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PikaJade

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A member registered Jul 27, 2020 · View creator page →

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There actually are some powerups! One is a shield, and the other two are alternate weapons. You'll automatically get one if you manage to collect 60 shinies, which is a bit of a tall order. I might make the requirements for getting those powerups different if this ever becomes a full game.

This feels like it could really benefit from a ramped-up difficulty. It seems like it should be chaotic and intense, but everything happens so slowly that it almost becomes a chore. If everything happened more often, I think this could be a really intense and fun experience.

There's no indicator that shooting enemies actually works, so I spent the first few minutes thinking that my bullets were just broken and didn't do anything. There's also no indicator of health, or at least not that I could see, since the view seemed to be all bugged and cropped, and it took me forever to die intentionally while ramming into an eye repeatedly. The music is also annoyingly short and repetitive, and I think the dungeon generation is broken, since I wound up getting stuck in the first level with nowhere to go.

Loads of fun! It's like a classic arcade shmup, but with a far slower pace, since the player can progress at whatever pace they need and is encouraged to defeat as many enemies as possible. The shop system is a great addition, even if I don't know what most of the powerups do. I bought what looked like an increase to a hamburger menu and I still have yet to figure out what that did. :p

Pretty cool game! The controls are pretty solid, and the theme is used to good effect. The gameplay loop is simple and effective, easy to understand and challenging to get a firm grip on. My biggest nitpick is that the dive move is pretty understated - I couldn't really tell I was using it at first. It doesn't really seem to increase the gravity on the player character that much. I understand why that's the case on a game balance level, since the player character being a pogo stick and therefore bouncy is part of the challenge, but it does feel slightly underwhelming.

Sweet! I've started considering some other solutions, but if those fall through and you're still down, I'll send you the .yyz once it's done.

That still excludes Firefox, the browser which I use and which I recommend more people use for the purposes of privacy. Plus, you still can't submit anything from gx.games to itch.io, which would mean I still couldn't submit it to the jam.

Since I don't have a way to pay for any other versions, I'm using the free version of GameMaker for my entry, which can only publish games to Opera GX. As that platform is less accessible, and also I personally just don't like it, I would prefer to export to Windows. In order to do this, I would need someone who has a paid version of GameMaker: Studio 2 to send the project to, have them make a build for Windows, then send that build to me so I can publish and submit it.

It's a bit of a roundabout method, I know, but it's about all I have. In return, I'll give you a shoutout in a credits page, and maybe give you a hand in your project if you need anything I can provide and if I have the time for it between my own project.

While it's certainly not as powerful as something like Unity or Game Maker, Scratch can still be used to make games - I'm not sure how the submitting process works, but there's a website to download a Scratch project as an HTML, and there's probably more converters you can use from there to convert it to whatever you need!