Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

ProgrammerOnCoffee

80
Posts
10
Followers
A member registered Jan 20, 2025 · View creator page →

Creator of

Recent community posts

Simple and fun!

  • I would have liked some kind of goal (e.g. trying to gain as many points as possible).
  • Starting and stopping seems to be delayed slightly.
  • Once you lose, the song starts over. However, the song from the last round doesn't stop, so the song is playing twice at different times.

Good work!

I loved the art, especially the cutscene at the start! Aiming while moving took some time to get used to, but it was a nice touch once I got the hang of it.

Unfortunately, I had no idea how to complete the below minigame and couldn't progress any further. I clicked all over the screen, but the bottom right thing would never break like the others had.

By the way, clicking the full screen button seems to break the game.

Great work!

Simple, but fun!

  • There doesn't seem to be a difficulty curve. I would recommend making it start out a little slower and increasing the speed over time.
  • I expected to still be able to pick up cheese while it was fading away, but I wasn't able to.
  • The high score doesn't update after rounds.

Good work!

I loved the presentation, but the game was too difficult. The randomness involved in which parts were generated left winning largely up to chance. The short duration of the game lowered the probability of winning even more.

It would also be beneficial to either add a way to skip the intro or only play it the first time the game is played.

Still, this was fun! Good work!

It took me a while to figure out how to pick up items. The main problem I had was that I needed to stand slightly under items in order to grab them. The game would greatly benefit from a more clear tutorial.

Once I figured that out, this was fun! Good work!

Nice presentation! I had fun with this one, although the concept could be expanded upon in the future.

  • I would have liked the ability to pan across the map without moving the ship.
  • The UI could be a bit clearer. The text and buttons are a bit small, and it took me a moment to figure out exactly what to do.
  • Trading could be more balanced. It was very easy to win once I went to the planet all the way to the left since everything was in very high demand.

Great work!

Loved it! I made it to the endless round and earned 42500 score.

I wouldn't say that this fits the theme perfectly, but aside from that, I really can't complain about the game itself. Great work!

As others have already said, the ship moves too slowly to get to fuel unless you're already close to it, essentially making this a game of chance. Perhaps you could also add some obstacles to dodge along the way to make it more challenging.

Aside from that, good work!

Thank you for playing and leaving your thoughts!

Thank you for playing!

Thank you for playing! I didn't have as much time to balance the levels as I would have liked, so I apologize if some parts were too difficult.

I loved the presentation, but the gameplay wasn't the best.

  • Obstacles were too spaced out (pun intended) and were far too easy to dodge. All you need to do is move all the way above or below them.
  • Because the camera was tilted down and objects didn't appear to come at you head-on, it was sometimes difficult to see where you needed to go in order to avoid them.
  • Time may not have been your friend, but I would have loved to see obstacles other than ships and flat planes with a brown texture.
  • I don't see much of a point for shooting when, yet again, you can easily move out of the way of other ships.

Aside from those observations, this was fun! Good work!

Very fun! I felt like enemies spawned far too quickly in the beginning. I was never able to fully recover from them. You might want to consider decreasing the spawn rate at the start and increasing the rate over time more slowly.

In the second round I played, I tried the "Wall Bounce Bullets" upgrade. Continuously running into the wall made it far too overpowered. I got a score of over 111,000 that round.

Good work!

Nice presentation! I would have liked more levels to play - it ended just when I was getting the hang of it.

  • In the tutorial, the videos don't load.
  • Once you win, the end screen keeps loading over and over.
  • I would have liked a clearer indication that the power shot was ready (e.g. sparkles around the ship). The screen didn't start shaking until after charging for about 2.5 seconds.

Good work!

Perhaps it was just me, but it took me a while to figure out how to actually collect and sell trash. I spent several minutes trying to hold on to trash while backing into the station before I realized that I needed to buy the storage unit. Equipping it by default or showing the user a more prominent prompt to buy it would be much clearer.

Once I figured out what to do, I enjoyed it! The presentation is great. I would have liked if the concept was developed further, but I know that with the time constraints of a short jam like this, you can't add everything.

I understand that the prerequisite may have been hard to work around, but I felt like the controls weren't the best. Moving the mouse back and forth between thrust and direction while trying to collect trash at the same time was tedious. Mapping the scroll wheel to thrust instead of FOV might have made it much easier to control.

The sound volumes need to be adjusted. I had to turn my volume extremely high in order to hear the ambience. Little did I know that the collision sound would be at a much higher volume. I was using headphones, so that was unpleasant to say the least. In addition, the ambience doesn't seem to loop.

The first storage upgrade says that it costs $100 even though it is actually only $50. The same goes for the thrust, durability, and sell multiplier upgrades - they say $100 but each cost $30.

Aside from those comments, I did enjoy playing. Good work!

I loved the presentation! This was very unique. My only complaint is that the gameplay was a bit slow, as others have said

This is easily one of the best games out of those that I've played so far. Great work!

Great presentation! Forcing the player to shoot in the direction they're facing made it challenging.

I liked the addition of the healing areas. I did see that more spawned on occasion, but I would have liked them to appear more frequently.

If there's a practical purpose to the additional ships that you can unlock, I didn't notice it. It would be nice if each ship had different statistics, but that might be too much to make during a game jam.

One complaint I have is that it was easy to be swarmed by ships and hard to recover from more than a few of them. It would have been easier if they had spawned less frequently. Perhaps you could then increase their spawn rates over time. You might also consider imposing a limit on how many enemies can exist at one time (or if you have already, consider decreasing it slightly). Again, this limit could be increased over time.

Great work!

Nice concept! I liked the story and the art style.

After pressing the move button, I was forced to wait a moment before being moving again. I also had problems when trying to line up with the constellations - I had to look to the right of them. Looking to the left of them would move the ship in the wrong direction.

Good work!

Thank you for playing! I wanted to add larger and more complex levels, but time was not my friend.

This was fun! You did an excellent job of gradually introducing the mechanics to the player before launching them into the full game. Requiring the player to collect asteroid cores and making the aliens passive until provoked are both good and unique ideas.

I liked the design of the controls, but having to move the mouse and actually click each button was very tedious. Perhaps you could "bind" the mouse buttons to each control and "press" the buttons on the panel when a mouse button is pressed.

Good work!

I was in a rush at the end, so I suppose I didn't spend enough time smoothing out the difficulty. Level 6 was the last level, so you didn't miss anything after that other than a "mission complete" screen.

Thanks for playing! 

I loved the presentation! This was fun, but I would have liked more to do.

As others have mentioned, it starts of a bit slow. The ship's hitbox felt too large - asteroids seemed to hit it much too early. Additionally, it looks like the seed isn't randomized when the game loads, causing hearts' and asteroids' spawn directions to be identical in each playthrough.

Great work!

I liked the concept, but the game itself seemed very broken. This happens shortly after each round begins:

After that occurs, you gain invincibility.

Nevertheless, I loved the presentation! Good work!

I loved the concept! Whether or not you receive a high rating for it, I admire your creativity with the prerequisite. This is certainly one of the best submissions that I've played so far.

  • I found that the ship occasionally lost health randomly, even when it didn't appear to hit anything. It also sometimes lost health when picking up mice.
  • The ship spins when straight thrusters are used.
  • The game lags severely while dialog is being written.
  • It would be helpful if you made dialog stick around for a few seconds after writing it. I sometimes missed what was said because it went away too quickly.

Great work!

This was a fun take on the theme!

  • I would have liked to have known what each powerup did. I never figured out what the purple and yellow ones were for.
  • The game really started to lag over time and the console was flooded with errors ("Screen.GetDisplayInfoForPoint is only supported on Linux, macOS and Windows Standalone.").
  • It would be nice if each trial ended as soon as you succeeded or failed instead of waiting until the time ran out.

Good work!

Wonderful presentation! Simple, but enjoyable.

The ship had a tendency to drift a bit when stopping while the screen was still moving, which made it hard to control. I also noticed that the score doesn't reset after rounds.

Great work!

Thank you for playing!

Good work and great presentation!

The ball sometimes stuck to walls when moving slowly or bouncing off at small angles, which cost me a couple strokes. Other than that, this was fun to play and easy to understand.

Thanks for playing! I'll see if I can fix that issue in a future update.

Thanks for playing! I'm happy to hear that you enjoyed it.

Thank you for letting me know about the level not restarting. This was, of course, quite rushed, so I'm certain that a few bugs made it through.

I made the goal for the bullet star three shots (enemies + satellites) so that you can also shoot the enemy if you want to. I'll change the wording like you suggested.

Very good graphics and music! This definitely fits in with the theme.

Unfortunately, I believe I found several bugs.

  •  Going back to the title screen while the slots were spinning caused the slot sound to keep playing until the slots were spun again.
  • I sometimes found that I wasn't able to buy items in the shop, even if I had enough money for them. This may be because I gained money from the slot machine after the round was over, but the shop didn't update which items could be purchased. However, I also encountered this when I had exactly 25 coins and didn't use the slots.
  • I'm not sure that things purchased in the shop, specifically the faster and larger bow upgrades, actually had an effect the next round.
  • I don't think that the bow's hitbox was updated when it grew, which caused the arrow to pass through it.

Great work!

Thank you for playing!

Much of the feedback I've received has regarded controls, so I've already made many changes. I've added editable hotkeys and scroll wheel navigation. I've also made it possible to rotate pieces simply by clicking them, whether or not the rotate tool is selected. In favor of that, I plan on removing the rotate tool entirely. I will also make it possible to move pieces by dragging them.

I haven't considered a "replay" option, but I have added next/previous level buttons that would allow you to go back and solve a level again if you so wished. I do plan on adding more types of pieces, but I haven't decided what they will be yet.

I appreciate the feedback!

Very fun gameplay!  After getting the time jumping mechanic down, I thought it would be easy enough. However, the concepts of shooting and crashing into yourself made it challenging! I did manage to win after several attempts.

I agree with the post below that a smooth transition between frames would do a lot of good. With sounds, more polished graphics, and perhaps a few more levels, you could make this into a nice, full-fledged game.

Great work!

Very nice concept! The game itself was fun once I got the hang of it, even if the art and sound aren't the best.

I did encounter two bugs. Twice the ball flew out of the map when moving fast. Once I couldn't move, and no enemies could attack me.

Great work!

Nice take on the theme! This was fun and easy to pick up.

I found that the old line disappeared before releasing left click, which is not how it was worded in the description. I also would have liked the ability to draw during the countdown.

Good work!

I like your take on the theme. I would agree with what many others have said about adding more questions and randomizing them.

I'm unsure why, but sometimes I could get more points by clicking random buttons multiple times than by clicking the correct button one time. Clicking the correct buttons only got me around 30 points, while I was able to get up to 70 with incorrect answers.

Good work!

The gameplay is simple, but enjoyable! I wouldn't have minded seeing more mechanics and levels, but you have a good amount of gameplay for such a short jam. I did notice that there isn't a limit to how quickly you can dash, so if you right click rapidly, you can almost fly.

As for graphics, the gentle animations on the creatures are nice. The music is good and fits the game well. For a second game, this is great! Keep up the good work!

Great take on the theme! You managed to fit an impressive variety of movements into one button!

I did struggle to get all the movement sequences down, as others have mentioned, but I can't imagine that that can be helped much when only using one button.

Good work!

Thank you for playing and leaving your feedback!