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Ry645

43
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7
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A member registered Nov 05, 2024 · View creator page →

Creator of

Recent community posts

This is what I achieved with some pistons and a dream! This is probably the coolest glitch I have ever seen in any game jam. I believe that the biggest achievement for a game developer is to have someone break your game in such a controlled way that it seems intended. And it's always a sight to behold!

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oh shoot losing a dev is pretty hard, I'll check back once you've fixed things!

I really liked this game! Played it all the way, and I really liked the simple but applicable movement. There was this cool little movement tech thing I did where I spam clicked the tongue grapple on the ground while holding W and A to speed up to incredulous velocities, also scales with the upgrades, very coolio! The rarer bugs were interesting too. One thing I could suggest is to have an arrow above the player's head pointing to the spider, if I didn't look at the instructions clearly enough I would've been aimless, good thing I saw mi chap spider tho! :3

Overall gem of a game!

hjonk hjonk am goose

Game is a little too unbeatable... the asteroids that spawn in different sections of the map aren't telegraphed very well, and also the bounties for the asteroids are too short to do anything about them. The art is okay though!

Credits screen is wacky, really cool! shift clicking the slots to sell items would be nice, but other than that really expressive game!

Oh my god I am so autistic for this game, like damn

It's so cool, I get to level entire planets because I am the storm that is approaching

The wanted dead and alive part is AWESOME! Launching the planets out into orbit or crashing them into the star plays into the theme perfectly! it's so creative aomg

5 stars

Interesting concept! The health, uhh, it doesn't refill across levels which is a pretty game breaking bug, so I couldn't get past the first mission, but it's ok! Controls on arrow keys is weird, but the art really rocks!

Very cool game! It's a little hard though, and I only got to wave 3. But it's still a cool game with lots of passion put into it!

Overall pretty good game! The guy looking back is kinda random at times, or at least it feels random, but other than that, a nice short game!

Really cool game! Graphics are nice, enemy varieties are really interesting! The collection radius on pickups should definitely be larger though, there were times where I walked right over the pickup and I couldn't collect it. Holding R to reload messes up movement a bunch also, since I can't comfortably use the WASD keys while holding R to reload. Next time try to put in rebinds in the game, that would help a lot. Other than those things, really awesome game!

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Yeah my game needs work in performance, probably because of the particle effects and tilemap edits. I'll try to put out a performance patch soon. Thanks for the comment!

Thank you!

The lasers are a bit overpowered, and the asteroids are a bit slow. Otherwise, this game has potential! :)

Rated :)

Dave's control of his dumptruck is immaculate.

Rated :)

The game is fun! I like how each animal has their own record, which gives the player a unique challenge for each animal.

Quite a short game, but still pretty good! The gameplay loop is simple enough to add a progression system to it if possible.

Overall, pretty good! I like the inspiration from Raft Wars!

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At the moment, this game has only 4 ratings, which is absolutely preposterous.

OH MY GOD THIS GAME IS SO GOOD

The artstyle is based. The GTFO command terminal is really unique and brings a lot of tension to the game. The power system has a lot of ins and outs you can take advantage of (pulling out the battery doesn't stop the scanning or issue fixing). I was literally on the edge of my seat the entire time wondering if my efforts were enough. And the ending really gets me wondering what was on the ship.

This game's aura is immaculate, which is why I want to give a few suggestions to make it as streamlined as possible for the players.

For one, the manual on the observatory wall was heavily obscured by the lighting. This was a little frustrating since I had to squint to make the text out.

Secondly, I know the game was meant to be played as a windows exe, but the browser port is full of bugs. Namely, I couldn't see what I was typing in the terminal (camera off positioned), which completely destroyed the game. I had to download the game to actually play it, which is a big handicap in game jams. My advice for this in later jams is to export your game for HTML5 as soon as possible and test it often using the Remote Debug option (top right corner of Godot window).

In fact, the web export issues are probably why your game isn't getting many ratings. Since it's essentially unplayable in browser, no one wants to play it, which is a bummer. This game is really good.

Those are the only problems I had. Otherwise, all of you are very experienced game developers.

w ultrakill reference btw

w ultrakill reference

I just added a restart button!

Small oversight, sorry. Thank you for mentioning it!

Yep, the item descriptions were a little hard to read. The upgrade UI was the most "afterthought" part of this project, which is kinda a bad thing. 5 am coding does wonders man.

I'll be sure to improve on it in my next game! Thank you!

Thank you!

Yeah, I definitely should've made the upgrade text larger in a tooltip or something similar. It was 5 am though so I couldn't go any further with it. UI is hard.

Thank you!

Man, I gotta play Helldivers 2 one of these days.

Yep, I didn't want any carpal tunnel developing from this game, so I made it wasd instead of rmb. Gets pretty intense at the end!

Thank you!

It's surprising how effective it is to use a bunch of household objects for raw sound, throw them in the Audacity blender, and have them sound so futuristic. I've looked at a few videos of professional sound design, and their main way of recording the sound is by using regular objects!

Yep, I didn't want to make it too easy, but I'm also worrying if I made it too hard. Judging from the comments, however, I think I hit the sweet spot!

Don't forget to use the Modules. Blessing of Chronos helps a lot.

Yep, that was the main inspiration for this game!

Dance pad would be brutal

Thank you!

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Everything I saw in this game made me like it more and more. The blocking mechanics are simple in concept yet complex in practice, the player feedback with sound design is high quality, and the inspiration is goated. 

An interesting part of this game I liked was predicting when the towers will shoot the bullets, and whether the bullets would overwhelm me due to them clumping up in many different directions. I would then have to jitter the shield around to catch all the bullets, or take damage. In fact, it reminds me of a certain fight in Undertale ;)

In fact, literally the only gripe I have about this game is that there are only two levels. That is a complement. I had so much fun that I was disappointed when there wasn't more.

Bravo, mate. Bravo.

Interesting concept!

One thing I liked was the feeling of relief when I encounter a group of goblins, essentially acting as a health pack in a time of need. Were one of you inspired by Ultrakill by chance?

The one problem I keep on encountering is how powerless I am against ranged weapons. I could use the missile, but it costs mana, and I have so little mana at the start that I am forced a bombardment of arrows. The player feels powerless in that way, which deson't fit the feel of the game. That's just a small nitpick though.

The story was quite interesting as well.

Overall, very cool ;)

I'm looking at the player's ship right now and I'm thinking you based it off of those plastic disk shooters, but in this case you lost the 4 other discs in the couch and you only have one left (good times).

Anyway, this game looks really good! The music slaps, the art is great, the player and enemy designs are concise and yet still detailed, and overall this game screams polish.

But is there a tradeoff for gameplay? Well, actually, no, the gameplay of your game is really solid! The disc impacting with the enemies is quite satisfying, and I can guarantee a hit by getting close to the enemies.

The one very small gripe I have is the timer at the end of each wave. Usually, this timer exists to allow the player to upgrade their character, but here, it just kinda stalls the fun.

But even so, your game is awesome. ;)

Frankly, for 6 hours of work, this is pretty decent!

I like your use of modulate to show parts of the game that benefit or harm the player (green vs red). The pvz inspiration is very based.

This is a great start! Do be sure to improve on this.

I'm in my first playthrough of dark souls iii right now

so funnily enough, it's kinda leaking into my game design a bit