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OneMadAnt

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A member registered Nov 25, 2024 · View creator page →

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There is no sacred knowledge or shortcuts that teachers can give you. All the basic information is free and accessible. All that is required from you is motivation and self-discipline.

Once you get comfortable with the tools, participate in game jams. There you will be able to naturally gain knowledge through communication with more experienced developers, as well as feedback on your games. Also, in live development, you will be able to understand what specific things you like, what works well for you and is worth more active study.

I didn't notice any technical issues with jumping, but jump buffer and coyote time are "standard" for platformers and missing them really makes the game clunky.

My Discord - onemadant

Hi, if you are okay with a beginners, I would like to gain experience working in a team. I use Godot engine.

Thank you for the music!
Used one in my submission to game jam, Long way to Sunrise.

Great work! Art style and sounds really well came together to make unique aesthetic.

Thanks for the feedback! It's definitely a good idea to make the range of hitbox more obvious. But I doubt my skills in art are enough to make it look good.

Nice game! I like that potions are sold only once a week, which adds interest to management. In my opinion, it would be better to replace selection in growing plants with separate toggle buttons. And in the alchemy make auto placement of ingredients by clicking in the inventory.

Thank you for playing! Just Line2D with some code to make few sections at the end moving freely and particles for spike and flowers.

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Great puzzle, but damn, I spent twice as much time trying to figure it out as I did playing the whole game! It would be great to add different colors of solutions, as well as color the pipe of the used solution. Also, I think it would be much better if after choosing a solution, the empty tank was automatically filled. Despite this, I really like the art and the atmosphere of the game. Once I figured out how it works, I really enjoyed it!

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As I saw on yesterday nickbdawg stream where he played at 144 Hz at the beginning, the speed was as intended. Apparently, I fell into my own trap by constantly testing the game, and unnoticed by myself improving in it. I should make it adjustable difficulty. Thank you for feedback!

I came up with this whole idea of losing the value of the drops as they fall to encourage the player to stay closer to the center of the screen, where you get enough water for few mistakes. The thing is, with a fixed value, you can just move along the bottom edge avoiding all obstacles. But it seems I made the falling speed too fast. Thanks for playing my game on stream!

Awesome puzzle, the mechanics are clear and expand smoothly. 32 levels is a really great job. Did you test them manually? A few months ago I made my first game, also a puzzle and it was hard to test only 10 levels to remove shortcuts. Or I am just a bad puzzle designer :D
Nice game, well done!

Cool and original idea, it was fun! Bouncing from level borders and deflecting lasers is a nice touch.

I like the idea that your units are initially weaker than the enemy and the only way to win is to wisely sacrifice a few to make the rest stronger. Is real-time strategy a big deal for you? I wonder what it would look like if you go into the puzzle direction and made it turn-based.

I like the art and the combination of 2D and 3D, although I would like the 3D background to be more lively.

I think I didn't play as intended, because I just held down the mouse button and slice the orbs, sometimes stopping to knock off the hats. So the gnomes house looked a bit chaotic in the end.

The game has a very relaxed atmosphere. I really appreciate you adding auto click. It fits in very well, doesn't feel like a cheat at all.
It's disappointing that the buildings have zero capacity at the start and it would be great if the upgrade menu had a fixed scale. Oh, and it seems bombers were bugged, they always threw bombs further away from the seeds.

It’s an interesting mechanic, but in my opinion, in current form it greatly limits level design.

Thank you! I'm definitely not an artist and drawing is quite difficult for me. I am very glad that someone like it.
This is my second jam. I understood the level as the number of previous participations.

I definitely thought about a timer. In an early version, the camera speed increased the closer you were to the top of the screen. But I couldn't get it to be smooth. Now the speed is fixed and the camera stops only when there is a collision. So a collision counter would probably be more suitable here. In the end, I decided that it was unlikely that anyone would play the game several times. Thanks for playing!

I must admit this funny game caught me longer than I expected, it`s addictive. I like the towers animation, especially the last one. But the construction menu is quite clunky, especially when the buildings are located next to each other. Since you can no longer switch with the left mouse button, but have to close the window each time and it does not close when cursor is hovered. I also think that the character's auto-attack would be great here, for example, I basically did not release the spacebar during the wave.

Amazing game with very well made level design and original mechanic! I wish dash worked only with arrows, though. I died on the bonus level too many times because of this. But overall it was fun!

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It was enjoyable,  interesting theme interpretation. It's a bit confusing at the beginning without the tutorial, but I figured it out pretty quickly. The only thing I didn't like was the constant selection of tools, I think a separate buttons for paints and cutting a wig immediately by clicking on it would have been great.  Ah, and the restart button doesn't reset the points so I refreshed the page instead.

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Nice puzzle. I think it has potential for further development. Nice and simple interface. However, switching between scans is quite annoying, scrolling the mouse wheel instead would be perfect for me. I would also like to know the value that the cell will lose before placement.

Honestly, I'm not a fan of clickers, but macros helped me with that. The game looks and feels great. The art is beautiful. I'd like to play something similar, but with a different gameplay.

It was a bit confusing at first, but I think you did a good job of guiding the player through the game without any tutorial (like highlighting tiles). Moreover, towards the end I wished it was even more challenging, maybe some bonuses or penalties for placing buildings relative to others. Overall, a nice polished game!

Now I'm even more confused. Yes, there are sounds in the game. Maybe it's depends on browser, I really don't know, but I will try to figured that out. Anyway, thanks for playing and feedback!

By the way, if you reduce the refresh rate of the monitor to 60 Hz, the game should work as intended. You can even make the game easier by reducing the refresh rate even more. So, now my game has difficulty levels. :D

Nice concept! It's great to be able to change growth parameters depending on the situation, but it's hard to predict what effect it will have. And I think a sliding camera would suit this game better than dragging. Also, stars for completing a level without a clear goal tied to them are pretty pointless for me.

And I found the reason, I forgot to use delta when calculating the value. It's a shame, this makes the game unstable.

Thanks for playing! It's weird, the drop loses its value over time, but I'm sure it can't be zero or even negative. I'll check it again more carefully.

Can you describe the lags in more detail, please? In the last game I had a problem with particle initiation, but in this game I seem to have solved it. I wonder what the problem is now.

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Hi, the game feels more unfair and unreasonably long rather than difficult. I didn't read the hints on the page so as not to spoil the first impression.
Here are some of my thoughts:

  • The game itself doesn't encourage you to carefully walk tile by tile waiting for enemies, but rather forces you to do that after many deaths. I think many players will try to play more actively and eventually give up quickly.
  • Enemies can spawn behind a box or an exit and kill you without being noticed. The lack of feedback and no damage delay on enemy attack also contributes greatly to this. It's really annoying when an enemy just sticks and constantly drain your HP.
  • Unclear melee damage, I counted from 2 to 6 hits on single enemy.
  • "Useful" items are more like a mockery. What difference does it make to me to know how many enemies are on the map if even one can suddenly appear and kill me in a second? Full auto fire with a constant shortage of ammo? No thanks.
  • When choosing between ammo and healing, the health bar disappears and it is not clear what to choose. 

After some experiments on the first levels, I decided to start a serious run. And on the 10 level with full health and a fairly large number of ammo, I was killed by a single enemy because of losing my concentration from the monotony. Although I think the game lost me several levels before. No challenge, no rewards, same levels and enemies.

Despite this, I liked the intro, the style and the overall atmosphere of the game.