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Rexatron Games

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A member registered Mar 04, 2019 · View creator page →

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Been using the software and it's going great. I'm not sure if these features have already been requested/implemented/planned, but here are some initial things that would be useful.

  • Autosave - A way to enable autosave in the settings, and adjust autosaving frequency. (Yeah, I'm a dork and forget to hit the save button)
    • At minimum, autosaving when an export is made.
  • Filepath Controls - A way to set a static frame of a filepath texture, OR a start and end frame, rather than a looping animation from the entire file
    • And an ability to enable export of the hframes, vframes, texture settings. Rather than having to manually drop number properties with the same information.
  • An ability to manually change the filepath root.
    • Right now it only records the drive letter.
    • It would be nice to be able to check a box and change the filepath root from the drive letter manually, so I could enter something like "res://" or "user://" - (I know I can do this manually with the class, in engine, but it would be nice to not have to take this additional step every time I export)

Note : Using Godot

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Hey there,

I know it's been a while, but I've been busy with work. Just me working on this. Currently I have something like this feature implemented and I'm just going through bug testing. Hoping to get it out and updated some time this month.

EDIT:

Actually, I just finished it up with some new features.

Please let me know if you recognize any bugs.

In the next update I'll include an example project, as well as a tutorial project. For now, I've published a Devlog which gives an overview of what IFWriter can do and a bit about where I want it to go.

Thank you for playing.

I wish I could have gotten some audio in there. That was certainly the plan, but my audio person fell through and I just didn't have the time to do it myself.

Thanks.

I definitely would reign in the plant growth if I had more time.

Unfortunately my audio person decided to start everything 2 hours before the game jam finished. So, I wasn't able to put anything in.

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I teach high school. Mostly I'm a fabrication teacher but I'm also fortunate to teach an introductory Video Game design course. My students are all ages, but mostly lower-classmen. The course is a fun one to get them excited about coding in order to boost our computer science numbers (a class which is pretty dry up until the very end where they get back into more advanced object-oriented programming).

It isn't as well balanced as I'd like it to be; given a week more and some playtesters I'm sure I could reign it in.

I do know it's challenging, though. It took me about 10 tries to beat level 7.  Thanks for the thoughts on how to adjust the difficulty.

Thanks for playing.

I watched the stream and it's incredibly helpful to see someone else playing the game. Definitely things like button placement, being clear that you can hire new farmers, and clarity about seed planting are all things that could be improved.

Don't think I'll continue this one, as it was just a fun 24 hour project.

Not sure if I'll do another coolmathgame jam. The 2019 one was fun, but I definitely felt like it wasn't intended for my age group. Perhaps I'll encourage some of my students to join.

I don't have a cat, but I do have a 2 year old and a newborn. This game was a little too real.

A few notes:

  • I liked the novelty of the game, but I want more of a reason to exist in either space, if there is to be any longevity to the game. A real-world goal would be nice, rather than just the real world being a distraction. The same goes for the space shooter. It's a pretty generic space shooter and other than just trying to finish before the timer runs out, not much sells it to me. Again, they both work really well together, but if you were interested in improving the game as a whole you'd need to ensure both the real world and the game world are worth engaging with.
  • While the distractions are there, I never really felt a loss of control. This is because I controlled my spaceship with one hand on the keyboard and my "hand?" with the other hand on the mouse. Perhaps you might take some inspiration from surgeon simulator. There's a really opportunity for more silliness and fun here with even goofier controls.
  • As far as making a full game that I'd pay for; you have a solid foundation, but in a full game I'd like to see multiple levels (consoles, cell phones, portable game systems, etc.). I think with that and some really solid arcade games to play on them you could definitely create a game that I'd pay money for.

Really enjoyed this one. Thanks for letting me play it.

I don't have a cat, but I do have a 2 year old and a newborn. This game was a little too real.

A few notes:

  • I liked the novelty of the game, but I want more of a reason to exist in either space, if there is to be any longevity to the game. A real-world goal would be nice, rather than just the real world being a distraction. The same goes for the space shooter. It's a pretty generic space shooter and other than just trying to finish before the timer runs out, not much sells it to me. Again, they both work really well together, but if you were interested in improving the game as a whole you'd need to ensure both the real world and the game world are worth engaging with.
  • While the distractions are there, I never really felt a loss of control. This is because I controlled my spaceship with one hand on the keyboard and my "hand?" with the other hand on the mouse. Perhaps you might take some inspiration from surgeon simulator. There's a really opportunity for more silliness and fun here with even goofier controls.
  • As far as making a full game that I'd pay for; you have a solid foundation, but in a full game I'd like to see multiple levels (consoles, cell phones, portable game systems, etc.). I think with that and some really solid arcade games to play on them you could definitely create a game that I'd pay money for.

Really enjoyed this one. Thanks for letting me play it.

Unfortunately I can't thank you in person.

Fortunately I can still thank you for your kind review.

Thank you.

This was fun. I really enjoyed it and got to wave 15.

A few notes:

  • I found myself just using rocket 2 as a "holding pattern", rather than as an actual rocket. Perhaps include a way of turning your rocket off to save fuel?
  • While it was fun in "endless mode" I didn't really see a point beyond playing it once. There wasn't really a reason to continue playing. Perhaps some level up system, or even something that saves your high score, to encourage people to continue. It would also be nice to have a campaign mode.
  • The enemy variety got boring after a bit. I wouldn't mind having a few more things to dodge other than space potatoes.
  • On  rocket 1 and 3 it seems silly that your rocket is spewing into space and you're not moving. Maybe stop fuel consumption on those two if you aren't flying, and/or cut off the particle effects.

Thanks for letting me play your game.

This was fun. I really enjoyed it and got to wave 15.

A few notes:

  • I found myself just using rocket 2 as a "holding pattern", rather than as an actual rocket. Perhaps include a way of turning your rocket off to save fuel?
  • While it was fun in "endless mode" I didn't really see a point beyond playing it once. There wasn't really a reason to continue playing. Perhaps some level up system, or even something that saves your high score, to encourage people to continue. It would also be nice to have a campaign mode.
  • The enemy variety got boring after a bit. I wouldn't mind having a few more things to dodge other than space potatoes.
  • On  rocket 1 and 3 it seems silly that your rocket is spewing into space and you're not moving. Maybe stop fuel consumption on those two if you aren't flying, and/or cut off the particle effects.

Thanks for letting me play your game.

I really liked playing extreme curling, I mean Thyme. I played it all the way through and enjoyed the whole thing.

A few notes:

  • As stated by others, the rotation mechanic is introduced too early. I'd introduce it once it's relevant. It took me a second to realize that I needed to rotate because I had already forgotten about it by the first time I encountered a puzzle that needed it.
  • I liked the slow release of mechanics, though to fit the theme, you might have wanted to introduce the blue squares first, as that's really where the "no control" aspect comes in.
  • There's no sense of urgency. While I don't suggest you add a timer, I think that hinting to players that there might be a timer would be enough.  As it is, the game makes me want to do things slowly and there's really no reason to press forward, which I think actually makes the game less fun. Just a few comments like "Hurry up, you need to get out before time runs out," might add this. I don't think you need a timer, just the idea that there might be one, to get players to move faster.

Thank you for letting me play your game. Again; I really enjoyed this one.

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An interesting concept.

A few notes:

  • The fruits just landing on the boat randomly didn't make a ton of sense to me. It seems like if there were zones to go to pick them up it would have made more sense.
  • The boat control aspect barely fit the theme, but I think it's fine. I think the most frustrating thing for me was that the player didn't stick to the boat. I'd be feeling like I did well and then suddenly ping off into the water with no way of getting back onboard.
  • Perhaps a way of fitting the "out of control" theme would be to add elements like wind that blows the boat around, or keep a control pressed even if you aren't on it. That way you are "out of control" most of the time.
  • I'm unsure about other mechanics like the upgrades. It said I would get upgrades with a certain number of fruits, but then I'd hit that amount and nothing would change. Not sure if I was supposed to go to an upgrade menu or if it happened automatically? Seemed like it did on the first upgrade, but then not again.
  • There's really nothing to show you if you're near being shipwrecked other than seeing lots of fruits in your boat. Perhaps a load meter?

Thanks for letting me play your game!

This was great,

A few notes:

  • I actually really like the core mechanic. It's punishing enough if you "mess up" and don't type in the enemy fast enough, but with just enough forgiveness to help you recover from your mistake.
  • I really want more enemy variety - perhaps stronger enemies are phrases or compound words, and smaller enemies could be as big as a single letter.
  • I never felt "out of control" with the switching. Meaning: switching always followed the same pattern. Perhaps randomizing which one is chosen next would add a bit more challenge while adhering to the theme a bit better.
  • I'd love to see powerups, as well. Things that clear the screen, keep you on a single enemy, or eliminate more than one letter.
  • I like the endless mode, but I'd also like to see a "campaign"

Thanks for letting me play your game

Thanks for the feedback.

Thanks. Is there any way you think it could have been clearer from the start?

I thought that might be an issue. I just didn't have the time to implement screen and text resizing.

Thanks for the feedback.

First off: I love the presentation. The art looks great and is well polished.

Here are a few thoughts for improvement:

  • The movement is fine - I like that when you jump you move farther away from Karen. Other than that, it doesn't really have much going for it. It reminds me a bit of Canabalt, but without any of the verticality or juicy animations. It really needs more than just jumping to keep it interesting.
  • Some of the enemies, like the police car, move too quickly to avoid unless you're lucky. The sound it plays before it shows up is a good way of broadcasting its entry, but I never felt like I had enough time to avoid it, even with that. That might need to be tweaked.
  • I've played this for a while now and I'm not really sure what the point is. Initially, I thought that it might be to get to an end, but it never really seemed to show up so I don't think it's that. I thought that it might be to get the best time, but there is no high-score storage, so I don't think it's that. Then I thought it might be if you ran Karen into enough things she'd die, or if you got to the little spaceship you'd win, but I was never able to meet either of those states no matter how well I played. Even if you don't explicitly state it in the game (which I think you should) the game itself should be clear about broadcasting the player goal.

Good work. Thank you for letting me play your game.

Played to the game and got to the place with the bat before stopping.

A few notes: 

  • I like the puzzling aspect of taking over the bodies of others, but some of the razor-thin jumps you have to make are frustrating; especially the very large level with the two rabbits (bottom left and right corner). I'd suggest giving players an opportunity to fix their mistakes, rather than just having to do the entire level over again. In that particular level I don't really see a reason for having the pitfall at the bottom - the platforming is hard enough that adding a pitfall just makes it annoying.
  • The movement really needs work. Animations would help inject a little more juice, but jumping and landing particle effects would help a lot; as would a little momentum. Your character also "sticks" to the ceiling when it jumps in low spaces. This is because your y speed keeps increasing even though you aren't moving. Godot has a simple "is_on_ceiling" - set your y_speed to 0 when this happens.
  • A menu would do a lot to improving this game - especially providing a "reset" button.
  • The Mindhack Gun collisions just do not work. There are many times in which I swore I was hitting an enemy only to watch it go straight through. I'm guessing this is because your "bullet" is just a moving scene, so it's possible to "skip" past the enemy between frames. Fix this by detecting a raycasted space between where the bullet is and where it used to be. Or, just have an "instant" gun with raycasts.

Thank you for the opportunity to play your game. Thanks for sharing!

Played to the game and got to the place with the bat before stopping.

A few notes: 

  • I like the puzzling aspect of taking over the bodies of others, but some of the razor-thin jumps you have to make are frustrating; especially the very large level with the two rabbits (bottom left and right corner). I'd suggest giving players an opportunity to fix their mistakes, rather than just having to do the entire level over again. In that particular level I don't really see a reason for having the pitfall at the bottom - the platforming is hard enough that adding a pitfall just makes it annoying.
  • The movement really needs work. Animations would help inject a little more juice, but jumping and landing particle effects would help a lot; as would a little momentum. Your character also "sticks" to the ceiling when it jumps in low spaces. This is because your y speed keeps increasing even though you aren't moving. Godot has a simple "is_on_ceiling" - set your y_speed to 0 when this happens.
  • A menu would do a lot to improving this game - especially providing a "reset" button.
  • The Mindhack Gun collisions just do not work. There are many times in which I swore I was hitting an enemy only to watch it go straight through. I'm guessing this is because your "bullet" is just a moving scene, so it's possible to "skip" past the enemy between frames. Fix this by detecting a raycasted space between where the bullet is and where it used to be. Or, just have an "instant" gun with raycasts.

Thank you for the opportunity to play your game. Thanks for sharing!

There is nowhere to play this game. Love to play it if you have it posted somewhere.