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patrickbard

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A member registered Jul 27, 2018 · View creator page →

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That seemed more like a requirement or expectation than a theme.
Primarily because you obviously can build an AI NPC in many different game themes.
But also because there is no place saying "The Theme is <SOMETHING>" or anything close to that.

Thanks, I'm glad you enjoyed it.
Yeah rhythm games are popular and I thought it this idea would fit perfect the jam theme.
The thing is that of the "game" similar to one are less gamy and more sandbox, if not actual tools (like Bosca Ceoil).
I tried to introduce some mechanics (finished only one) to make it feel more like a game.

Thank you so much! I'm glad you liked it.

Well, I was very unpretentious with this game and focusing only on making a nice one for a gamejam, but maybe it's worth improving it

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Thank you for playing!

I don't know if you read the description, but the Score at the end is fake at the moment.
Sorry if you felt lied to, I'm sure you did great at the game HAHA

I was in fact developing some score criteria like those ones, but I was running out of time so I focused on solving bugs and improving the core game experience and accepted the mocked score. I'll reiterate in the description to make it more clear.

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Thanks, I'm glad you liked it.

I was not expecting, but maybe I'll consider improving it in the future

Thank you, great suggestions.
One idea I had that I really wished I had enough time to implement was to create some future autoplaced notes that you can't remove. Like, at this place there will be a piano note in 3 loops, then you have to adjust what you're doing in order for that note to make sense in the run.
There were other ideas as well, like regions where you could not put some instruments or regions that you get bonus points if you placed certain instrument...
But unfortunately I didn't have time to do all of that.

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Thank you so much for your feedback.

Yeah you got it, we definitely intended having the map and different passports because in the original design you would need to select the right passport and fail instantly if you deliver a wrong one. Alongside with this each combination of action/passport would have a different behavior, some would be harder than others. I feel very much for not being able to finish those features, but we started late and only had less than 24 hours.

Right now, I'm not able to check your game because I'm sleep deprived, but I'll look at it during the week :D

Thank you very much, we had more plans for the gameplay but we could not manage to do them. It had be simple for scope and time constraints, but we are thinking on improving it in the future.

Glory to Anatevka!

Thank you. Yeah the gameplay is very simples and does not have much depth, but it had to this way for us for scope and time constraints. We are thinking on improving it in the future though.

Thank you very much, we really trying to make a reference while still being original. The gameplay had be simple for scope and time constraints, but we are thinking on improving it in the future.

Thank you very much, we tried our best!

Thank you very much, I'm glad you like it.

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Yes, the gameover screen is a known issue. I'm not sure what's causing it, it runs perfectly on Unity Editor, it only happens on the browser, but we noticed it to late to fix it. And about the difficulty, in the original design each combination of action/passport would have a different behavior so some would be harder than others. But we could not implement this in time.

Glory to Anatevka!

Thank you, I'm glad that you liked it. We plan to tweak it on the future, so we can address gameplay improvements.

Thank you very much for your feedback. Yeah, and we actually started late, we only had less than 24 hours. But we are planning on improving and making the full experience once the voting period ends.

These are some great suggestions, thank you very much for your feedback.

Yeah, in the original design each action would have a different behavior, and you also would need to select the right passport and some would be harder than others. But we could not implement those features in time, so we accepted as it is, better than being unable to submit something.

Glad you liked it. Strange,  it should work, I'll check it

I see, I'm sorry it wasn't clear, but I couldn't finished in time actually (because I was helping another team). But I'm glad you like the concept. If more people liked I'll consider finish up developing this experience.

Yes, I left a comment on the page saying that the game was unfinished unfortunately. I was helping two teams actually (a friend, and my wife) with their ideas, so I focused most of the time in one game and didn't have much time left to properly finished. But I thought it was worth to post it any way to see what people think and if has any merit to continue this project.

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I could not find a definitive answer for these questions:

  • Am I allowed to post multiple submissions?
  • Am I allowed to participate in more than one team?

I got some information on Discord, but not sure if it's accurate. It seems that multiple submissions are not allowed, but joining/helping multiple teams is. I just want to be sure about it.

Man, I really like it. It's a little frustrating sometimes, in the same vibe as Getting Over It, but very fun nonetheless. And I found it very clever this meta usage of the leaderboard.

Very Nice.

There's a bug that when playing fullscreen the pad can only moves half of the screen.

Really cool, I really like the lighting effect.

The only thing I didn't like is the the punch hand is affected by the light ball, and I think it should be a UI element only.

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I enjoy it. I liked that there is some sound anticipation for the enemies, that's a nice detail. There are somethings I wish were different.

The default viewport size doesn't fit the game very well, in a 1080p monitor it cuts some parts of the street, I didn't understand the taxi part because i could barely see it, once I played in fullscreen, the experience was better. 

One flaw in the score system is that its incentive is a little misleading. The score seems to care only about time and not over  distance. Which would incentivize a slow play as a way to optimize score, while I think most of these endless runners are more enjoyable when moving fast and getting farther away.

I didn't like that the bonus of hitting 3 birds is an active action for getting 1000 points. It would be better if you make it either as a passive score bonus (i.e. after hitting the three birds, instantly give some bonus points, visual effects for this would be nice), or an active power which does something like invulnerability, or something similar.

Looks like there is a bug on the leaderboards. The first time I played, the list was showing my username with a Score I didn't get, when looking at the list again later, some other player (probably the correct one) is listed with the score I saw before, but my score was not present in the list.

Hope that reviewing sooner than the deadline helps you to improve some of these points I've mentioned.

Thank you, I was so happy when I realize I could make the ghost priority to turn off the lights, it made so much sense thematically.

Thank you, I definitely had a hard time coming with an idea that would fit the theme, be interesting on its own, and that would fit in the timeframe under my abilities. But in the end I think it fit very well on all of this. If I had a little more time I could improve it a lot.

Thank you, all the art used was from free assets, mostly from 0x72. Yeah, I struggle to put the idea to life on the firsts days, so I basically had only 3 days to develop the game, and it was not enough. Sorry for the loud music, added at the last moment, I didn't adjust the volume.

I would advise you to put a warning on the game page that it may contain a jumpscare.
Just to avoid a bad experience for someone who is really sensible to it.

The only reason I don't give a full score is because the lack of audio.

Other than that, this is awesome, great game. I love roguelikes so maybe I'm a bit biased here, but I love it. I like the upgrade system, and the egg hatching was well thought mechanic as well.

Very complete game, lots of features and very well polished. What grab my attention was your interpretation of the theme, very different then most submissions, extra credit for that.

The only thing I would like to be improved is that sometimes cannons shoot even outside of the screen. I getting that when its just coming in/out of the screen it could fire, but quite often I had to dodge a projectile coming from a place outside the screen, specially worse when it comes from the left because you naturally assume that there would be no thing coming back. That part looked a bit unfair to me, but it is a very small detail on a great game overall.

I really like the topdown perspective and the Binding of Isaac room style.

I just thought that the shooting mechanic could be improved a little bit, not the sound effects, "pew pew" were a awesome. It's strange for me using the mouse only to shoot and not to guide the player facing direction. It makes hitting enemies harder than I think it should be because you have to carefully align yourself instead of using the mouse to aim which is more intuitive. I also think that the big spider hitbox was smaller than I would expect it to be.

But overall a very nice game.

Nice visuals and cool idea.

I just found it a little monotonous since you could just be near the cat and spamming the space bar have nothing to worry about. Adding some depth to it would be nice, may having quick first level to introduce the mechanic, and improve the complexity on later levels, like adding more cats. Maybe the cat instead of chasing the bees it could drop the honeycomb and it would need you to pick it up and put back on its place.

Nice one. I just found it a little bit unfair because enemies are hard to kill but you die very easily.

I also experience a bug, one time the attack animation was playing indefinitely. I think it happen when I clicked out of the game in the middle of an attack.

Nice game, I enjoyed it.

Great game, just finished it. Really polished, all aspect I could think of were very well done.

Thank you for your comment, we're glad you appreciated our game. I'm also pretty competitive, my highscore at the moment is 3830 . 

We definitely wanted to add a leaderboard, it was on out backlog of things to do. But we were both pretty busy on the jam period, so we focused on the mandatory features and gradually improved according it was possible to our schedules, unfortunately a leaderboard would take much more time than we had.

Sure, I totally understand you being reluctant about changing because of the rules, I was just point out things that could be improved if you want to continue this project in the future after this jam, or just a suggestion for future entries on other game jams.

Now I was able to test it, it was just a matter of pressing enter as you said, I played the webgl version.

Your game is really good, seriously, it's great. It's awesome that is your first finished game.

The gameplay it's pretty simple, but that's expected for the scope of a game jam. What I really liked was the effort put on the details. Good SFX, nice animations, enemy life meter for feedback, camera shake for added game feel. Everything combined make it look really polished, even being so simple at the end.

You said in comment before that you not an artist. However, the animations, specially the player attacking (with anticipation, nice) were very good.

The only thing I wish was different is that I would like to be able to walk while attacking, but I can see an argument for the other way, is just my preference to feel that I have more control over the character.

Sorry but I could not test your game, I clicked start and nothing happens. I will check later to see if running from itch.io app makes any difference.