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Romma

96
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7
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A member registered Sep 02, 2018 · View creator page →

Creator of

Recent community posts

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Understandable. The game was actually developed on linux and then cross compiled to windows using mingw and then other people tested the cross compiled build.  Honestly it wouldn't have been a big deal to also make a linux release build, but I chose to focus on making sure the windows build would have no issues.

Nice game. Nerve wracking do some mental calculations while having a high combo and a timer in the background. Great stuff.

Nice game. I like how the limitations on button presses forces the player to pay attention to how to control the character in the most optimal way. Great stuff.

Nice idea. I like how you have to think differently when using the different weapons. Perhaps the enemy turn speed could be a bit faster so there would be less waiting between movements. Great stuff.

Thanks for playing the game! Glad you liked it.

This is such a delightfully goofy game. One of my favorites from the jam so far. Great work.

Thanks for playing! Glad you liked the game. Fun fact, the sound for starting/restarting the game is actually the same as the score sound but with a lower pitch. I've always liked when games like yume nikki and such re use the same music and sound effects but shift the pitch making for a very different sound and mood.

Thanks for playing! Glad you liked the game. I like risk reward system in games. The idea behind this one was that stopping the timer early is easy, but leaves less potential time to do future rounds. Ideally this would encourage players to take risks and try to stop the timer as close to zero as possible to save more time and make it possible to do more rounds.

Great stuff. I like the tug of war between combat and keeping the lizard fed. Being able to eat stuff from across the screen during combat also worked nicely as positioning was important for dodging the projectiles. The time trials were a nice addition too.

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Thanks for playing! Glad you liked the game. Making a game engine is hard work but it's worth it for the satisfaction to see something you built come to life. The background visuals are drawn using raymarching, which is a rendering technique I've always loved.

Fun game. Ended up flying through most of the way after doing well in the minigames. Great stuff.

Fun game. Gets quite challenging to juggle between all the clocks. I really liked the visuals.

Cool story. Starts out simple, but gets more interesting later on.

I didn't really understand how hitting the countdowns worked, but ended up winning anyway by ramming the circle. Nice visuals though.

Great stuff. The presentation is great and I like how substantial the upgrades feel to use.

Cool game. Nice overall presentation and solid puzzles. I do however think the game would have been better suited for the last years loop theme.

Great stuff. The gameplay loop is simple but there is a lot of moment to moment decision making in positioning and where to explore next. I like the variety of spells available.

I like this. It's a bit like those incremental games but with added time pressure. The missile is oddly satisfying to fly and I like how the UI makes it clear where the missile is headed towards. The fundraiser payouts seem a bit low to be worth spending time on though.

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I like this. Getting the occasional heavier blocks adds some fun chaos as you need to make sure the tower doesn't collapse. Perhaps there could be a way to rotate blocks but then again that might make the game a bit too easy.

Really fun game. It's satisfying to upgrade the coaster to get further in the game.

Really cool. I could see this idea be expanded into a larger game.

Really cool idea to have the level be built in response to player action.

Fun loop game with cool art. Nice work.

Cool idea although I wasn't very good at the game. I appreciate you took the time to do voice acting for the game.

Thank you for playing. Glad you liked the concept.

Thank you for playing. Glad you liked it.

Cool game. Looping bullets fit the theme nicely.

Thank you for playing. Glad you liked it. During the stream you were wondering how the game was drawn. Essentially the entire game is drawn using a raymarching technique called sphere tracing. All the geometry in the room is represented as a signed distance field (SDF); a sort of function which tells the distance between a point and a surface. This function is then repeated infinitely and flipped after each room length to mirror the other rooms. Here is a fantastic article on the subject if you want to know more https://iquilezles.org/articles/sdfrepetition/.

Thank you for playing. Glad you liked it. Now that you mention it I was actually supposed to make a reticule for easier aiming, but it seems that I forgot.

Fun game with a cool art style. Using recorded ghosts fits the theme nicely. I personally didn't find the rotating screen to be too distracting, but it was still maybe a tad unnecessary.

Thank you for playing. Glad you liked it.

Nice to see another submission where someone made their own game engine. Unfortunately you seem to have forgotten to supply the dynamic library for GLEW, however the game works fine after I pasted it to the game directory. (If anyone wants to try the game the glew32.dll can be found in here https://glew.sourceforge.net/). Unfortunately I'm not quite sure how to play the game, but I appreciate the effort.

This is a nice concept with great execution. It felt intuitive to play and it was fun trying to find a good spell order to balance damage output to movement spells.

This is a really cool idea with a lot of potential. It's fun to do an almost complete circle and then time it to the enemies jumps. Maybe the salt could stay on the ground for a bit longer before dissolving in order to encourage hitting more enemies with a single big salt circle. Also I like that the mechanic also has interesting movement potential by launching you in the air.

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Thank you for playing my game. Glad you liked the mirror mechanics. One of the challenges during the development was making the player characters model only using simple primitives like spheres and boxes that could be drawn into the sphere traced reflections. I ended up going for a fairly minimalistic look in order to keep things simple.

Really cool idea to have the projectiles loop around the planet. Creates a lot of opportunities to shoot the enemies, but also risk as you need to dodge your own projectiles.

Thank you for playing my game. Glad you liked the visuals. I've always liked sphere tracing as a way of making all kinds of wild visual effects such as the hall of mirrors in this game.

Funny concept and cute art.

Cool visuals and a really satisfying parry mechanic.

Fun puzzle game with nice vibes. Makes good use of the looping concept.