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Ruddy

56
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A member registered 36 days ago · View creator page →

Creator of

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Nice game! The art fits the theme very well, and the choice of sound effects were very well made.

I love the aesthetics! And the game is quite fun!! With some very few tweaks I could definitely see this as one of those games that google has on some special dates, or even a replacement for the dinosaur game when the internet is down! Sound effects match perfectly the visuals as well! 

This is the first game I see that was made on Pico-8, do you use it often? How do you like it?

Interesting! Godot physics is something I haven't really messed around yet. I might try to focus on that in one of the future jams (this one was mostly about audio and trying some lighting stuff haha)

PS: having to kill ourselves on the "win" message was just mean hahahahaha

Ooh, quite an interesting take on the theme: you actually wanna AVOID ricocheting! The first level was quite a nice tutorial that doesn't hold our hands: the bouncing is not really like "you bounce everywhere like crazy and evetually hit the goals", it's like "oh, you wanna bounce? than BOUNCE BACK TO YOUR PLACE!!". And then the rest of the game the mindset is actually "let's be careful not to hit the wall, otherwise I'll ricochet back". 

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Really nice. You did a very nice job on scoping your game: it absolutely does not look half-finished. Smooth CPU movements, nice and simple graphics that fits perfectly the theme. Honestly, if you had 10 hours to make the game, I'd say you should do the exactly same thing and just  watch some movies on the other 7 hours.
How's the CPU AI? Does it check for the closest ball and track it's movement? It seemed unbeatable at first, but then I was actually able to win when the pink ball was super slow but also very close to it, and I threw the blue ball on the other side!


You mentioned Godot physics, is everything there done with the default Godot physics? Or did you implement any custom physics yourself?

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Very original idea. In the middle of my play-through I though "Oh, this is like a pool game and a golf game mixed!" and then I re-read the name and felt really dumb hahahaha. 

Quite a smart idea that fits the theme! 

Since you had some time left, some simple background music would be a nice and simple way of elevating the game. There is a lot of free music in the community! Some way to feel 'challenged' is also something I notice makes the players more invested (some countdown timer, or some score, or max movements, etc).


Also, games with HTML5 versions get much more visibility on most Jams. And I believe Gamemaker has some html5 export functionality built-in (that's what you used for the game, right?).


Good job :)

One thing is for sure, I did not expect to see a game made in Unreal Engine in a 3-hour jam hahaha. I'm completely unaware how much effort it is to develop on Unreal Engine, but I imagine doing this was quite a lot of work - specially seeing how the bodies interact with the environment when they get shot. I believe that jams like this one are really about learning and experimenting new things, and see how much you can push yourself within these 3 hours (or 5), and you and your team really accomplished this goal! Kudos!

Amazing game!! Very impressive what you accomplished in just 3 hours! Quite a few different mechanics, very cool graphics, nice music and sound effects, your game has it all. I wish you had also uploaded a web version, usually games without one get significantly less visibility, and your game definitely deserves visibility!

Thanks! My original plan was actually that hahaha. The enemies coming into the screen just to get hit by the bullet (but just as a visual thing, no changes on the gameplay itself to add aim or anything like it). But it was also part of the plan to have more than one music option and have a short intro, so I overscoped it quite a bit for a 3-hour jam haha.

Thank you so much!!!

Thanks!! Doesn't really get harder over time. It's just one song and then the game is over, and you can replay to try to get a better score. The time when the bullets come were hand-made, so there are parts when it's harder but then gets easier again to let the player breath hahah.

The game fits well the theme of the jam. Also, I quite liked how the enemies looked, did you draw them yourself? If so, nice work! Just a couple things felt a bit off: the sword doesn't go on the direction the player is facing, but it goes 90 degrees from it. Also, even though the game banner has a sword on a 45 degree rotation, we only throw completely vertical swords. Still, I prefer throwing vertical swords than going the more straight-foward approach of throwing round objects.

Overall, nice job :)

Super cool game! I really liked the art style. And it was a super smart idea to have the 'bullet' be a line and it's trace be a ball to give the sensation of a fast ball bouncing everywhere - really well done. Nice visual and sound effects as well!
Also, there are quite a few levels, and they are haaard, so I can only imagine that you spent a good amount of time on level design and play testing. Impressive!

Really cool concept. I also really liked how well the art style you chose for the sprites and font fit the game.

Merci beaucoup!!

Pretty fun! The idea was pretty ambitious for a 3-hour jam, but you did manage to deliver the main game loop. And congrats on your first ever jam! This was my second one, and let me tell you, I'd probably would not have been able to deliver anything if this had been my first jam ever haha

Nice idea, and very nice art. I love these kind of games. It would've been also fun if there were more than 5 possibilities and we had to choose only 5, to allow us to make the team with the most synergy 

I absolutely loved the description, and relate to it a lot hahaha. But unfortunately I couldn't play the game on the browser (firefox), I couldn't select any character (not even the intern). 

I'm not quite sure how it fits the Jam, but it was indeed quite fun to fly around crashing on everything haha. The graphics were also quite nice. Overall, this seems like a quite successful learning experiment

Oooh, that makes more sense! Still, good choices :)

Amazing art!! Really nice that you managed to even make nice idle animations for all of the characters in such a little time

Ohh, nice! I'll check it out! Thank you very much :)

Thanks :))
The middle levels are the hardest ones, by my experience. The first ones are still somewhat loose with the time, and on the last ones the power ups make it way easier. The the in-between is more challanging, and sometimes it comes up to luck

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Hahahah congrats on winning!
Yeah, the sound effects (and a bit more visual effects when changing CVs) and font were on the to-do list in case I had time. Sound effects specifically would have been the next thing after finishing properly the menus (the power-up menu is completely raw, I just had the time to add a vague power description before the time ran out). But sound effects is something I wanna prioritize next jam :)

Amazing how careful you were with details on this! The changing appearances, eyes, floors, moving background... And the fact that you didn't use a game engine for a 3-hour game game is absolutely insane and impressive. Any motives behind delevoping directly on python? Or just personal preference?

Fofo!

Insane art!!!

Ooh, sorry about that!

Thank you very much for the comment :)

Thank you so much!!

Yeah, I just realised after the submission that the music wasn't looping. Right after the submission I fixed the music, the text speed and a glitch where sometimes the beds wouldn't show ou the item wheel. But I'm actually very happy to hear that you staid until the music finished hahaha.

Thank you very much for the comment :)

Super creative idea! A thriller game where you're a roomba was not on my radar but definitely worked really well hahaha

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Thank you so much <3. Graphics were a struggle, I've been fooling around with pixel art, but this is the first time I actually used it for a submitted game haha. As for the music, there are some very nice people out there in the community that just make their wonderful music available for others to use, I found many wonderful ones (the credits + link to the musics are on the game page)! But music creation is something I wanna slowly tap into as well in the future

Just for drawing that simple character I used most of the last day. I could definitely have focused a bit more on making the game loop itself more interesting, but I didn't like the idea of using free character sprites for this game. And since I need to improve my pixel art much more than my coding, I decided to focus a bit more on having the 'basics' in place on my own, even if it meant having a simpler game at the end :). 
Thank you very much for your comment, made me very happy :)

Thank you so much!

The original idea was to be able to combine with multiple different things, and have a 'score' based on how much you have repurposed your things. That's where the game would have been headed if I had more time hahaha. This was my first game, so many things were slow to get off the ground (a lot of learning involved). But things were done in a way that's actually pretty easy to extend, the major time spent on creating new items is actually drawing them - which I'm terrible at hahahaha. I had to pause the new mechanics (score system, etc) to start drawing some things to have at least a few objects and be able to submit the game

Ooh, weird! On Windows it was working for me, but I detected the bug when I exported to HTML and saw that the beds were not rendering. But it should be fixed now anyway :). Thanks for the feedback!

Oh, actually, what is your OS? I think the beds might only show on Windows hahahaha. Windows is not case sensitive, while Linux (and maybe mac) is. I cought this bug after submission, so its still in, but I believe it affects only the two beds (the broken one and the fixed one)

Thanks! Which UI? The wheel or the craft UI? Was it everything or just some stuff? I had a few bugs about things not showing up before submission, but fixed everything that I could find. I'll look into it and see if I can replicate 

It's mind blowing the amount of work you were able to do it just a bit over one week. Really, complex systems, a looooot of assets, many different mechanics. This feels like an alpha version of a trully big game.

Usability-wise, it was hard to read some things because of their color (blue text on top of a dark background, etc). It also took me a while to figure out the controls of the main game loop. 

But it's truly impressive how much you accomplished 

Really nice background effects!