investigate the bug.

Thank you. I don't have too much experience playing, let alone making, puzzle games, but I thought this concept would fit well into the theme. I agree that some sounds would have been good addition.

Thanks for trying the game. I made the obstacles in the last few minutes, so I wasn't able to get the destruction timing right.

(2 edits)

If the condition for winning is being unkillable, then I won because so many coins spawned that it pushed me out of the map, haha. I like it!

Edit: Nevermind, I see that you can just walk out of the map normally. I guess during the lag-spike with the coins I moved out of the map. Still, very funny.

(4 edits)

Thanks for finding that bug! Using raycasts like this was a new adventure for me, so I was certain there would be some issues with the implementation. I will look into this particular bug so I can squash it next time I need to use raycasts in a similar manner.


Edit: The bug happens only when moving a laser from the focus lens directly to a mirror in one physics tick. The laser power on the lens is normally reduced when the laser is moved away, but I didn't account for moving the laser directly from one receiver (lens) to another (mirror). So, the laser power keeps adding up if you position the bottom mirror such that you can wiggle the right-most mirror to move the third beam directly to the bottom mirror or lens without hitting a wall.

Thank you for trying my game, I'm glad you thought it was cool!

(1 edit)

I had a busy weekend and daylight savings made me think the deadline was later. But, I still wanted to share my work so let me know what you think!

https://nuhauskis.itch.io/trijam-294

Edit: It has been added as a proper submission now :)
Thanks rocknight!

https://itch.io/jam/trijam-294/rate/3085891