Thanks very much :).
Peter Morgan
Creator of
Recent community posts
aww thanks very much! :) Just checked and realised you were the one who made Stall last year, which was one of the best I think!
Glad you enjoyed playing! I do try and make my games beatable for Jams :), though some struggle with the controls still. But it's great to hear you made it to the end :)
Thanks for playing!
I was failing at the main flappy bird part for ages, until suddenly I managed the 16 on the trot,
Unfortunately with a trackpad I was incredibly poor at the boss part, could have done with more options for flapping and firing (can still keep mouse clicks, just add in spacebar, or other keyboard keys as well, for better Accessibility).
Well done :)
Gotta have some floor spikes :D
Side and rood spikes later.
Some found it to hard, some to easy, others squeked through. The Freeplay mode is there to help get used to the controls a bit more, but generally jokes in Gamejams only want a quick one play, so perhaps that mode was a waste of time.
Thanks for playing.
Max hearts was there as a sort of control to not stock up to many hearts in the easier levels. Regardless I did toy with keeping track of that for scoring, but decided against any form of "high score" for this game.
the other "Game modes" were just a bit of story flavour to tease with. Making 3 more entire games on my own would have been too much in the time I had :P.
Glad to hear you beat the game though :). Helps balance out those who struggled with the controls completely and found it to hard.
Great job on finishing it! Yeah the last level is a bit nuts, but if you've mostly stocked up on lives before that, it doesn't matter if you don't make it during that wave. Had to go a bit all out though for it :P.
It's a tricky one controls wise. For me it's a piece of cake now, and I can sail through most levels fine, I'm very in tune to them (obviously as I've played it loads while building). Some people found the game to hard and couldn't get to the end, others found it to easy.
I hoped added in the Free play mode would give people chance to play around a bit with it, but in Jam games most jokes don't want to play one game for too long anyway :P.
Anyway, thanks for playing and the feedback.
Set your screen size settings for your itch page a bit bigger, it's cutting off the sides.
For example I build for 960x600 (sits in a web page nicely), and set my itch page to 1000x660, to get the full game plus unity border in.
Also,.. I broke your game by going left at the start and falling forever, might need something to either stop me going that way, or killing me off if I do (and in platform games, I'm always going to try going left at the start, as sometimes people hide an easter egg there, for classic game reasons :P).
Actually game wise, controls and mechanics felt good. Nice and speedy in general. Good job.
nice game mechanic with the switching worlds/spaces to puzzle out how to get around.
Also nice take on the theme :).
I was sad when I knocked over the radio and lost the music, I was enjoying that :P,.. but glad when I found it again at the end :),... though I then had to knock that one over to as that's now what I do :P.
Well done :)
2695 for me :)
Enjoyed the brain breaking concept of controlling 2 opposing objects to defend the base.
Did take me a bit to understand how to play :P. First time around I was clicking and moving the one on the right and the left didn't move, so may be a bug there. Once I clicked on the left I had control.
Also couldn't get the Hex code thing to work, I went to Unity and found one to try as well and it didn't like it, just gave Error each time. Hope that's a thing you can fix, as I think it'd add a great element to the game (perhaps add a list of some options for people to try, even in the game info screen, or just put in a colour picker to select from).
Great job on this, well done!
And I'm back :)
What, I can't go backwards? Must be a bug!,.. oh no wait, it's a feature :D, Made for a great twist on play to have a fun strategy game :).
Making it through the doors room was an achievement,.. I found that cat and a couple of other out of the way rooms, a few too many times :P. But I was rewarded with the fun endless falling space which was a really fun one.
Great work on this, brought a lot of great ideas and such together. Well done!
Don't know if you've done an update and broken it since others played, but on the WebGL version (can't see another anyway), all I'm getting is this on my Safari browser -
Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)
and on Firefox it just sticks on the loading bar.
What browser is anyone else using?
Oh scrap that, Firefox finally loaded :P,.. BRB
Loved the premise, the look of it, the strategy needed to proceed etc.
Could have done with being able to go quicker, the slow pace of the player frustrated me. And as other have said, bit of feedback to what hurts. I walked through 3 fires before realising I shouldn't :P. And what I thought was a purple heart I couldn't pick up and I think hurt me too.
Few simple tweaks would make for a really fun game that could easily transport to mobile etc or something. I like the different level colour themes too :).
I fell, and then I kept falling,.. fooorreeevvver :).
Things for improvement:-
Bit of UI showing health, and progression, access to settings like volume etc (and a quit button in none WebGL versions).
Bit more work on level design/layout perhaps, so I don't fall forever, or I do fall and die (and then respawn?), etc.
Other than that the controls have a good feel, good feedback from enemy and players hit, nice having arrows as well, enjoyed having the option of weapons. Well done, I had an enjoyable play through :)
So close, finish it off, I believe in you! :P
Top tips to help, you can fire up, through the defences (classic one from the film, Pixels :P), and fire in front, leading the defences, especially when your weapon speed is high.
Disagree with it getting harder as you upgrade, except perhaps movement speed,.. that gets a bit quick, and tricky to nudge along small amounts :P.
Plenty more upgrades or improvements I could have done, with more time, but I had to stick to what I could achieve in the time frame.
Thanks for the advice on filter option, I'll look into that.
Thanks for playing and being my 20th rater :)