Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Rob Lane

28
Posts
1
Followers
A member registered 8 days ago · View creator page →

Creator of

Recent community posts

I liked it, and it reminds me of the incredible machine games. I could see having the vents blow side ways or platforms that move, etc. as additional obstacles to control.

Great concept, and doesn't make me fret for our future at all ;-)

Just a heads up, you can cheese the campaign by aligning the pipes before clearing the dialog.

Finding the connections more easily helps a lot. Knowing the textures are whats increasing the size makes sense to me now. I have limited exposure to 3D development, and it didn't cross my mind. For 10 days it really impressive, and I like what your building up to.

The game feels like something I would have played on Mac System 7 or Windows 95, which is cool and brings back good memories.. What's even cooler to me is the use of SDL with C (C++?).

That worked, and I saw your update. That also worked. Thanks.

I've been going through the 'least ratings' list too, and several don't open in the itch app. If your game is on there and you want feedback, please check your game page settings. This makes launching them much faster.

While not my type of game, I can see the appeal. I do think its funny that the first time I was outside, 'it' ran from me and I chased it down.

Both builds give me an 'libSDL3_image.so.0' missing error.

(1 edit)

Neat 'Arcade' game, I could see this at a bowling ally printing tickets for prizes.

* I think a few screenshots would really help on your page.

This is one of the best submissions I've come across, but I couldn't access it through the itch.io app. I think getting a web build and enabling the build to show up would boost your visibility.

(Downloaded and then played through wine)

I think reducing your size (file and world) would help during the jam, the starting area is about as much as I would normally spend playing a game I'm unsure about. I stopped playing in the second area after I found a large dark statue, it just felt empty. I think showing off your intent and mechanics will help 'sell' your game better.

For those not on Windows, I'm not either. Most of the Windows builds run fine under wine.

It's like a new spin on Gauntlet. If I were to keep building on this, I think something I would explore ducks with different 'powers' to take on different fruit/veggies with different defenses.

While this was one of the shortest games I played so far, I still think its one of the most fun.

A nice build of a classic. Something I would toy with is the shadow block, as it feels like a tutorial that doesn't go away. Maybe each round the opacity drops, or a toggle for a more challenging mode? As is, I can definitely loose some free time to this. I also didn't catch the line color mechanic on the first play-through. I like your idea about using color range as a difficulty, what about using it as an in-game tutorial? First round or two has two colors, then up to your standard 4-6.

Even though it's a tower defense, it really plays more like a puzzle game. I could see each level acting like a new puzzle. I really like this combo.

The patch worked for me, I was able to make it to round 11!

One of my C-Sharp classes was replaced with GameDev's Unity 3D, and we used Pygame briefly in my python class. As a challenge to myself, I ported our python game to plain javascript. I'll say I don't miss how slow Unity was.

This was my first jam, and I had a blast.

Losses:

  • No power ups (this was how I wanted to tie in the theme)
  • Single enemy type
  • No spite animations / incomplete art set

Wins:

  • Became familiar with Godot
  • Implemented controller support
  • Created new art assets
  • Made a polished itch.io page (in my opinion)

Your over the shoulder view feels off. I would bring your camera back and possibly change your POV. I would also explore turning off player-to-wire collisions while its held, as you can 'walk' up the wire. Generally though, this feels like a great start to game.

Thanks for the feedback. I dropped the pitch to help for now. The power ups were what originally sent me down this path as they would 'connect' to the ship, but I was having too much fun learning the in's and out's of Godot.

Thanks for catching the volume issue. I forgot to switch the channel assignment for the laser effects. As part of the bug fix I also dropped the pitch as a band-aid solution, as well as dropping the initial volume for both channels.

Game play is good, and the overall feel reminds me of the games from the mid 90's. Something that would make the play more intuitive is to  swap the up and down keys, that way your hose movement direction matches the key direction. I think a change I would make sooner than later is pausing the game play while in shop, so you can't fire hoses in the background by mistake.

The menu sound is a bit harsh, but the game overall is fun. I think something that could be cool for the background of the play field would be a blurred and partially zoomed version of the chosen image.

I didn't expect to be so enthralled, and I love the way you use the theme on two layers. This feels like it could easily be the prologue to something much bigger.

I was only able to play the tutorial, trying both the Linux and Windows builds, but it was fun.

I think your skybox system to be really cool. I would have spawned the player closer to the ninja who explains it, as it's easy to miss when your only exploring briefly.

I would increase the objects speed over time to create a difficulty curve, and maybe add something to dodge in the air (not jump).

I like the humor and the mixed 2D/3D environment.