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Robbobin

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A member registered Mar 13, 2017 · View creator page →

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Just in case you really are concerned about the submission time, we explain why it says that in a couple of previous replies!

Sufficed to say it does look dodgy but it isn't - Itch just displays the time we submitted the first dummy template project just to check our deploy pipeline was functional. :)
https://itch.io/jam/gmtk-2025/rate/3763878?after=60#post-13704466

Thank you for playing!! I did think half way through the jam that I must remember to include a button to switch to a camera controller without screenshake. Guess what I forgot to do? :D

You're too kind!! That comment means a lot coming from you guys.

Yeah, completely agree with all your comments! I wish we realised earlier how great the speed boost on crash mechanic was going to feel, even without some extra needed juice, because it's absolutely my favourite mechanic in the game.

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We like to deploy a template project as soon as the jam starts just to check it's all in working order (TheChief intentionally always tries to be the very first person to have a submission up). Sufficed to say everything was actually built specifically for the jam and we have receipts - new builds going up throughout the jam and plenty of discord messages with WIP mockups/recordings. :)

I agree that it looks suss though - I don't know why itch highlights the date of the initial submission rather than the most recent one. As for the page existing before the jam was up, there's nothing to stop anyone from making a holding page for their game before a jam starts, as far as I know.

(image from TheChief from several days ago, hence why 'yesterday' is 2nd August)

Yeah I totally agree with the main thrust of the critique! Sadly most of the upgrades & progression mechanics were hastily added to the end because we planned a bit poorly :D

Thank you for playing and giving such good feedback!

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Totally fair argument! The rules specifically outlined visuals and not code, but I do completely take the criticism on the chin!

To spare TheChief any blame all of the shitty copilot code was my doing - he's an actually competent coder unlike me :D

Glad you enjoyed it!

Yep! TheChief's got a fancy automated system for deploying a build with the push of a button and has presumably participated in enough gamejams to build a holding page with his eyes closed :D

Ah yeah sadly making the drills' animation loop start at the start of every lap was on my to do list but I just ran out of time! Glad you liked it though :)

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Idk about theChief but I'm more than happy to show some screenshots of all of the git commits and WIP mockups, if that clears anything up for anyone :)
We were posting our progress throughout the jam in the discord!

Really juicy - simple concept well executed! Impeccable vibes.

You got a big shriek out of me (that I was only partially putting on for comic effect), well done :D

This was incredibly sweet; loved it.

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You're totally right about gravity being too strong, particularly until you get a bunch of thruster upgrades! On the last day we implemented the upgrades into the game loop and I was waayy too trigger happy with the nerf-gun on the default thruster speed to try to make the upgrades more meaningful :D

TheChief likes to send a build with the empty template project to be the first submission as a point of pride - nothing fishy I promise :)

Glad you liked it!

Thank you!! And yeah sorry for the disappointing utter lack of things to do currently :D

Hey! I did all the art & animation, and I drew sketches in Procreate, then made the actual art assets in Photoshop with the pen tool, then animated in Spine. 

All the jiggling in the rigs was thanks to Spine's new Physics Constraint feature, which is just one of the most enjoyable things to play with, ever. I had such a fun time making the characters bounce around to my music - must've lost at least an hour or two in the jam thanks to that :')

Thanks you so much for your kind words! <3

So cute!! It has a real elegance and does so much with so little. I don't think I've ever beaten a game of minesweeper in my entire life so haven't internalized the logic, but the animal theme sexes things up a lot. I'm gonna play it again later and hopefully do less bad than I think I did in the first attempt.

Bearing in mind I don't fully understand minesweeper rules so I have no idea how actionable this suggestion is, but having feedback on animals as soon as they're "solved" would be juicy, flavourful and give more instant feedback on whether I'm actually playing properly. There's a game called Dorfromantik that feels oddly reminiscent of this that has lovely "PERFECT" text that appears when you surround a tile optimally.

This is really a personal preference thing - although I LOVE the sprites I generally prefer brighter colour palettes.

Also, a smaller/easier first level would help the dumbasses (like myself) get a nice easy win to test they understand the rules before dedicating more time to completing a big one, only to discover they didn't quite understand the goal (in particular, I didn't realise I needed to solve EVERY animal to not lose).