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rcwnd

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A member registered Mar 21, 2020 · View creator page →

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Nice one, although the mechanics don't really force you to combine them in any meaningful way. But it has a lot of potential. I "played" on the background until some upgrades started to cost more than I had valid digits in the score :D

Very psychedelic experience :)

Egg2D physics engine! Love it.

Straightforward fighter with simple but actually pleasant animations. Controls are a mess though :)

I have a daemonic pig for you but it's little bit sketchy :P Enjoyed this one actually


Great engine, the underwater effect is really cool :) The actual gameplay could  be a little bit faster.

Oh, that intern in level 5 was absolutely coconut. Levels after that were easier than that. Very cool idea and execution! That was very enjoyable.

Levels could use some more interesting choices. Did you get this idea from the horrible ads which are everywhere? :D 

38 was my best :D I challenged myself to have at least 30. Very simple idea with very nice execution.

Ok, I'm very bad at this :) Nice GUI though

Little bit luck based, because I always got the color which there was only one thingie.. Nice graphics :)

It took me a little while before I figured out how to cut them correctly. Pretty smooth overall :)

that bird scare screen is really cool :)

It's either very hard or I'm missing something. I'm always getting gangbanged at the start. Interesting graphics style though

Hell yes. This is so simple yet so re-playable! Discovering new mechanics was super enjoyable. Together with minimalist yet beautiful graphics and sounds, this is really great! Maybe the difficulty curve is little bit too steep or probably I'm just lame...

Nice, it reminds me one my really old game which I was making for retro jam in DOS :D Levels are too easy, but I know the pain of creating levels on the last possible time very well. Finished with score 667 :)

Totally understandable, haha. At the beginning the player's object was circle - imagine the motion sickness from that!

I didn't understood the mechanic at first, but because of that I think I found a bug. Or maybe I'm just that good :)

I like the generic idea and even without reading description for your game, it was my first impression that it looks like old monochrome X desktops or early macos. Very cool!

I'm not really sure If I understood that shop or what it was on the level end, but I managed to get somehow far even without it :) Nice little shooter!

The intro on the second song is so looong :) But good atmosphere overall, I missed some score or some kind of positive feedback i'm doing things right. Other than that, good job.

Thanks for the review! And yeah, I was hoping to include more levels with some other mechanics too, but there was no time. The bonus levels are actually my attempt at creating the last level in the game (level 7) - but I found them too hard to include them in the final version. The crash is expected behaviour, haha!

I plan to release more polished version in the future, with more levels and mechanics :-)

The puzzle mechanic is definitely creative. Sometimes in later levels it's hard to tell what time the clock shows exactly and one wrong step can mean level restart.

Well, it's a start :)

I had to read the manual, but somehow it's highly addictive then! I could definitely see this as some quick mobile/web game, the game mechanic and idea is solid :) And finally I found single lua file game, hehe!

This is also nuts. Just differently :-)

Too bad that the levels feel the same, and the "real" counter-balance mechanic is not really used, but I can definitely see the potential.

That's great shoot'em'up, like there is nothing to complaint about - except maybe there is too much content for jam game! :-D The aesthetics and execution is wonderful. Do you plan to release the source code? I would love to see MoonScript in action :-)

Reminds me of minimetro but with more micromanagement. I find especially funny that you can say "Oh F it" and go away through the door to never be seen again. Pro tip: don't pack .git folder to the distribution package next time :-)

With better graphics this would be actually quite fun! 23 TUT-TOO served.

Won all three maps, but it gets repetitive very quickly. It's not really obvious if the units have some kind of bonuses vs other types, but it actually didn't mattered in the end. Accidentally discovering that pressing A is auto attack changed a lot :-) As a template for turn-based hexagonal game it's very good. Also highly readable code for the game jam, that's always nice.

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Basic working blackjack with nice graphics. When you look at the history of the operating systems and programming, black jack variants were among one of the first games implemented ever. So history indeed. Two things - it would be nice to have Win and Lose screens look different, in extreme case when you bet everything in the first round, it's not clear who won. And try to not use so much global variables in the code next time, there are much more sane ways how to organize things :-)

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Ahhh. Yes I think I know what's the issue here. I'm using vector2d implementation which uses FFI. I had problems with that on Android too - I believe it will be fine on x86/x64 - probably the arm binary is missing.. edit: it's interesting that it runs fine with 12 though. I live in belief that the physics API changed drastically. I will test this tomorrow.

I'm still on Love 11, I didn't get used to new box2d API .. yet. Game will not run on 12 I believe.

Haha, yes, the camera is crazy, that was the intention. Thank you for valuable review :)

Btw I didn't expect that effect when flying of the map too. It felt rather pleasant so I keep it like that and didn't bother to add map boundaries.

Ok, I probably don't have your enthusiasm for organizing the inventory, so it got repetitive too quickly. But the UI is pretty good, also nice color scheme. Any particular reason you went with a Love 12?

Nope, I'm regularly lost on this one. I'm not sure what I'm doing and I'm always losing - it's also hard to understand what the UI effects means in terms of gameplay. On the other hand I always peek at how others are writing the source code and yours is nicely structured and easy to read :-)

I'm not sure what was the point, but I'm not really complaining. It was somehow relaxing. Pick weird tuna can here and there, walk over there, lock some picks, play some weird pexeso and wait for nuclear explosion. Then just enjoy waiting for the end of the world while having 10 uranium rocks in your pocket. The matching minigame was actually nicely implemented.

Took me some time to understand what to do and how to beat the computer. Once I got it I was able to beat it almost all the time - except when I forgot which number was doing what. Quite nice for one day project. Consider releasing the original lua/non-web source code, so others can learn from it :-)