Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

rcortes

26
Posts
1
Followers
2
Following
A member registered Jul 13, 2020

Recent community posts

Looks cool but I couldn't play it because of severe lag

That's amazingly well polished for 48 hours! I'm a sucker for satisfying factory puzzle games so I'll have to give this a 5/5/5

btw for everyone else, the T is made with a 180-rotated L and a horizontal I

Game crashed when I was at 55 crystals :(

Really good concept though and fantastic execution. There's something really satisfying about exhausting a vein of crystals and then whipping that entire branch of pylons across the map with all your units marching behind to reach another vein of crystals.

One bug I had was that there was this pylon making unresponsive miners, so I just had to make another pylon and make the miners from the new one.

Really cool concept and very polished visuals. Quite a short game but fair given the time limit and the level of polish. You should expand on this idea!

Please actually upload the browser version next time... or don't actually

yeah better you don't

Pretty fun mechanics and concepts. A few points though:

- The jump is a bit floaty and it's difficult to land and jump again without the shadow catching up. This could also be helped by increasing the delay between you and the shadow, seeing as the shadow is pretty much right behind you.

- The death animation is way too long and it's frustrating having to go back to the main menu each time you die. For a challenging platformer it should be a quick death animation with the player immediately restarting at the beginning of the level (think Celeste or Super Meat Boy)

Good work overall, the mechanics and the level design look promising.

Mate I have no idea what's going on.

Maybe put some instructions on the page?

(2 edits)

Really cool concept and readable visuals. Once you start getting more and more helpers it really becomes a fun chaotic mess

Perhaps a visual or sound indicator for when your anger becomes high to communicate why your helpers suddenly start shooting you would be good. It's not entirely clear what is happening the first time it happens. Maybe you could also experiment with bigger and slower bullets to give the game more of a bullet hell feeling (similar to Enter the Gungeon).

With more weapons and power-ups, I could see this being really fun

Cool presentation and a good concept. I feel like the controls could have simplified down to just A/D for the squid and left/right arrow for the fish. Having to pay attention to which direction they're facing when you just want to rotate isn't too intuitive, whereas if you just press right arrow to steer the fish clockwise for example, that might have been a lot easier to control.

Really nice presentation and a cool idea. I think maybe a cool down indicator on the bone throw would be good as I found myself spam clicking lmb

Pretty fun concept and could make a good mobile game after a bit of polish. There's a few bugs  with the dog getting stuck on walls and the ball going crazy when restarting the level.

Cool idea for the theme, but I already struggled with level 2 so I didn't even try level 3.

I think it might have controlled better if the characters didn't have acceleration, seeing as you have to make some pretty precise and fast maneuvers. Also, as a fast paced game where you die a lot, I think the levels should automatically restart similar to Celeste or Super Meat Boy.

Cool game overall!

A platformer that controls well, but it's a big stretch thematically. Yes technically robots are all "joined together" by the mainframe, but that doesn't inform the gameplay in any way

Really cool concept, though the fact that the platforms are rotated 180° from each other was a bit confusing initially. I thought at first the strategy would just be trial and error, but it turns out the non-destructible platforms served as good indicators as to where to finish which made the strategy a lot clearer, but still engaging. I really liked the Swiss cheese one where you have to clear the whole board except for one row so that you can return to the non-destructible tile to finish the level. Another cool one was the two-halves make hole level where you have to clear one half on the bottom, teleport, and clear the remaining half on the top.

Really cool presentation (reminds of those pixel art gifs from the very early 2000s). The camera angle was a little steep so navigation took some getting used to. It could have also used an undo button, especially for the longer levels, though I realise that is probably harder to implement than the reset button in just 48 hours.

Excellent game! 4/5/5 stars from me

A fun mechanic and controls surprisingly well for a 48-hour jam. It could use some visuals for aiming the ball (i.e. showing the trajectory) as well as for the chain itself. There were also some weirdness with the collision of the ball where the player would fall slowly when on top of the ball.

Overall I could see this mechanic doing well with some more levels and puzzles, good job!

Good idea, but the levels could have been more readable (better lit) and the swinging controls are a bit awkward to use. Maybe instead of a rope it could be a straight line connection with a bit of stretchiness - I think that would be more intuitive.

Also not sure if it was intentional but you can basically fly if you spam space

I'm not sure if I had a technical issues but the music was completely off tempo with the counter on the bottom right which made it really annoying to play. But barring that, the concept and visuals are excellent - I'm sure I would have loved it if the music was on-beat.

Short and sweet, pretty solid controls, and the concept is pretty fun. I also like that you had infer what the new key bind did from the obstacle in front of you instead of it being given directly. You could have taken it a bit further by adding more controls like attacking or dashing and then have the player chain those together, maybe have them change as a damage penalty - but the time constraints are understandable. I do think that the presentation is holding this one back quite a bit though.

(1 edit)

Fun concept but the execution could use some work. 

  • In terms of platforming, the character could use some acceleration and better air-control to make them a bit more fun to run around with. 
  • I like the idea  of rhythm based platforming, but the communication about how and when the elements of the stage respond to the beat could be clearer. For example, you could have the platforms blink twice before changing (kinda like those blocks in Mario 3D World).  Colour coding  or distinguishing in some way the parts of the stage based on when they change would also be ideal (e.g red blocks change every 3 beats, yellows every 2 etc. this could be changed every stage). This way the player doesn't have to sit there and figure out on what beats each part changes - as long  as they're keeping track of the beat of the music and they know the colours they can respond immediately. The blocks could also have some sound effect when they change so that the beat they follow is a bit more intuitive.
  • Though the game is promising, I'm not entirely sure how it fits the theme. But hey, I guess that doesn't really matter if you're gonna make this into its own thing.

But aside from that, the music fuckin' slaps. Hats off to you guys for making it under 2 days.

Really cool concept with adorable visuals. The execution of the leash controls could have been a bit finer. Maybe you could assign each leash a key to select it and then have the player scroll the mouse wheel to extend/retract as using the cursor feels pretty unresponsive.

But hey, for the dog bark sound effect alone it's GOTY for me

Gorgeous visuals and a really cool concept. I wanted to enjoy it more but unfortunately the performance was struggling quite a bit, both in browser and downloaded. But technical issues aside, I'd love to see the mechanic taken further if you guys do decide to continue the project.

Crunchy and satisfying gameplay

It was challenging, sure, but fun enough for me to keep trying until the end.

A few pointers and ideas now that I've thought about it a bit more:

  • Asteroids collide with the edge of the screen which is a problem when the player is approaching the edge and an asteroid gets caught in between. When this happens it'll just bounce around a bunch taking way too much health off the player; instead it should just fly off.
  • I've heard complaints about the default sensor range being too short but I think extending it would negate the usefulness of the sensor kit. Maybe instead, use a radial fog of war around the player which could be a bit more generous than the current forward sensor range. That way you add the extra challenge of not seeing your sides while still making the forward range a bit more reasonable without making the sensor kit useless.
  • I like the idea of the life support, but I'm not so sure about it only ever pausing the timer rather than topping it up. Though this adds to the challenge, I feel like it eventually forces the player to give up one of their kits for life support no matter how fast they are, which effectively reduces the player's kit capacity to 1 as the O2 kit doesn't really add anything gameplay-wise. Perhaps instead, they could work as their own pickup where the player temporarily loses access to their current kits for say 5 seconds in exchange for a top up of like 20 seconds of O2. That way they're not just freebies but they have their own risk vs reward balance. It also prevents 'safe' strategies where the player is just inching along cause they know they have unlimited time.
  • If you do want to take the game further, you could add more hazards and weapon types to expand the range of repair kits you can pick up (as well as increasing your capacity to maybe 3 to allow for more combos). 

I don't expect you to agree with all these points, but just some thoughts for where you could take it if you decide to keep working on it. There is definitely a lot of promise here.

Controls well and with really nice presentation. I feel like it lacks player driven urgency though, maybe if you added some hazard like a fox running around that you constantly had to shoo away, and some penalty for losing chickens.

Pretty promising though

I really like the idea of the player losing basic abilities by taking damage, but I think the base gameplay is a little too sluggish to sustain the concept.

Best one I've played yet. There are so many interesting combos to try out in this game, my personal favorite being sideways movement + sensors where you can just swerve around the asteroids at full speed.