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OniRyo

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A member registered Jun 16, 2020 · View creator page →

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Thanks :) The original plan was to add the water tower as an upgrade so you had  to pump water directly to the sprinklers then after the upgrade you'd get far more chill watch and vibe but I got caught up with a few fixes and adding the bug graphics/animations in the last day or so.

Definitely will keep that in mind though for when I remake it. Maybe I'll add some soil upgrades so it drains very quickly in the start but then retains it better/holds more later on.

Speed-playing to get the rating in before the rating period ended so I totally didn't see that there is a picture to show you what it is supposed to be like. I just randomly started tossing stuff in and letting the physics let it fly where it will.

"Well, you tried" 10/10 would haphazardly throw a terrarium together again lol

Pretty fun little exploration/survival game :) The music really added a haunting isolated feel to it but without being tense and scary. Took a bit to get used to exactly how to play but won first go :)

Couldn't complete the second level, it kept clipping the shore-line and going under seemingly no matter where I launched it from/full force/etc, but I had a blast smashing stuff and putting around. Creative twist on the theme introducing a massive character who makes everything look small in comparison.

What could be nice is a free-shot mode where you had unlimited shots simply to wreck things in whatever random way you want. Possibly an unlock on a per level basis when you beat it.

Thanks! It was more a balancing game. At one point during testing I remember that waste buildup was so bad you basically were forced to do all 5 plants before bugs, and the water would drain SUPER fast (it still goes down faster than I would like tbh) then I ended up making it so slow that it became a non-factor. Eventually I got a playable balance out of it though.

Desktop games/pets are pretty much just idle games but with slightly more interactivity. The main thing with them is to have things to do, but also not be pressured into checking in too often.

I agree completely about the graphics, it's the one aspect I actually kind of dislike but I needed a "good enough for the jam" placeholder - unfortunately I never had a chance to remake it. Moonlight came in pretty late and only had time to do the bug art (RIP the ladybugs are so small in game you can't see all the nice details) but if I remake this game, improved visuals across the board is a high priority for me.

Thanks, glad you enjoyed it!

I wanted to keep the mechanics very light so it didn't feel like a resource management sim, but also wanted to make it so it had a touch more realism to it than just "dump 5 bugs and plants in and call it a day" so it was important to find the balance of all the "behind the scenes" stuff. Honestly that took far more of my time than most of the rest combined (minus the bug fixing/refactoring I had to do a couple times).

I thought I left a comment when I played this a couple days ago but guess not... Oops!

Wonderfully cute little game of just filling things out!

The art style has just the right level of cartoonish whimsical nature without looking childish to have a really relaxing fun time of it. The music and sounds are likewise really good to just zone out and play around with the different items.

I can see this being a solid foundation for a top down hoard shooter of some nature! Great start!

Good luck in all your future works, glad you got this up and working properly!

Click your profile name in the upper right and select "Dashboard". That will show you all the games you've uploaded. Then select "edit" for the game you wish to edit.

Now scroll down to where you uploaded the first file and you can upload the new file. If you haven't yet, make sure "SharedArrayBufferSupport" is checked on (it's required for Godot web exports in a lot of cases, i think 4.4 doesn't need it but shouldn't hurt to set it on anyway)

When the new game file uploads, check "This file will be played in the browser" so itch.io knows that is the one to load up on your page.

Last just hit save in the upper right and it should be good to go. I'm heading to bed in a minute but hopefully it works fine and I can try it out tomorrow! :)

Yeah, this 100% would fall under "bug fixes" and such. Can't add new features, but making the game playable 100% is allowed.

I only fell once, right after the carrots I think it was. I face planted into the side of the rock. I found the trick was a running jump, almost fell down a couple more times but managed to avoid it. I didn't find it too hard once I got used to it making a good balance between challenging, but not maddening. Perfect for a jam game or an early level.


Since you are taking suggestions/looking to continue on it some, a few other ideas:

- For an easy mode, the jar slowly fills with water intentionally lagging behind your character (staying at checkpoint areas) so if you fall, you just swim to the nearest area making for a sort of checkpoint system removing any possibility of falling all the way back down.

- Hardcore mode, replace the water with lava or acid to match the theme of the specific level

- Add edge-hanging so those "almost made it" jumps are still doable but also you can intentionally plan levels around the idea of needing to "barely make it" for higher tension.

- Variant of that idea is adding wall-jumping to scale parallel walls.

- Rope swinging of some nature because who doesn't want to dodge obstacles while climbing up/down a rope while it's in motion or just go full Tarzan at some point?

Thanks! :)

It's pretty simple by design but I feel the real charm is watching everything get put in there and watch the plants come to life getting all sparkly by the end then just vibing listening to music and watching them do their thing.

Thanks! I never made an idle game before, it's a lot harder than it sounds when you try balancing the idle aspects vs actually fun and engaging.

Funny thing, originally I was going to put mine in a jar! Guess we unknowingly switched out our idea for our game's primary setting! (the original folder name for the project was literally "Jar of Dirt" lol)

Cute little game. Wish the cow didn't get sick so often though...

I love the small subtle humor about how their money really does grow on trees, or the fact that the UFO is just completely ignored in favor of this cow it dropped off like it's a totally normal thing lol

I looooove the cute low poly style art :)

I half expected the ending of managing to escape, jump out, and land in another jar effectively soft resetting the game in an endless loop - if you plan to work/expand this post jam that's always a possible idea for level transitions though!

Thanks, super appreciate it! :D 

I never set it to "run in the background", it just did that naturally. It never occurred to me that it might not actually lol Overall I kept feeling like maybe it was "too simple" or whatever like once you get all 5 plants and 5 bugs you just add water and chill..... but I also wanted to keep it that way too.


As to what happens if you never add bugs or stop pumping water:

- Bugs are the only things that produce waste. Waste composts into fertility (some bugs like the Earthworms, and all plants increase the conversion rate). Plants absorb the fertility which allows them to become healthier. Their health is capped to their fertility so if you have no bugs, you can't get them to that bright vibrant green with the sparkling effects you see.

- If you stop watering it, the soil will dry up (visibly becomes lighter colored) and things will begin to lose health and eventually die off (fun fact: at critically low health the plants emit the same particles as when healthy but since they are color shifted down it looks like disease). Everything that dies turns into waste.

- If waste gets too high (above 30) then it also causes harm to everything in the terrarium. Even if everything dies, it will naturally compost over time. Every time some waste converts, you also get Growth Points making it very difficult if not impossible to soft-lock the game without actively trying to.

- Also, plants generate Oxygen and bugs need it to breath. No plants = dead bugs even if all the water is there (plus the waste will get too high). I always had die off from high waste LONG before oxygen lack was a factor during testing however so I actually hid that stat in the final version but it is still being tracked in the background in case I revise the game post-jam so it becomes more relevant (maybe change it to air-quality and waste lowers it? I've got a few ideas for a post-jam update/remake).


Overall, behind the scenes there is a full self sustaining ecosystem going on that requires both plants AND bugs to thrive. It just needs a bit of attention. It provides a nice little break from whatever the player is working on to water it, an excuse to stretch or just vibe for a bit before going back to it.

Pretty fun little arcade style shooter :) 

I always have liked these types of games where you get bigger as you go.

Adding a little music and SFX would go a long way to improving this game even more.


Overall really enjoyable :)

Weird little thing where you cling to the walls all ninja-like. Unsure if that was intentional or not?

Fun little platformer demo game. Would have definitely played more if there was more levels :)

The .godot file isn't what you upload. You need to use the exporter to get the game on here. Here is a video that might help you export it. I exported mine using Forward+ and it works fine so you can probably ignore that bit specifically.

Hope you can get it sorted without much problems :)

Really fun game, the turning felt a bit slow and  the crab claw didn't kick in and I died on the first enemy on the second map. Maybe I misunderstood the purpose of it, but I thought it was supposed to be basically an extra life?

Either way, I gave it another go and was absolutely rolling through the second area, must have just had very bad RNG the first go. Got about half the map uncovered then the game crashed so never got to finish :(

Wish there was a small auto-battler function or something because the combat does get a little monotonous after a bit once you get leveled up and such. Like, I have over 1k health, and they do.... like 200 the entire fight then instant regen all health at the end? Clicking the inputs became almost a mindless task after a bit.

Still was really enjoyable and if not for the crash I would have still killed every single thing on the map and beaten the whole thing :)

Hey! I remember playing Extinction Denied last year! :)

Just the right amount of chaotic "Hope you enjoy losing" to "Deus Ex Cellina!" power creep for the rogue-lite upgrade system. At first I couldn't even make it to the first boss and was struggling just to click the little guys, then after a few rounds the game was just "Hey you have all the upgrades! Enjoy endless mode!"

Being able to change the game speed was really nice to just speed through the first few waves, and absolutely critical for later levels where even half speed I was struggling to keep up (endless mode).

Really enjoyed the visuals and the music selection. That "pop" was pretty satisfying when eliminating the enemy cells.


2 (possible) bugs:

- After defeating a boss, it doesn't pause the game so the health regenerates in the background. Maybe refilling the player's health to max after a boss would be nice though.

- After getting all upgrades, it infinitely seems to upgrade the health (or at least it keeps giving the same message). Not sure if this is intentional or not.

The basic idea is once voting begins, you don't want to change it up so people at the start of the voting process are playing/voting on the same game as people at the end. Bug fixes are 100% allowed (and encouraged) but no features should be added once voting begins. BEFORE voting begins, you can update it however you please as far as I'm aware. "Submitting" really just links to the game's page, not the exact version you submitted.

As for the format, web-browser is preferred if feasible since people won't need to download anything and can just play it right away. If not, then Windows is likely the best bet. Linux folks will just run it via Wine or something similar, and no one cares about Mac users (kidding! ;p ). Godot thankfully makes exporting to multiple formats easy so nothing says you can't export Windows, Linux, and Mac and have all 3 versions on your game's page.

I'm doing an idle clicker game about creating a terrarium. Been wanting to make an idle clicker game anyway so this was a great chance.

My original idea was akin to "Army Men" with tiny characters in a massive area but it was just a living room or something.

The theme is more of a guideline. Take it literally or figuratively, or totally disregard it. Scoring high in theme is less important imo than making a game that's fun imo.

I had the same issue, I received an email a bit back from GameDev.tv with a link to the assets directly though so if you are on their news letter check emails for it. 


Otherwise, check browser ad blockers and/or VPN/system level ad block.

I was considering getting the Gimp course as a good way to learn pixel art and the Gimp software at once - but apparently they yanked it from the site during the migration or something. Oddly in the side bar when browsing courses one of the filters is Gimp... Oh well. I'm sure there is plenty on YouTube for it.

As such, I'll likely get the "Pixel Art Environments: Design & Animate 2D Environments From Scratch!" as that and the Pixel 2D Character courses are the only ones I don't have which interest me atm (except maybe the Git one, but Git isn't very hard to learn from Youtube tbh).

Now I just need to focus on actually going through the various courses I already have (Yay for HumbleBundles)

From what I understand the game engine got dropped in favor if focusing their energy on what Blender was meant to do - be a 3D art program. However, Godot 4 has native Blender support so you can load the .blend files directly. Thankfully since Blender is open source and the community is completely unhinged most of the time (in all the best ways mind you), there is a fork of Blender that is all about the game engine you can check it out here: https://upbge.org/

As far as the GameDev.tv Blender courses go however, Grant is an amazing instructor so I'm sure anyone who picks up his Blender courses will love it. He also has his own youtube channel with a ton of beginner friendly tutorials, specific guides, and general skill improvement challenges so definitely would be worth looking into if you are new to Blender and want some extra material to learn from :)

Really fun and fresh take on a tower defense! As one who works retail as my day job, also highly relatable lol

Biggest issue I had, was it took a few tries to realize how to place turrets. Initially I thought it was super bugged because since the mouse controlled the camera I thought I had to walk up to the placement areas, not click them. When trying to click, the camera movement made it really hard to control. Once I got used to it, it was pretty straight forward. I'd suggest maybe a "hold right mouse to move camera" type control.

Overall though, I loved the whole 80s vibe and the overall game play once I got it figured out though. Will definitely be playing it some more. If your team chooses to continue development I'll be looking forward to seeing it's progression! :)

Really fun Plants vs Zombies style game :) Really love the low res pixel art style for it too. Could really expand out if you wanted to keep working on it, would be fun to play more of :)

Yeah, tank controls can be a little weird if you aren't used to them. Little bit of practice though and I'm sure you can be running the enemy tanks around the map in no time though - until they ambush you and spam the screen with bullets and missiles anyway ;)

As far as the tank color, that's actually a good point. If I keep with the green tank color after the jam (I do want to update the game a little bit more) I'll look into ways to make it pop a bit more :)


Glad you enjoyed! Tanks for playing :)

Really fun and interesting puzzle game with unique mechanics. Clever how the iron bars block the ghost's passage since historically iron was believed to be harmful (or at least impassable) to ghosts and the such.

Couple bugs I found:

  • In one of the levels (4 I think it was? Lots of book cases to the right and multiple gates to pass near the top, spike pit in lower left) I had two skeletons near each other and when I went to possess one, the game had me possess both at once. And, when I came out, I had two ghosts. Somewhere I accidentally killed one of the skeletons in the spike pit but it didn't reset (because I technically still had the other ghost) basically soft-locking the game on that level until I reset.
  • The exterior walls are passable to the ghost letting you drop out of the world resetting the level (learned this by accident when I was near the end of one of the levels).

Reverse Tower-Defense is pretty fun and rarely see them so this was a nice change!

The balance is a bit wonky though once you learn the swarmers have the best ratio for cost/income increase. Just mass them until you can afford an armor upgrade and 4+ Taurens per wave and it's basically auto-win.

Still really fun and definitely a strong foundation for a more fleshed out game if it's development is continued post-jam!

Ohh! Really fun tower defense game. As a genre it's very hit and miss with me, but I really liked this one. Really nice retro-style graphics, good music, and pretty intuitive game mechanics. By the end, I really wished I picked up some of those teleportation blessings as I desperately needed to re-deploy some of my units to new locations.

Even though I lost, it left me feeling challenged and not overwhelmed which, tbh, is part of what makes the genre so fun is finding the best strategies and adapting on each play through.

Will very likely be coming back to this game again!

Awesome, gotta love when something hits ya right in the nostalgia (in a good way)! Glad you enjoy it, tanks for playing! :)

My friend said it reminded him of Battle City for NES so maybe that was it? Never played it myself, but I was definitely going for the same retro NES/SNES era vibe. The 80s and 90s by far had some of the best games imo so I often try for something similar with the games I make.

Tanks for playing :)

Thanks, the graphics are both Kenny's assets, Godot's built in particles, and a smoke sprite sheet from open game art. I was surprised how well it all came together in the end :)

Tanks for playing! :)

You're right, there really doesn't seem to be enough of them it seems.  Closest popular game that is 'vehicle combat' in recent years seems to be Mario Kart and the occasional Twisted Metal.

The Dev high-score was literally put in just before uploading about 2 hours before submissions closed (along with the high score system in general). If you  can beat it, it changes some graphics on the main screen to celebrate outdoing me at (literally) my own game ;)

Seems bugged for me. For me level 2 kept looping. Every time I'd beat it, it would just restart it. No enemies to deal with (not sure if they were meant to be in levels 1 and 2 as they seemed more 'learn the controls' levels but thought I'd mention it since level 2 layout seemed like it was meant that you would duck into the alcoves to avoid enemies).

One idea to improve is adding an ambiance of gunfire/war sounds.


Otherwise, seems like a pretty solid game concept and matches it's source inspiration very well :)

Replayed it, and I love it! Played perfectly (as in no bugs, my timing was way off on some of them lol) and got a score of 13,450 on my first go. Love the music even more now that I can go all the way through! :) Also, the whole theme of "don't fall" with fall leaves... very clever! :)

The visuals are the Kenny Top Down Tank and the Kenny Urban kits. I was pretty amazed myself with how smoothly they worked together, especially considering  that since the urban tileset is like 1/8 the size of the tank tileset, I don't think Kenny initially intended them to be used together.

I realized early on how tough the tanks were going to be at times so I really wanted to add a little extra to when you kill them. I forgot to add a special larger explosion for when you kill them, but it worked out pretty well in the end.

Glad you liked it! Tanks for playing!