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parbroil

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A member registered Jun 10, 2020 · View creator page →

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Thank you! Coconut's a darling.

Disabling the steering/acceleration outside of orbit is interesting. I'm worried that it might make it even harder than it already is, and it might make certain kinds of maneuvers impossible, but it'd definitely make for a more unique gameplay. Good idea, thanks! I might add it in after the hackathon.

Bullet hells are not my genre (too many traumatic Ikaruga memories), but this is a pretty great example of one. Love the powerups, especially my little companion buddies. The steering mechanism is really well done; It could've been just "it's snake, push the direction to go," but the turning buttons were smarter than that. Great job!

interesting take on Tetris. I find vanilla tetris difficult enough that giving me what are basically side quests is a lot, and I found myself ignoring the pipes even when I wanted to interact with them. But it might be that I'm just bad at Tetris. Still, good job, and an interesting experiment well executed.

Hello, fellow 2D spaceship game maker who also uses a lot of shaders! I like your game, I like your shaders and particles. Fun, difficult, and doesn't take itself seriously. Nice!

Very interesting start of an artsy thing. The trail of shadow people who kind of interfere a bit with your walking is a cool mood.

Pretty good start for a basic tower defense game. Keep it up!

Very cool take. It looks like you took a picture of your kitchen counter and built a whole little world around it, which is awesome. It's so different, I love it!

Fantastic! The take on the theme is inspired. The whole look and vibe of the thing all works so well together: the graphics, music, art style, the menus, it's all so put together! The gameplay is very simple, but I think this is still one of the best entries.

That was fun! I liked the theme, and I also quite liked that hitting things knocked the starfish off of you but did not end the game. That gives it a less intense casual vibe that goes well with the undersea theme.

Very nice! Love the little story. Battles were about the right progression/challenge. Good stuff!

Pretty great World of Goo clone. Crazy good choice for hitting the theme of both game jams at once. Clever.

Love it. My favorite thing is that all three levels are the exact same run but at different starting heights. Makes you appreciate how many routes there were that weren't apparent on the first pass, as well as how everybody's legs were also animated. Very cool thing to do. Love the "bored people in an office" vibe, too. Explains the paper airplane.

Not bad at all! I think with a bit of tuning, it could grow into something pretty great!

It's the Mario/Yoshi betrayal meme, but an entire game!

For some reason, I kind of expected a dark twist where all of the guys you've ditched confront you later on.

I'm very interested in where this might go next. Keep up the work!

Fun idea. There are lots of sidescrolling spaceship game with the "grab weapon powerups" mechanic, but grabbing a bunch on every side of you and even choosing which side was a new take. Pretty cool!

I like how much dialogue there is. The "you were fired" thing was a surprise; I wasn't 100% sure what I was doing wrong. And I got a little confused whether electricity and water were part of the same "grid" connection network. Love the cute little art style.

Promising idea. Very big on the theme. Making progress defending my base feels really tough, like no matter what, it seems like the enemy just keeps building stuff right in the middle of my base and rebuilding. It wasn't clear to me how I'd actually beat the game.

Definitely has that very noticeable "made by AI" vibe, but for a quick Angry Bird clone, it's pretty functional.

Simple, straightforward, works fine, and fun particle effects. Good job!

Thanks for playing! And I'm just now realizing with your comment that "Slingshot Maneuver" would have been a much better name.

Very nice little puzzle game! Puzzles were tricky but you get better at it as you figure out how to manipulate it. Classic 45 degree angle game vibe.

What a wonderful example of a simple puzzle mechanic that becomes fiendish with clever level design. Great stuff, good job. That writing is well written but wow is it grim. Really solid mood from the whole thing.

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Cool idea! A unique take on the defense genre.

I found it pretty frustrating to deal with the incoming bullets. Couldn't figure out if there was a way to defeat or dodge them.

Edit: after reading the other comments, I went back and looked at the controls and realized that I overlooked the spacebar completely. Haha, much better!

Love the very direct adoption of the "connections" theme. Love the vibe.

Cool way to present a very direct logic puzzle.

Wins:

  • I've been tinkering with games since I was a kid, but this is the first time I actually finished a game, even if it's tiny.
  • I love the feel of the main mechanic I came up with. I spent hours tuning it, and it feels organic and fun.
  • I didn't know anything about shaders, but I didn't let that stop me, and it resulted in responsive-feeling graphics that I'm really happy with.
  • I learned a lot about Godot

Losses:

  • Now that it's "done," I'm seeing all of the things that I didn't do but really should have.
  • Some of the comments make it clear that I needed some sort of tutorial or instructions to make it clear how the game is supposed be played. It seemed obvious to me, but, y'know, I wrote it. A little tutorial NPC ship showing you how you're meant to fly is on top of my "should have added" list.
  • I really wish I had taken the time to add some basic music and sounds; it would really have helped.

Neat little game. Surprisingly tricky! With a little polish, I think it could easily be a full game.

That was fun! I've been working through the other spaceship-based entries, and this is a really cool one! It's really neat how different each Kenny-assetted-connection-themed-spaceship game is. This one was fun! The one upgrade per stage thing made for some interesting build potential and replayability. Nice job!

I can't figure out how to get out of the first page. It says I need to select a card for the deck, but I can't figure out how to do that. Pretty sure I'm missing something obvious...

Very cool! It's very put together and smooth for a hackathon project, good job with that! Good "connection" version of tower defense. I like the art, too, though it has a bit of an AI feel. Good job!

Interesting! It's Root Beer Tapper, except with iPhone charging. Neat! I made it a bit over 6 minutes.

It drove me nuts trying to remember which thing went with which customer, which was maybe an intentional design choice? Pretty cool.

Very good! Really cool monsters, cool cel shading, very stylish! I was defeated on the final battle. 5/5

Thanks! Also, great job again on Chain Walkers! Of all the jam games I've tried, yours is the one I've been thinking about after, specifically thinking "man, I hope that gets made into a full game so I can play it!"

Always good to see fellow spaceship game!

Love the take on "connections."

The sacrificing mechanic was interesting. I had to actually think through whether it was worth it instead of blindly accepting it as an upgrade.

Neat idea! Fantastic aesthetic. Good cover art, and honestly just naming your credits page "critical roles" deserves an extra star in the ratings.

I couldn't figure out how to rotate the camera, and I wasn't really clear on what was going on in combat. Sometimes bombs appeared but they didn't appear to explode? And I think the other bags were maybe money? There was a giant splash screen of info when it started but it immediately disappeared.

Nice! It's adorable, cozy, and a neat take on the theme.

Fantastic!

I love the idea. There are so many crafting surival games out there, it's hard to do something new. Here's something new! And it's on theme!

The implementation is fantastic. I can see where it'd go with more time, but it's already a lot of fun. I hope you keep adding to it.

The music is soothing and a good choice.

The only note I've got is that I found acquiring wood to be really exhausting. Everything needed wood, and the vehicle frequently wandered away from any trees. And I hope turrets or something to automate dealing with goblins shows up in the tech tree at some point.

That's a good point. I wonder how to best teach players how they're intended to move. Do you think it'd help if there was an example NPC ship in the first couple of levels showing them how to slingshot around the planets?