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phaelax

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A member registered Sep 02, 2021 · View creator page →

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I think you need a tutorial level first, can't figure out wtf to do

spikes on the ground need to stand out more. I died constantly from walking into them cause i can never see them, they just look like part of the background.

I completed the demo (you cut me off at the aliens!) Excellent game so far. I really dig the animations, a lot more detailed than I would've expected. I spent 5min just jumping in water to stare at it lol.

I discovered I could use a controller for the little dino, is there no way to control the main character with it? Cause I really wanna use my controller to play this.

The cloud was causing major slowdowns in the browser that I wasn't seeing on desktop.  I believe I have corrected this.  Also added a frame rate counter, you can toggle it by pressing "F".

Needs a bit more distinction on what I'm suppose to pickup to stay alive.

I take that back, looks like I forgot about a few powerups. The star, the heart, and the eraser cloud. I guess those are next!

Also did a minor fix on the ice map where there was 1 spot you could get stuck.

I think adding the enemies will be my next goal once I've learned their mechanics from the original game. I know they don't always run towards drip so I need to study their movements a bit.

spacebar never seemed to freeze anything. And I'm not sure why this is such a large download for what it is.

fun little game. Took me a few times before i realized exactly what was going on. Once I noticed it was the same map over and over and everywhere I skated made holes for the next loop, I finally made it on the leaderboard.

I like the cyberpunk style of the game but there's a few issues, mainly with the double jump not working consistently. 99% of my deaths were directly attributed to the jump not working.  Most of the time, I don't know where the next platform will be until AFTER I've jumped.  Lastly, can you move the close button for the score table so it's not overlapping the fullscreen button? 

I find the game extremely confusing. First time, it said test #97 failed as soon as it started. It did that again while I was on the menu.  Nothing indicates how much "money" you have to know if you can buy another train or car. I have no idea why the car shows an increasing number of passengers in the menu. Once I finally got through a map (unable to reach anything on top of buildings) the second level I had no where to put passengers, the doors never open when i pick them up. Also, confused why the train stops or gets stunned whenever it hits those yellow pillar things. I also found the train to be a bit too close to the left edge of the screen, making it difficult to toss obstacles as my mouse was constantly going outside the canvas and thus releasing the mouse button wouldn't drop the object.

Game has potential but there are way too many unclear things going on.

If by top you mean 1 under me then yea :p

I can't get specific details on how to change the font in monkeyX, but you can obviously display images. So one option would be to use a bitmap font and write a routine that would display the bitmap letters in place of the string. If that makes sense?

I liked it, but I'm not really getting the "ruin" feeling. It's a different but good approach to a memorization puzzle game. My tips for improvement would be to use another font for the text or enlarge it without the black background so it fits the overall style better.  I'm not familiar with monkeyX so I don't know how their text system works. 
I only figured out how to exit the chests by reading other comments first.
And from the sound of it I don't think English is your first language so I didn't hold that against you, but if you'd like to polish your game further after the game jam I'd recommend having an english-speaking native help reword the text. But it wasn't so confusing as to hurt the ability to complete the game, I did all 3 levels.

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Appreciate the feedback. I did have plans for additional blocks of differing colors, each with a unique property. For instance, pink blocks would have to be hit twice from two different directions.  Green blocks could only be hit from specific directions. I didn't have time to implement them and level design would've take a lot more thought. I plan to continue after the jam.

(btw, I deleted your duplicate post)

Honestly, given it was for the web I never really tested it from a phone.  No shaders or particles were used, just a few animation frames.  The trail effect is a very simple image that's merely stretched

Fun little game, only being able to shoot the direction you move does add a challenge to it.

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I like the concept, I think it just needs a little more user feedback when the player is hit.  Also, kudos for using qbasic. I had no idea  qbjs existed.

Lemmings is always fun. My only gripe was not knowing which direction the little guys would go when hitting an obstacle.

Lacks instruction, had to mash every key to eventually figure out jump and punch. Even then the goal was unclear. Not sure if different cube colors mean anything or if to just ignore them and kill the dragon in 1 second.

Seemed like a potentially fun game, however, it moved so fast in my browser I simply could not play.

Some initial instruction would help as it took a few minutes to figure out what the game is.

Would be useful if you stated this is just a project file and not an executable and requires Scratch.