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phanonnona

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A member registered Feb 06, 2018 · View creator page →

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Thank you so much for having a look 🙏

Nice, the slomo feels good and works well. I think it might be better on a specific key with a gauge, so you have to manage using it too much. 

I also think it'd be good if everything was zoomed out a little, so there's more going on at once. 

I've done stars like this before. If you keep them as a list of random points, when you draw them you can pick a random brightness to draw with, which makes them flicker. 

Overall good job, it's fun!

Heck this game looks so good. The second it opens and asks me if I want to be a T-Rex in a lab coat or a 4-eye triceratops. Amazing. I just really like the spray paint aesthetic too.

The gameplay's really good too. Such a good idea, and it comes together really well. It's fun at the start when you don't really know what to do, and then when you try to optimise it's a fun game of "I can probably ignore that gauge for 1 more second". Good stuff.

The frame rate really eats it when I mess up the gauge puzzle (I do this frequently), and I think the wire puzzle goes to being solved in 1 connection after the first time, until you mess up again. I also think window sizes would be good, since the stuff you have to click is pretty small.

Some people posted scores which I have taken personally. I definitely exploded some dinosaurs in this one tho.

Forgot to mention the mean stuff-huckin face is my favourite thing >;P

This is great. It's a really neat idea and huckin bricks is pretty satisfying.

I felt the controls were a little clunky, but I'm not sure if there's much you could do. I think controller support could be good.

It also felt like armour broke a little quickly. It's hard to tell if it did anything.

I'd love to see more if it gets updates!

This is so chill, I love it. The 2d dice rolling is so nice.

Only problem is you sometimes get some unsatisfying rolls where they don't change, and it's also possible to roll them into space.

I'd love this on my phone. I think all it'd need is a place to touch to throw the dice, and a confirm button on the score sheet so you can touch to get the mouseover help

This looks so good, the amount of polish is really stunning. The music, story scenes, and tutorial popups are all really nice.

However it's a bit of a drag walking around so far in the plants, and it's not too hard to juke the robots shooting at you. 

I like the way it looks. The gameplay's got something to it, but the survival score mode doesn't have tons of staying power. Since you've got 8 direction animations, it'd be cool to see it move to an isometric style with bigger levels (though obviously getting the level art would take a lot of time).

I think the analog stick rotation you're using to select a running animation is offset by some amount. If I push right I get an up-right animation, and if I push left I get a down-left one. I think maybe just subtracting 45 degrees or something would fix it.

One other thing is that it's a little weird to need to hold the action button to punch. It would feel better if the effect was immediate, and maybe just cancel animations if the player does something else after. 

My monitor was fine, but you can choose a base width and height that doesn't change to use in your draw calls, and then use love.graphics.setScale to scale those draw calls, along with love.window.setMode to change the window size.

This is already pretty good. 

There's a lot to learn so the very start is pretty overwhelming. Having the levels gradually add animals could help, even if you split it out into a mode besides the true challenge-run.

The other thing is that the fights are a little hard to follow. I think snappier movement but then slightly longer delays would feel better, and maybe displaying moves one at a time but still simulating them the same, if that's possible. Little blip sound effects would make it feel better too.

It would maybe be fine to show stats without mouseover all the time, or at least have an option for it.

But yeah I really like it. I'm gonna play some more and keep an eye out for updates.

It took me a little while to work out exactly how the switches worked. I think because the light goes into them even on sides where there's no line. So the L piece outputs light where the lines are, which is clear, but it takes in light where there's nothing. I think if there was a little half circle or triangle of light in the tile reaching the centre, or something like that, it would be a bit easier to work out.

But that notwithstanding, I think this is a great game. I love this kind of thing, and this is a snappy & fun implementation. I really like the background music too. I would prefer if the pixel art was slightly higher res & less abstract, but it's nice and clear as is.

Good job (y)

The mushroom faces are so good, 10 outta 10.

I like the idea a lot, but I had a couple cases where it looked like the plan I submitted didn't sync up when it actually played out, and one where my guy clipped into a wall.

I can see a lot of potential, since it's kind of simultaneous real-time instead of turns, so it'd be cool to get updates to it!

The UI's all really good. And there's so many kinds of minion's it's pretty crazy for 3 days.

I only played a little by myself, but I can see there being a lot to it. Some sound effects would probably go a long way, but good job.

(I also submitted a 2-player-only game, rip)

It's a great game, and it looks so good

I think the click on 'retry' is also being handled by the 'fight' button if the mouse happens to be over both, which might be what Martin was talking about.

Hey, thanks for the feedback! I considered the analogue aiming to be essential, so never thought of alternatives (and probably couldn't have fit it in in time). I might relax on that and try out keyboard controls to see how it feels. It would definitely be better if everyone was able to at least try it

Thanks for looking anyway. If you ever get a chance I'd be glad to hear what you think. 

I'm looking at adding AI opponents now, but it's way too much to have fit into the jam, sorry!

Thanks, I'm glad you liked it :)

They're definitely placeholder characters. It's something that just got kicked down the road, but keep an eye out for updates post-jam

I didn't notice that my last minute changes introduced bug. A bit weird cause doing that kinda thing is sort of my specialty.

Reviewers should technically use Shikiri-jam_bug_version.love

Only differences is it just crashes whenever player 1 wins, and goes into an infinite loop if you click anything in the online menu (the Online button was supposed to be hidden)

Thanks!