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PhilipL

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A member registered Sep 02, 2018 · View creator page →

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https://philipl.itch.io/planetary-grapple

Think i'll just make a new one, and edit this one to clarify

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--url--

Haven't got any paid releases on here, but hope its something i can contribute to this.

Edited to move the URL to a unique post

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Great game, it isn't exactly innovative or anything like that. But it has solid fun gameplay, very simple and is very fun to play. The artstyle and vfx are top notch. And it has a lot of charm and is incredibly fun on repeat plays. Great risk/reward system w the friends. And the enemies are varied and create lots of different situations. This is like doom level simple, but functional enemies.

Felt like a gms game, but its godot which is great too. Good stuff m8.

Though i think it should be worth testing 360* aiming w controller. To see if it fits or not.

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hello, Prasad. Sadly i don't have my cumputer avaliable, also i didn't participate in the brackeys jam. Though hosting such a jam isn't too hard.

Yeah, i could ser that. Thanks :)

Glad you liked it :) The mechanic was kinda a last second change after i struggled to program the original mechanic. The current mechanic is that the less HP you have the more you can see.

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I've played and rated/given feedback to two games in this jam already. One more, but it always crashed upon starting. I'll be checking out more of the games too, just if everyone does, we are all better off :)

You can also do rate/feedback trades with others, also ones who submitted in time. I would not imagine they would have anything against it. There are a lot of rating trades on the discord server, its very common for jams.

Hello, if you joined the jam, please play and rate a couple or at least one other submission so everyone can get some feedback

To be honest, the game doesn't try in any way to tell you what is going on.  Im presuming that you need to defeat the frozen red creature. But shooting him enough just makes him disappear. Also as far i as understand, there is a rage meter that fills up when you do you touch the creature or his hands? or when you press space for some reason, pressing space doesn't seems to anything else.  The hands consistently push me trough the collision of the walls and get me stuck. There is also a large usage of 3'rd party sprites like the bullet kin and some potions of a very different art-style. Also when using pixelart, try and keep objects at the same artstyle and resolution, like one pixel on item A should be the same size as one on item B.

I must say though, that this seems like an interesting arena shooter or boss fight with some real intent behind it. But it struggles to covey what it is and what you are supposed to do. Just a short description on the itch page could do. The bullets also have physics, which is very intriguing, but i struggle to understand its significance

If there are any takeaways here, i think it would be that you should build your games in manner so that people will know how they function, get it playtested and see how they react to different things. Game design is mostly about understanding how others will perceive and interact with the game.

I hope you didn't percive this as too negative, but i hope you can take this as an opportunity to learn. This could be great with a couple of tweaks, so that the mechanics are more easily understandable.

Great idea for the game, you kinda have to judge where to put the weights and set out paths to drive. The visuals are impressive for the time span given. The controls are a bit fidgety, sometimes moving just to the left isn't enough and sometimes you cant move quickly enough. But that is just how it is when using the keyboard for a game like this. The music is pretty good too.

My biggest critique is probably how crashing instantly loses the game. It helps drive up the stakes and pay extra attention, but hitting an unexpected item you had trouble seeing can be very frustrating. Though again this helps drive home the idea you should think about where to put the weights. Maybe giving them a more high contrast colour could help.

I really like the pixelated 3D look but it also helps to obscure the items in front of you and make it harder to judge. This might be its shortcomings, small details like steering and track visibility can have a lot to say in a racing game.

Overall its a great game, but the controls and visibility are maybe a bit lacking. Great job.

Also, take a look at some other games in this jam and rate them if possible, feedback is always great and this jam doesn't have as much traffic as the official one.

I changed the rules to allow more participants in this jam, read the description anew if you are interested.

- If you have submitted your game to the BTP jam 3, you can still submit your game here if you did significant changes following the deadline, the jam version is broken or you forgot to upload certain files.

Honnestly, go ahead, slept on it and im gonna slack om the rules a bit. Go ahead :)

https://itch.io/jam/blackthornprod-late-submissions

Thanks a lot :)

Glad you enjoyed it, im sorry your game crashed, that bug was difficult to isolate, so im sorry.

Really appreciate the feedback too, so thank you very much. :)

Thank you very much, some of these bugs and issues im aware of, but would be difficult to solve. Tho i would try if i was to continue to develop the game.

The about the ability to see jump pad arches/height and player intentions are very interesting, and i appreciate it.

The player was deliberately made stupid, but maybe that wasn't the best choice.

again, appreciate the feedback and glad you played the game :)

Thanks a lot :)

Thanks for the feedback. I had a lot of people telling me that i should impose a limit on blocks moved before you love,thus why i added the green indicator. 

The whole score system is a good idea, one i had thought of, for some reason never seriously considered. 

Thnx for the feedback again, and glad you enjoyed it :)

The best combination of all the good stuff, the game looks amazing, it has excellent music, great animations.  The movement feels great, and the central mechanic makes interesting puzzles and an overall amazing experience. This is hands down the best game i've played so far this jam. Beats my game out of the water. Good job guys, this game deserves to get featured.

Some of the levels were a bit well too hard, but i knew you would have kept a level skip button for debugging purposes. I found that it was enter, really helped me get trough the levels that were too hard.

Again, great job. Loved it

thanks :)

The collision code is a bit wack, due to the fact that i had to write  collision functions from the ground up, instead of using the ordinary collision code. Thus its a bit buggy. The game got stuck at an infinite loop, thus why it froze, sorry m8 :/ Don't know the exact bug. 

Also the player doesn't really pay a lot off attention to the flag sadly. Was due to time constraints.

Glad you enjoyed it tho :))

Thanks, the idea litterally kinda came from making too much mario maker levels, and strugling to strugling to find any other good ideas :)

Thanks a lot :)

The issue was just time, didn't have the time to complete the player ai. He was supposed to be slightly smarter, but there was always also supposed to be an element of randomnes. Tho i didn't want him to chase the goal too hard, to avoid the player just making a staircase or simmilar, and having the player then just follow it. Though making shure the player would walk towards the goal if they were say less than 3 tiles from it would have been a good idea.

Thanks for the feedback :)

Neat concept, a bit unwieldy tho. Having real truble getting anywhere. If there say was an animation that played right as you were about to jump, where your character stopped, and you could controll the momentum and direction, jump king esque. It could have been real great.

Great presentation, and an intresting mechanic. The critique i could give is that, the differing effects from the powerups don't really change the gameplay up too much, rather; like the mirrored controls, it just hinders  or supprts the abillity to kill the enemies. If you were to make a newer version, i would reccomend adding some extra spice to the powerups. In addition the enemies have a tendency to get stuck on objects, and are a bit annoying to go look for after you killed all the other enemies.

But that was what i had to critique. The gameplay is great and the presentation is top-notch, posibly the best looking jam game iv'e seen so far.

Great presentation, and an intresting mechanic. The critique i could give is that, the differing effects from the powerups don't really change the gameplay up too much, rather; like the mirrored controls, it just hinders  or supprts the abillity to kill the enemies. If you were to make a newer version, i would reccomend adding some extra spice to the powerups. In addition the enemies have a tendency to get stuck on objects, and are a bit annoying to go look for after you killed all the other enemies.

But that was what i had to critique. The gameplay is great and the presentation is top-notch, posibly the best looking jam game iv'e seen so far.

Okay, thanks. Might be something i will consider contributing to in the future :)

Indiepocalypse #4 community · Created a new topic Questions
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Thought of ideas similar to this before. As a developer, what are the requirements to have a game be part of an indiepocalypse issue in the future, and what would the process of kinda submitting a game, to say it that way?

Edit: i now see that a multiple of the games were made by the same people. The question then is, is it possible for new creators at some point to have their games featured or is this a project across a group of people?

At one point drove into a tree besides the road, then back into the road. And then the game crashed, sound still playing.

i did so, spent like 4 hours last night working on that. Here; https://www.youtube.com/playlist?list=PLivaQI9T62iMQmeRkUF23eUFs0S8DDMNe

title

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I am very impressed. I have been messing around with 3D in GMS and it is very confusing, makes it even more impressive you've built this.

I love how it feels to play this game and i am really happy that there are options like no npc collisions (i found that really annoying). I get real mario kart super circuit vibes from this one, even tho i haven't played that game. The game is extremely intense (in a good way) tho i feel like the road itself could be made a bit wider and added some collision to make the running of the road feel more natural. The music is top notch, really really love it :) 

The one thing i am a bit iffy on is how you play trough the courses themselves. I don't like the fact that you can't continue onto the next course until you've gotten into the top 3. It is a real shame that i can't play all the courses. I think organizing them into smaller packets of levels that you play trough with some sort of way to unlock them would be awesome. That is a very mario kart way of doing it, but the current arcade mode really is not my cup of tea. Maybe you find some other interesting way of doing it, but i don't think the arcade solution would be the best for a full game with more courses.

But overall i really loved this game, an easy 5/5 rating on this page.


edit: i finally beat all the 3 levels and it makes a bit more sense now.

Thanks, the reason i was considering using the spritestack method is because of the limitations of GameMaker Studio 2. But thanks for the help anyway :)

Can these full scene compser views be exported as single spritesheet?

Aslo, is the 128 limit centrally built into the architecture of the program or is it something that is somewhat easy to change?

Hello, i am back; the source of eternal comments. But well beeing the overthinker i am, i have realized that for the project i was considering the 128x128 size limit will make it difficult to create bigger, higher resolution structures, which was what i intended to use it for. Is there any chance that there will in the future be a significant increase in potential size limits? Maybe just as a tool for exporting spritesheets.

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Oh, nice should never really be a problem with 256 colours.

One last thing i noticed, in an older video featuring and older version of this tool. It was mengtioned that only ~32 colours were avaliabe. Is this so that all the 256^3 colours are not  avaliable? If that is the case that is a huge bummer. That really should be a subject of the rework you mengtioned.

And yes, i really am looking into what i am spening my money on before i do (maybe a bit too much, but whatever)

Ok, this might seal the deal