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QuantM-Labs

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A member registered May 31, 2021 · View creator page →

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Very interesting take on the theme. Love the good movement...though it would be nice perhaps that the ship slowed down (Yeah I know space doesn't cause slowdown :D) a bit after shots...It does get frantic, but when you figure out you can use meteors to hold you in place, it gets better :D UI does feel a bit flunky at points, but that to me is not really part of gameplay.

Hi sincere gratitude that you tried the game. I know that there was quite a bit lacking from the game (ingame instructions was the least, good camera working was even more). This will be adressed in the next version. The towers are basically locations that should not get you stuck (but I did manage to do that myself as well) but rather places that knights will attack you (but it will give you profit to beat them). I am sure a one week jam would have done plenty for many games though :D I will definitely release the game in a more polished and complete manner (with around 5 to 6 levels, with different difficulty and the last 2 being massive as I had initially envisioned (with the mechanics I had on Friday, check my Postmortem for the reasoning). I am sorry though that your experience wasn't wat you expected, nor what I hoped it would be for most players. All feedback will go into the backlog and be processed into the game if possible.

Looks a bit like my game...this could have been an approach I could have taken. Like the polish, do think the game could use a bit of tutorial, but hey 48 hours...wow. I think it did show an interesting concept. Well done.

Thank you for trying it out still. Not every game is for everyone. There are quite a bit of issues with the current build I can not dissagree.  Thanks for your valuable feedback.

Great advice...will look at that. And yes, next update the camera will be fixed.

A bit of a camerastutter, but overall a fun game, especially when you figure out the rotatable blocks...also block arrows.

Simple yet effective :D

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A great different take on it. The only thing I found was the difficulty with that it said blue but I still couldn't touch the blue cart... :( I will try again. Ah...you can rotate the character! I expected different colour carts...lol...this makes it different, but not easier. Fun!

Thanks, I have seen better games but thank you for having an open mind. I hope to iron out the issues in colliders and camera setup.

Ths game deserves  a bit more attention. It comes close to one of the early ideas I had. There is potential in this game.

There really are some awesome games in this jam...there are the simple ones where they use the same setup as many, but often with an interesting quirk.

I think my game is a bit different, though I found two other games that aimed at using the same mechanism...

Want to try and be the first to finish the first 3 level? After the update next week it will be easier, but the last puzzle is a hair pulling one...even when I know exactly how and where to click.

https://itch.io/jam/kenney-jam-2021/rate/1166848

One thing I noticed was the circling hovercars were connected to the movement of the player...when moving to the right..they seem locked to the elevator.  But definitely nice one.

The turning feels really smooth, but when fighting the first plane I felt there just a bit to little time to turn and aim correctly (which in it self made for nice frantic tries :D )

Thanks for playing. The camera is one of the most annoying things (besides the colliders that I had to rework). Next update I will put raycast instead of mousedown and also disable the collider on the tile you are standing on (though in at least one situation it is almost required to turn the tile you stand on,)

Wow...even with the increased difficulty after already some early levels it is just awesome.

This game would have been easier if you had just made it to WebGL. The speed was.....too low to be playable...If you up it, it will likely make it more fun.

It is fun once you find out how to get the enemies...or the stuff flying about. Another funny thing is that when you move through a doorway WITH an astroid, the sprite of the tractorbeam gets wrinkled... :D

What a great way of building up the rotation which do come back in real life though. I can imagine more animations on the pickup of crew etc. Really like the idea! Both control and pace.

Afraid so. The colliders on the pathways are annoying after the last update (just before submitting). I have the solution, but will do that in a week :D Thanks for playing.

Just....simply...awesome. Not entirely great how the popups come when you are in the middle of actions, but that is okay.

Thank you for calling it 'a bit', you could just say A lot. And yes, perhaps the timer is an idea...have been pondering over the way to reward the player.

Thanks...the collision is a huge issue indeed. I wanted to disable the colliders when entering a tile, but didn't have time to do that last part (the colliders on many items have been halved, so they couldn't get in the way...but still...especially in the city it is terrible.

Still fun!! Even with the new bar and all.

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By all means. What perspective on Rotation is here? Platform going up. :D Now I can actually see the world before falling, the lunge works, but that 'rotation' would be the only part in it...I understand the subtlety you might have wanted to put in the requirement of rotating the sprite so it makes it to the next platform, but I still find that a very ....minimum :D (Hey, not saying my game is any better though. Your controls and camera are more solid by far).

I recognize the setup...it works smooth, though I have the feeling that the center of the rotation is a bit off (perhaps on purpose though). It is fun, nice soundeffects. Something my game lacks.

Yeah, looking forward to more levels :D

In my opinion the best one (and most anticipated one) I have played. Only thing is the physics of stuff on tables when the table is taken away :D Oh and when you are outside, the colliders cause the storm to not be able to move to the side of the playfield anymore. But that is expectable.

The game would have been better if you had left the 'support the game' out of the screen. Still, I don't see the theme come back in this game. 

After 8 laps I got a bit dizzy :D don't know if it was the lack of food... :D

The speed is very nice, the fact that the keys stick to the ball is cool....the way to get past the 'wormhole' without accidentally jumping back in is nice one, as it is also used in later levels :D. Must say the colors aren't that great for a long play through :D

Yes, the camera is Cinemachine, but badly setup....aka little time. Thanks for the reply and time you took to try the game. Hope you made it into the castle. :D

The imagery implies something....more...just a shame you likely didn't have time for more...The rotation in mousewheel....a longshot but it is ...sort of a rotation. Still fun to run through it...likely better than mine.

After 4 or 5 screens it really gets your head spinning :D

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I think your game is pained by the same issues I have: Not enough time to test. The menu looks nice, but besides start there isn't anything working. This means you have to jump in without knowing which buttons to press. Ah, due to the square size of the web version, I didn't see the explanation. It is there...that helps :D

Very interesting way of using the theme in a simple but effective way. Especially the speed change in the rotation helps get you hooked.

Sorry, but this is not even remotely a way to interpret 'rotation', 'rotating between two tasks'. The player isn't rotating tasks. All it does is do a double sword. Sorry, no points from me.

Played the game, only didn't make it before the end of voting time. It is a great game. Simple albeit working. Especially the coal coming down and there is the chance it gets turned into gold. Shooting doesn't seem to do much on Midases. Also you show in the image you can fire diagonal...which you can't :( . Not a biggy, overal response is Atari like :D

Thanks for playing.

Yes, this would be possible with New Input System (even the old one if setup correct). I initially implemented the onscreen joystick for mobile play. But as the jam isn't about that, I removed it. It was still in the settings though :D

The second and third level (there were supposed to be 5 level and 3 playthroughs) were not finished with models, as our time was cut to approximately 8 days (meaning 4 active days total). I am pretty proud of what we did and we recognize that with a full 2 weeks we could have done better :D

It doesn't play. The start and end button don't have interaction. Perhaps you put a raycast layer over it that blocks, or the game can't load the next scene.