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RedTeapot

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A member registered Jul 07, 2020 · View creator page →

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Usually people leave comments and ratings on the submission page. Sometimes discussions about a game happen in the Discord server but usually that’s not the case

My poor space bar! Took a few attempts to get the hang of it, but I won. I wish, though, the game didn’t end that fast because the win screen appeared right when I got used to it. Instead, maybe the police car could catch up or something.

In addition, I thought that I needed to press the corresponding Shift key to move to the side (left Shift for left side, right Shift for right side), maybe an interactive tutorial could help (with pop up hints or something like that).

Nice artstyle though, great job!

Spent way too much time hovering the play button for its sound.

Got almost all rings (9) without hints, one that wasn’t intuitive to me was the bloodstone + reducing enemy damage one.

The concept of OP rings sort of reminded me of Noita tbh. Overall, great graphics, sounds, pretty much everything!

The graphics is decent, the splashes sort of reminded be of Tag: The power of paint (the predecessor to gels in Portal 2).

However, I think the gameplay itself could use more action because for the most part it’s waiting until a power-up spawns and hitting the corresponding key. Maybe if it was a rhythm game or if it had some tricks/combos it would be more fun.

I liked the fact that you placed the character in the menu. Nice job!

Gameplay reminds me of that XKCD, very addictive. Liked the graphics. If only the physics was more deterministic because some of my more fun setups only worked half of the time. Nicely done!

Took a bit to get the hang of it (starting from the title screen, kek) but once I got it it was quite fun! I liked the enemy introductions.

My main gripe is that a lot of things were not obvious to me, like which unit is attacking now (I had to guess by the UI color and the abilities) or the fact that spinning the wheel is a good thing (initially I thought I should avoid that).

The game looks a bit unfinished (not sure why - maybe it’s the backgrounds or discrepancies in the sprites), although since there’s quite a few characters I can imagine where the time went. And most interactions seem to be animated which is a good thing to have.

Great job!

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Thank you for playing! Erasing the slots is one of the intended solutions at least in some of the levels. So that’s fine (at least for us) as long as it doesn’t make levels too easy.

Btw, what’s an im-sim?

Nice game, and fairly polished too!

I have some comments, though:

  • Would be nice to be able to stand on a tile for multiple “ticks” because at times I had to move back and forth to synchronize the characters
  • Maybe some movement animations would be nice, but don’t fall into the trap I fell in when making our game, making the movement sluggish
  • Not sure about the characters restarting from the very beginning each time. Maybe some checkpoints would help

Otherwise, great job!

What might be another way to deal with this is to have an Itch API that would allow to get information about a submission and remove/disqualify it from your jam. If that was a thing, it would be possible to create automation that does that according to whatever the preferences of a specific jam host are. I know there are ways to get some data but AFAIK it’s not enough.

Pretty creative take on the theme!

I like the graphics, but the music was a bit repetitive. My main gripe is with the controls - I still don’t really understand how it works. I get the pressing LMB and releasing it part but I don’t understand what the arrow means. Also, it feels like sometimes it bugs out or something.

Had fun with it nonetheless, so if you iron out these issues it will be quite a good game!

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Definitely not Rain World, kek. A very solid entry, I liked the style and vibes. I have some thoughts though:

  • The movement in general felt quite fluid but horizontal poles were tedious to use (I had to spam the jump button but still they were unpredictable)
  • Maybe having an indicator of total loops would be nice? I don’t even know how close I was to finishing the game when I gave up (found the break point but timed out while getting the second slugc- uh, furloop there)
  • Not sure about having to run around the map in search of the break points, especially under a time limit. Maybe some environmental storytelling could make it more interesting

The intro cutscene was quite nice by the way. Nicely done!

Thank you for playing! As long as neither is too easy, yeah, multiple solutions are fine

Thomas the Dank Engine approves

All I could find playing this game was rapture

Wow, this game has really rotaté’d my bananas

I call this “skill issue”

and i dont have any money to buy a better software

If you need a DAW, you can use Reaper trial and find some free VSTs (for example, Vital, Odin2, Helm etc.) Or maybe find someone to team up with.

It’s fine to submit an update to any game you’ve made before this jam, not limited to GMTK Game Jam entries.

Please keep in mind though that quite a lot of people here don’t speak Spanish.

(I had to use Google Translate so hopefully I’ve understood your message correctly)

Thanks for playing! Sorry for the jank, I guess now I know resizing colliders is not a good idea. The reason for growing gems and the player was to make an incentive to keep adding boxes to the boat (or otherwise it sinks because of weight). In hindsight, yeah, it didn’t work that well.

The seagulls can destroy boxes when they dive by the way. Won’t happen if you kill them quick enough though.

I agree about the controller support but I don’t have one, and more importantly I don’t really know of a good way to implement the pick up mechanic with the controller. Perhaps determining the angle and distance based on the joystick input? Feels like this would be very imprecise and require decent snapping to not be a rage game

Nice twist on the known classic even though impossible to win.

Nice job for “a couple of hours”, but I’d like some music, SFX, particles. Classic game juice stuff.

I think movement and shooting is quite nice, and overall with some tweaks I can see this becoming a fun game.

As for the enemy pathfinding, perhaps context-aware steering would help - basically, that’s an easier way to have enemies avoid obstacles and keep distance from each other. Although if you want complex level layouts, you’ll need actual pathfinding. When I was fiddling with it, it was not easy.

As for the art, perhaps picking a decent palette on Lospec could work? I think colors go a long way.

Regarding gameplay, I think enemy hitboxes for projectiles could be bigger as that IMO would make the game a bit more fair.

Overall, nice job!

Thank you for reporting this, should be fixed now.

Here’s the invite link: https://discord.gg/HEvwtWy3Bq

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A cool juicy shooter with simplistic but stylish graphics, and I liked the music!

What was bugging me a bit were the nice but slow restart animations. I’ve lost quite a few times, and I would have preferred to get back into action quickly.

Clearing the stage after taking damage is an interesting move, but resetting the player’s position felt somewhat distracting for me.

Also, I was missing the enemies quite often. Maybe increasing their hitboxes for bullets would help, or decreasing the spread, or at least increasing the rate of fire. Otherwise, I was spending quite a long time running around and waiting to recharge merely to miss again.

Not related to the game itself, but I think picking a more interesting name and having a more elaborate thumbnail would make more people notice the game. I think a simple GIF showing a bit of gameplay would go quite a long way since you have plenty of action in the game.

But overall, great job!

Might be because I’m on Linux (and most games run fine through Wine), probably also I don’t have the font is’s supposed to use as the default

Ants are everywhere, and I like it. It’s a fun factory-ish (I guess) game, even had some room to optimize the routes for maximum APM (ants per minute).

Looks like the font is missing some characters, such as capital letters, so I had to lick the nest.

Also, maybe being able to set routes that don’t require returning to the nest would be nice for throughput, but not sure if it contradicts your design goals.

Great job!

Nice background music, albeit I’d prefer longer loops.

As for the mechanics, I think some coyote time and maybe jump buffering would help. And maybe zoom out the camera a little bit because sometimes I couldn’t see where I’m going.

And I’d suggest replacing the dead sprite with something else because that looks a bit off.

Overall, good job!

A nice little game, it’s a shame the balance is on the hard side. I loved the intro cutscene. Not a single word but conveys the story.

As for the feedback, I think some more juice wouldn’t hurt. For example, making the sword swing faster, adding damage flash to the slimes, maybe some particles and a hit stop too.

Nicely done!

I liked the atmosphere and puzzle design, especially lasers going into the boxes the internals of which you can rearrange. And having multiple entrances/exits - that was kind of a “oh, I get it” moment for me, took a while to realise that.

Good to have the undo mechanic, it turned out I needed that.

In general, I would like a bit more polish (like, animations, maybe some particles and so on) and faster character movement.

Nicely done!

Quite challenging but really fun and stylish entry!

My only nitpick is that the exit hitboxes feel too small. Not a great feeling when you land right below the exit but can’t reach it.

Otherwise, excellent job!

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I was thinking about increasing the size in discrete steps with an animation of some sorts and so on. Probably would still have a bunch of physics bugs though.

Now I think your idea is very interesting. Gems are also used as health so that might result in some interesting interactions. Like, if you lose a gem, you don’t need as many crates attached to the boat so you can throw them at enemies. I would need to figure out a way to spawn new gems but otherwise this seems like a direction worth exploring if we decide to work on the game after the jam.

Thank you for the comments!

I wanted to counteract that because otherwise at some point there would be no actual reason to keep expanding the boat. In hindsight, yeah, there probably are better ways to achieve it

Thanks for playing! You and the gems were slowly getting bigger and the camera was slowly zooming out to compensate for that. Newly-spawned boxes were bigger because of that too. This probably was a mistake since it’s not obvious at all, yeah. And the symbols are just a decoration.

A very nice take on the theme!

At first, having no goal somewhat confused me but just playing around was very fun. The only thing I lacked was a 4:4 timer to make a simple I-IV-I-IV chord progression. Tried to built it out of 2:2 timers but failed.

Great job!

I wish this game was longer, and I think it’s a good sign!

I have a couple of notes though:

  • I don’t think I need to read the doalogue again after losing. I liked that there was an option to speed it up and skip but I’d prefer if it didn’t appear at all.

  • It wasn’t really conveinent to have to look at the tiles and the timeline. Perhaps the tiles could flash in sync with the beat? Not sure if it would solve the problem completely but probably it would help a bit.

These nitpicks aside, great job!

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Nice take on the theme, and the writing is funny.

However, the tutorial was too fast for me. Perhaps pausing at certain stages and waiting for a click or a button press would work better.

Somewhat related to that, I think the amount of item the client wants should probably be always shown unless forgetting it was part of the design. Otherwise, I would cut a wrong amount, receive some complaints in my face, have to cut again but then I don’t see how much.

Regarding the cutting mechanic itself, it would be convenient to be able to cut a piece multiple times if, for example, it’s still too big after the first attempt.

Good job!

P.S. Why is the window so tiny?

Quite a fun and polished entry!

Gameplay-wise, I think, having a currency system or something that prevents me from spamming all the guns would make it more strategic.

Also, since you have a variety of weapons with different abilities, having in-game descriptions would be nice because when I started playing, I had already forgotten everything. And maybe the enemies could have different weaknesses but that’s probably outside of the scope of the jam.

I liked that the enemies got smaller so you have to place towers of all sizes.

Nicely done!

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That was intenes. Got 24400-something kills.

Great entry! Looks good, plays nice, sounds cool! I don’t even know what to complain about

It’s overall a great entry. Looks good, sounds good, has a nice introduction and everything.

I was having some issues with wall jumps (I was slipping down when I felt like I shouldn’t have), but in general the gameplay is smooth. Quite good level design too.

Amazing job, it’s a shame this entry has too few ratings. It deserves more recognition

Resizing the character seems to be quite a common theme for this jam, but having a sheet of paper that folds is a nice twist on it.

My main complaint is the collisions or something - when climbing up the pipe, I could not get out of it. Pressing space didn’t help, nor did making the character smaller. Don’t know if there is a correct way to do it.

Nice premise and visuals though, good job!