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PixelMetalWolf

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A member registered Aug 01, 2019 · View creator page →

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Thanks for playing LowQualityRobin !

Glad you’ve enjoyed the large battles, i wanted to have something somewhat inspired by missions where you have big fleet battles like in some older spacesim games, and it was a gamble cause i’m still not all that great at making enemy ai more complex than just “seek and destroy, bump every wall etc…” but i tried some stuff and was surprised with the results (despite some obvious remaining jank) So it makes me really happy that people liked that aspect ^^

Can’t argue though the controls do need some work :( Don’t know if i’ll have much time post jam to work on this, but i’ll try a few fixes if i can.

Mouse support would be really cool, and these sprites didn’t feel like programmer art honestly ^^

I get the feel… i tend to be a bit too perfectioninst on some minute aspects as well :p but diegetic menus are awesome it’s like you get to play the game even in menus, at least that’s how i see it.

Haha welp that’s gamedev in a nutshell XD tough it’s understandable that you can’t calibrate everything to a T during a jam so no worries XD

Thanks !

Glad you liked the battles, i wasn’t sure my janky ai could manage to make them feel epic but i’m glad it showed some surprising and interesting results from time to time even if it is very random :p

Happy you’ve enjoyed the customization options as well ^^

Cool Pizza Hell shooter :p

I really liked this, the fact that you constantly autoshoot is a nice Qol feature, and the freeaim with the mouse makes for quite precise shots. I also like the fact that you can destroy enemy bullets with your own, iven if its a bit of a double edged sword where sometimes your enemies have so many bullets in their way that your shots never reach them, plus the drones are quite hard to hit already with their eratic movement.

Other than that the artstyle is nice as well and i like that you took time to make different level backgrounds and protraits for the customers (could only reach level 3 but not finish it though so i didn’t see if there’s more)

Solid entry, well done ^^

Thanks a lot !

Glad you liked the visuals, as for the handling like i said i should have spent more time finetuning e few things cause the physics ended up a bit more heavy and floaty compared to what i wanted ^^

Nice little wave based survivor shooter.

I like the rogue like random effects choice before the rounds, and the fact you get to reroll anything you didn’t like to try and get better luck.

I like the sprites, the banana ship kinda reminds me of the silly carrot ship from tyrian2000 :p

One thing i wasn’t sure is if you have any control to try and influence the enemy’s path so that he gets hit more often or if he’s on a set pattern and that you have to just survive.

Other than this small nitpick i had no real issues, good job :)

Thanks ! Glad you liked the art and the parallax effect ^^

Yeah i wasn’t sure how i was gonna handle level limits so i’ve settled with the offscreen indicator for the jam but it i get more time to work on this afterwards i might change that to avoid players struggling to go back into the screen.

Cool shooter/survivor kind of game.

I like the fact that you have allies spawn in the help you as time goes by. The frequent powerup or health drops from enemies is also a nice feature to help survive longer, i also liked the fact that you have a clear timer indicating you when the boss is going to spawn in.

Some small issues i had, the health powerups don’t seem to give you all that much health back so they don’t seem all that useful as they are for now. the powerups system got me a bit confused as well i wasn’t sure exactly when i lost my multishots and how many pickups i needed to have it back (cause it seemed like more than 1 at times ?)

Other than that it’s a fun little game, good job :)

Cool ! and don’t worry it’s understandable to not have the time to have balanced difficulty for a jam version, time do be short :p

No worries, you can’t anticipate every bug especially on jam time, and with how finnicky web builds can be sometimes. And you really did acheive giving your game a lot of soul ^^

Thanks for playing !

Really happy that you liked the presentation :D

Yup physics ended up a bit too heavy, plus having the controls orientation be ship relative might not have been the best choice now that i got more feedback.

Thanks for giving my entry a shot DoubleSystemGames and i’m glad you found it cool ^^

Yeah i wanted to have floaty space physics but they ended up a bit heavier than i intended so i should have spent more time testing and adjusting things, so probably more of design issues on my part than skill issues with players if you ask me :p

Thanks MonkeyGabage !

Yeah the dumptruck lives up to it’s nickname that’s for sure :p (though the physics ending up a bit heavier than i intended certainly didn’t help either)

The Vega is more like a Tie Fighter from star wars by comparaison although if you find a powerup you do have the added bonus of having shields XD

Yeah definitively have to adjust the physics a bit to improve player control if i get some time post jam.

Glad you seem to like the game despite some of its issues though and it makes me really happy that you found the visuals awesome :D

Thnaks for giving my game a go !

Yeah the physics definitively neded more finetuning cause they ended up way more heavy compared to what i wanted initially. In hindsight i see a few people had a hard time with the ship relative direction movement so this might have not been the best design choice i’ll admit ^^’

Neat little shooter with adorable visuals !

I like the magic charging mechanic where you have to eat butterflies and use your frog ton,gue to catch them, but the hitbox for it is a bit small and makes it a bit hard to catch some. On the other hand when i managed to get a few i liked that they doubled as shot powerups as well.

Music is pretty chill and fits the mage character quite well.

Cool entry, well done :)

Best timed alien invasion ever XD

Pretty funny concept, and i like how the tutorial was just the character still at the bar and when you walk out the actual game starts.

Controls are fine and the random home location every run makes it replayable so that’s a cool feature.

I feel one hit death is a bit hard considering how fast paced the game is, and the start dialogue out of the bar should be skippable when retrying upon death to spend less time waiting between runs.

Other than that, nice entry :)

Pretty nice blend of genres !

I like the core concept of the game, win the race and dodge the wind.

The spritework is nice and i like how you’ve even animated the rider’s hair on the bike.

Yhe game has some issues though, like it’s been said the hitbox is quite unforgiving, i feel you shouldn’t have made it the sprite’s full size here, the other thing i feel could be better is the sense of movement, maybe add a tiny bit of detail on the sandy portions cause you can barely notice the movement, i thought i was standing still untill the 1st palmtree came up, and the bike sound every input is definitively a bit much.

Now despite that it’s a cool concept, and i like the little details like being able to bump your opponents when you pass them.

Good job :)

Thats a cool isometric dungeon crawler !

I dig the spritework, and i also like the touch of humor where the orc’s dungeon isn’t just some dark catacombs, it’s just the place where they hangout and play pinball XD

The oomph sfx makes the enemies quite funny as well :p

Gameplay wise the projectile reflection mechanic is super fun, you almost feel like a jedi bouncing back so many shots back at the enemies, so cool !

My only gripe with this is the stun effect shader, while it looks cool it’s quite intense at low hp and makes it quite hard to get your bearings, i think i also had a bug where even after getting back to full hp the effect didn’t stop, it was a lot lighter but didn’t fully stop.

Good job regardless, would crash orc pinball parties with bat again :D

Fun little wave based fps.

I like the random events happening every wave i feel you could add to this to get some wild effects in the long run, the enemies are funny with their weird mumbling :p

For some reason the level reminded me of Dust2 from the older Counter Strike games XD

I think the game needs a bit more feedback on a few things like when taking damage or shooting, and the main issue i had control wise was the mouse sensitivity, i put it way up in the settings but still felt like i had a very low one so not sure what happens there :/

Other than this i had a good time trying it, managed to survive 6 waves ^^

Thanks a lot !

Happy that you liked all the ship designs ^^

Like i said the physics ended up a bit more heavier than i intended so that’s probably you felt that way about the controls even with the faster ships.

I always try to make the most complete game possible, and now that i have a bit more jams on my belt i think i can manage to do a little bit more every time, though this being a space setting with no actual levels to build with tiles and all certainly helped a great deal in having some time to make more XD

Cool looking hand drawn game.

I like the presentation, you even managed to make a sort of custom loadbar that showcases your cover art :o

Sprites look good and i like the monochrome aesthetic to convey a somewhat sombre atmosphere.

My only issue is the insane difficulty, i couldn’t quite figure out the path through the pattern and with only 3 hits i died constantly, so this might need a bit of balance on that front :/

Other than that its a solid effort with some good art and some polish like a full menu system and all which is not easy to acheive within ajam’s time frame.

Regardless well done :)

No worries, personally the bug happened everytime i just retried the game, like the level isn’t properly reset or something.

Thanks for givin my game a try and playing it all the way !

Glad you liked the art and music as well :D

Yeah the ships don’t really have pathfinding here so some of the larger ones tended to get stuck too often on asteroids in the levels that had some, so i kept them a somewhat small hitbox, one of the issue is that they sometimes feel unclear because for some reason the impact effect doesn’t always render on top as it should, so i’ll have to look into what went wrong here.

The purple mark is a Nav beacon that always indicate the center of the level to help with orientation.

Funnily enough i’ve had a friend who had the same issue at times when he playtested the game, and my guess is that because both allies and enemies pick random targets at the start of the level, sometimes the rng makes them all chose the same target, and when its the final boss ship, even though he has a ton of hp he’s such a large target that all the allie cap ships can end up killing it before the player even manages to get to it. Plus the enemies unlike the player don’t have any i-frames so they can take damage quite quickly.

Thanks for playing, glad you liked the artstyle and music ^^

Yeah went for a sort of blend of genres that i’d like to see and hoped people would like it as well, plus i felt that space pirates would fit the unstable theme even if just lightly XD

Awesome surprise !

I did not expect the time clone mechanic in this and it is quite impressive with how many of the player’s sequences it can replicate at a time. This makes you strategize on a whole other level since your past selves can also shoot you if you’re not careful.

Graphically i love the tiny character sprite with the blue cape, and the giant winged eye does look pretty ominous :o

Music is a total banger an it has quite a buildup with that terminal starup sequence.

My only gripe is that it is such an endurance to take the boss down even when you have a few clones shooting it doesn’t seem to take that much damage O_o

Other than that super fun and interesting concept, great job :)

Peak comedy with a cool game attached :p

SO i don’t know a whole lot a bout Touhou, but i was able to know this is what was parodied here. Plus the uber hard bullet patterns really seem like something out of these games so you did great there.

From the little i know about the ost as well, you’ve really replicated the style of the songs well and they sound awesome, bonus points for having a sound test in the menu to listen to them.

Artwork is amazing, shoutout to the lizard dude just chilling on his buoy, when suddenly 1000000 bullets XD

Way too hard for me, though i know this is more a skill issue than anything having to do with the game. I’m thankful for the unlimited continues though so i managed to get to the end cause i was curious to witness the insanity all the way :3

Good job ^^

Haha DAT scream :o

Honestly it’s a fun shooter and i think you’ve kind of undersold yourself by not having screenshots to show a bit more of the game and encourage players to try it ^^

I like the fact that your hp regens so if you manage to survive and doge well enough you can always get the upper hand back, the fact that the enemies leave a pool of damaging slime that doesn’t disapear between waves also makes for an interesting challenge.

The sprites are really cool as well :D

I think i encountered a bug, when i die if i retry there seems to be invisible invincible slime shooters all over the place which makes any retry attempt impossible :/

Other than this setback i’ve had a blast :)

Nice take on the theme.

The auto color switching mechanic is pretty neat with the projectile absorbtion and all.

My only gripe is the fact that you only have a big shot that uses almost all your energy in one go, this makes it a bit tough to use, cause you’ve got to be real careful which target you pick and even once you’ve shot it, if you autoswith colors you’re defenseless for quite a time and have alot to dodge :(

Other than that it’s fun and a cool concept, plus i like the bright neon aesthetic ^^

Totaly rad shooter !

I really liked this one a lot. The free aim combined with free movement plus the destructible projectile makes for a solid combination of mechanics, the risk reward aspect is also really well implemented where you do want to try and push the ship to its limits to get the extra dps for some situations.

Spritework is really cool with a lot of little details like the side thruster effects when you strafe. The alien designs do feel very alien as well, plus the games has tons of polish with these clean looking menus and smooth transitions.

Those 3 music tracks are awesome as well, you’ve chosen well they really fit the game.

Too bad the jam’s time only permitted you making 3 levels, though really cool that they are all complete.

Great work :)

Could be a good idea, although the explosive thing did add a bit of strategy to not just hold down shoot all the time so, but then again your game your call :)

Bindos 96 destruction ! oh wait no it’s the opposite gotta clean it :p

Fun little game, the setting is cool and the icons used feel very authentic and close to their actual win 9x counterparts (at least from memory XD)

In a way the game gave me vibes between retro OS and these old desktop gadget apps you could use to have minigames directly on your desktop screen, quite cool.

This just needs a bit more content to have more variety other than that it’s a solid game ^^

Very nice “rhytm” and dodge game.

I like the sort of turn based movement system with the grid for both the player and the enemies, even if it’s just dodging this kinda feels like the placement system in the megaman battle network games.

I really like the hellish setting, it’s so rad, plus the music is awesome as well \m/

Overall solid i’d just say the arrows when combined with other hazards can be difficult to dodge at times, i had a few situations where i couldn’t figure out a safe square to dodge both the arrows and the bats.

Other than that cool entry :)

No worries, just my thoughts but i hope it helps ^^ I think keeping it gamepad centric could be good cause you could even have a possible local coop mode with 2 controllers that way who knows. But yeah 87 way would be neat i don’t know how difficult it would be to implement but i’m sure you can do it :)

I see, i thought you could only complete the top line but then again i can be a bit dumb at times so this might be on my part :p

Fun runner game.

I like the concept and the gravity flip plus the jetpack jump mechanic makes this interesting. The mini shooter segments are also a nice change of pace.

I think i had a bug in one of these segment where i seemed to have spawned outside of the zone where you’re supposed to collect the gems, not sure how that happened but i was softlocked here :/

Other than this little setback it’s a fun entry, good job :)

Great and fun twin stick shooter !

This is really well made, i liked the 8 way arroweks to shoot in any direction while freely moving with WASD this makes it quite precise. The ship sprites look cool for how tiny they are, not to mention the awesome rift effect, also dig the fact you didn’t put any menus just fly your ship to a rift to start or another rift to shocase the credits :D

The song is fire as well.

don’t know what more i could say, cool game :)

Fire your harpoon and tow cables, go for the circles !

Jokes aside it’s a very cool core concept, the fact that you only have the tether to attack enemies makes this pretty tense and it works well to have separated the tether shot’s direction from the movement direction to allow the player to get some distance while trying to hook the enemies.

My only issue with this system is the fact that the tether can only aim in 4 directions while you have full 8 way movement, this made it way harder than it should be.

I think if you added the ability to aim 8way as well this would improve gameplay a lot ^^

Other than this this is a pretty original mechanic and i hope you get to add more to this cause it’s quite interesting.

Well done :)

Epic plane battles… IN SPAAAACE !

Really neat little shooter to be honest, and the fact you constantly autoshoot is a good feature that could make this have a mobile port.

Already been said but my issue’s the same, the gunshot sfx is way too loud.

Other than that no real problem, well done :)

Fun little sidescrolling shooter.

The random negative effects on the powerups is a good use of the theme, and i like the fact that you indicated what happened in the hud as well as having a timer on how long does it last to help avoid confusion.

2 small issues, while i like the limited palette you’ve gone for, i think the brown of the text is a bit to dark and doesn’t contrast well enough against the background color this can make things a bit hard to read, and the multishot powerup increases the volume of the shot sfx quite bit so it would be nice to change this.

Other than that it’s solid fun to play and the controls respond accordingly.

Good job ^^