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Yaw Amanquah

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A member registered Jan 31, 2014 · View creator page →

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I added an indicator that shows how many bombs are remaining to make things a little less random. Thanks for playing!

Seeing cool stuff made with construct 2 is always super inspiring for me! It doesn't hurt that I've always been a fan of Virtua Cop and House of the Dead. Great job!

Whenever cool stuff like this is made in construct 2 it encourages me to try harder with it!

Nice! Really reminds me of Pengin for obvious reasons.

That definitely wasn't my intention and is a bug I intend to fix! Thanks for playing!

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I decided to add a combo multiplier for every veggie you pick consecutively. I think this makes it more of a meaningful decision whether to pick or freeze a patch a grass.

I really liked your take on the theme. This is one of the more interesting "platformer without jumping" games that I've played. I did like that the collisions were in the players favor so you would slide onto platforms if you were close enough. My small criticism would be that sometimes the player character will get stuck in their rising animation after they have landed. I would recommend everyone play this game in full screen to avoid clicking off the window while pulling the screen downward.

A good entry! This game forced me relearn every instinct I have as a gamer to move before jumping! The obstacles don't reset after you die so it gets easier with each attempt. Also if you wait long enough on the title screen the music stops looping. I really like the concept but the collisions are very rarely in the players favor when platforming and avoiding obstacles so it's pretty difficult.

A very creative take on the theme. Kinda like a top-down Super Puzzle Platformer.

I think this was the most creative use of the theme in the platformer genre. Polished presentation and well-thought-out level design.

An interesting take on the theme! Really polished for something that was only made in 48 hours!

I like it. The visuals especially have a unique charm to them. The game itself reminds me of the Undyne boss battle in Undertale.

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Had a little trouble at the title screen but after that it was a pretty fun experience. You might want to make it more apparent what you can use your grappling hook on and what is a solid wall.

I thought about how to fix the quick spamming strategy and I decided to put a little cooldown on placing a symbol. This would make blocking your opponent a little easier but it might make the matches longer.

I like the concept. I don't know if it's intentional but some of the items you get are clearly better and more fun to use than others. Aside from occasionally getting stuck it was pretty fun.

If you don't click anything at the start you can still be attacked so you might want to put a pause on spawning enemies before you save the first zombie. Other than that it played quite well!

I like the idea but it's pretty difficult. Things get pretty chaotic quickly so it's hard to know when you're absorbing bullets or when you're getting hit.

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This is interesting. Are all the fortunes hand written or is it a kind of madlibs randomizer? I'm always glad to see someone else using construct.

I was thinking it might be more compelling with a multiplayer element. Two players take turns picking or freezing on a bigger grid.

No, but the chances of getting each are even.

Yeah I thought about making something more similar to minesweeper

It is random but there is an element of risk management with your points.

excited to see where this goes. reminds me of pokemon and cave story.

I came from multimedia fusion 2 but i never got too familiar with the program. I've actually checked out Redfoc's tutorials but I'm looking for something that explains in-depth how to program a turn-based rpg. I found actioncancel's Pokemon RPG tutorial which was great but it doesn't look like he's gonna finish it :( Oh, thanks for sharing your tutorials!

i was a fan of this ludum dare submission! it appears you use construct 2 as well. do you think you could point me in the direction of some helpful tutorials?

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I've been told the ball is a little fast but the ball only moves as fast as you can move the racket. Since the screen resolution is 160 by 144 I made the left and right racket 16 pixels smaller than the top and bottom. You lose a point if you score on yourself and you score a point if you knock the ball into an opponents goal without them scoring on themselves.

Really cool idea! I was super surprised when I hit something that took me to the main menu! Staying stationary in the middle appears to be the optimal strategy which makes things a tad easy.

I have a couple ideas for new puzzles but fixing the bugs comes first! Thanks for playing!

The game feel is super lacking and I'm currently kicking myself for not adding sound effects. Thanks for the kind words.

I could have definitely made the levels a little tighter so players don't get the wrong idea about how to solve a puzzle. The fifth level is possible but it has a very specific timing which may be a little too punishing. Thanks for playing!

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Cool concept and fun game!  (If you stay on the game over screen once it gets to the warp counter it will decrease infinitely and the text will be layered over the "game over" text.)

I think the damage enemy ships do should be reduced considering that you want the player to purposely take damage to refill their ammo.

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This is the second time someone said it reminds them of Zelda! An automatic screen reset upon death is a great idea! If I decide to finish this I'll be sure to add sound effects and even more levels!

I'll give it a try!

Really interesting use of a magnetism mechanic if I do say so myself!

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Thanks! I have a bunch of other puzzle concepts in mind so I might end up updating it after the jam! The idea of this game actually originated from Phix the Adventure.

Thanks! There are a few ideas I want to explore but first I have to fix those collision bugs!