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tfx

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A member registered Jul 21, 2017 · View creator page →

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I really liked this experience!

I think the introduction of ranged enemies on the cliff tops was done really well, especially with the stage that served to show that you can shoot on top of those (I was interested as to why that was the case and then went "ah ha!" on the stage directly afterwards).

I noticed that the cursor disappears if you're in the bottom 30% or so of the screen, but unsure if that's just HTML5 canvas issue stuff or a general issue?  Tracking down web export bugs is the worst but it may be an issue with viewport vs resolution size.

The ending reminded me of the ending of Toe Jam & Earl which is one of my favorites, so thanks for that smile!

Thanks for playing!   Size 600 is where things get weird.

You can indeed feed the monster!  The tops of the each zone by the fences are where you feed him - roll your ball into the little zone and he'll vacuum your food away.  We found out after putting everything together that > 600 meters is too chunky to get vacuumed, haha

Heya! Is there any community/server for this event, or is this just a check in stuff and chill sort of deal?

Definitely a cool take on growth!  I guess I had an evil streak and was wrecking my planet until I realized what I needed to do, haha.  Trying to get some of the slow moving masses to collide with targets was super challenging.

One thing I might suggest is turning down the volume of the SFX - the explosion was deafeningly loud compared to the music and actually spooked me the first time it happened.

Probably one of the coolest games I've played yet!  Really cool to see a typing game pop up in one of these jams, especially a 48 hour one!

It took me a second to realize I needed to type to select a tool, I guess I was too focused on smashing my fingers into my keyboard for each of the furrows.

Nice little Pac-like!  I didn't grab my score before I closed my tab, but I definitely got most of the board cleared.

The controls are a little strange but I see now reading some of the responses that I just need to be a bit more definite on my input.  Would be fun to see AI in the game - do you think you'll make it similar to Pac-Man/Ms. Pac-Man ghost AI, or try something different?

Very, very cool idea.  I like the idea of not having much read ahead for what's coming next, almost like a rally game where you're going off of co-driver notes (though I guess that's read ahead?)  The sharp turns were absolutely evil.

This has unlocked an ancient memory - I remember playing a flash game, probably around 2002-2004 that was similar.  I think it might have been hosted by LEGO and technics themed: you'd choose a car and pick from some stats and then drive a course to a checkpoint where you'd choose the next leg of your trip.  I think the tracks were somewhat procedural.

I almost got to the level at 7k and then had a very bad streak of luck haha.

Very fun little game and awesome that you included your kids!  I hope the jam was a good experience for you all.

The game itself reminds me of Spy Hunter.  It definitely would be cool to see more of this, maybe with some extra features!

Nice little game!

As seb46 wrote below, you might consider tuning the hitboxes to be a bit tighter.  For example, maybe pull the spike hit box in from the sides so that you can't run into it (big metal spikes only really hurt when you fall on them, right?).

That being said, I hope you had fun this jam!

Hey Jasper! It's tfx! This message is coming in super late, but I hope it finds you well.  I can't remember if I actually put this on my sound cloud or not, or if it got shuffled around, but I actually have it up on my bandcamp!  You can grab them there for free (just set 0 as the price, or listen to them in the app/website!).

https://seawaves.bandcamp.com/album/protogun-ost

Absolutely incredible concept, and very well executed too!   This was super fun to play.  I really like the differences between the difficulty levels and the background conversation.   Great stuff!

Really cool little game!  Definitely good mechanical application of the theme, but I think what really shines is the difficulty curve.  It feels really well balanced to hook you in before things start getting hard.  Nice work!

We've got this report a few times, and we think it might be related to the way the web build is interacting with your browser and hardware.  We have release a Windows build that a few people have mentioned cleared the issue up, so if you'd like, you can try that!

If you'd like to, if you could message me your browser/version, CPU/GPU, and whether or not you're using hardware acceleration, that may give us more information to test our builds with in the future!  Thanks~

Thank you very much for playing Metric!  <3

I think both should be implemented as control schemes to support both handedness.  I was more speaking about using a directional since that's the first thing I noted on the character portraits.

Thanks for playing!  That's one thing that was noted a lot was game pace - we'll certainly address that if we return to this game.  Thanks again!

Thank you very much for playing!

This turned out pretty well!  The game looks really good, and controls well enough. 

 This is all coming from playing by myself, but standing still and shooting is a bit tedious when you're trying to clear waves coming out of a spawner.  

Something else that caught me for a few moment was selecting a character.  I use a keyboard, and I didn't realize that the numbers were corresponding with my keyboard to select my character.  It might be worthwhile to unify the controls so that pressing up/down/left/right on a keyboard is equivalent to using the D-Pad that was shown on character portraits, and you can simultaneously de-clutter and show more of them.

Additionally, I may have missed it, but I feel like I picked up probably 8-10 small keys, but there was no indicator for holding them like the big one for the boss doors - what exactly were those for?

I love the vector graphics!  This game is super awesome, lots of detail and intrigue.  Whenever the general showed up and started talking I couldn't stop smiling.  Then, whenever I controlled the laser turret for the first time, I actually said "Hell yeah!" out loud.

Awesome game, man!

Extremely cool concept!  I love these games that have a way to influence another mode of play by manipulating the world.

I'm not exactly sure that the theme fits, other than part of it is a lo-res platformer, but it's still an awesome idea that I'd love to see expanded upon.

Very well put together game!  The only thing I could think of is maybe making checkpoint - perhaps I'm a bit too feeble with this kind of platformer, but I lost a few lives to running into the next screen and immediately falling down a hole...

Cute little game, this is the first time I've seen something made in Play Canvas.

As for controls - they were pretty rough.  It might just be the camera angle coupled with the rotation, but it was pretty hard to jump towards the camera, when I was coming back from the far end of the ice blocks.  I don't think a platformer is the best place for tank controls.  I did get a hang of it after a while, but, it was a wild ride.

That'd probably be something to ask the host.  I don't think it's game breaking, and I only ran into it because I full screened and my browser really didn't like that, such I went back to the regular view and it happened.

Awesome detail on the characters/enemies.  I think adding a duck move would definitely give a bit more variety, since it feels like I did a lot of standing still and smashing my spacebar.

Awesome detail on the characters/enemies.  I think adding a duck move would definitely give a bit more variety, since it feels like I did a lot of standing still and smashing my spacebar.

Wow, I hadn't even considered a non-video game as a project idea for this jam.  Kudos on thinking outside of the box!  It brought me back to spending plenty of quarters at my local pizza place.

I'd like to see more boards with this engine too, but I'm not sure how much I agree with the bottom flipper placement.  Maybe that's just because the left gutter ate all my balls ):

The movement scheme was a bit interesting - I feel like it gives a lot more control than the original Asteroids.

The movement scheme was a bit interesting - I feel like it gives a lot more control than the original Asteroids.

Cool game!  I like the concept of being the bad guy for this.

One kinda weird bug I noticed - if you full screen it, and then return to normal size, the game doesn't update to use the new screen bounds as the edge of the playfield, so asteroids/enemy ships will float off screen for a moment until the wrap around at the old bound.

Incredibly fun demake!  I absolutely loved loading between the levels, and the play on words in the title ;)

Incredibly fun demake!  I absolutely loved loading between the levels, and the play on words in the title ;)

Thanks for playing!

Also, your game was super stylish!

The mouse took a little while to get used to, but that might have been my sensitivity.

Massive kudos on the implementation though!

The mouse took a little while to get used to, but that might have been my sensitivity.

Massive kudos on the implementation though!

Thanks for playing!

Thank you for playing!  As for the brake, that's something we considered during development, but didn't implement for one reason or another.  Looking at it from the other side of the jam, I think you're totally right.  We'll implement this if we decide to work further on this game, as I think it'd definitely help with pacing/wave clearing.  Thanks again!

Thank you for playing our game!

Definitely a stylish game, and interesting usage of the theme.

I think you really need to turn down the death/explosion sound, as it's incredibly loud compared to the other sounds in the game.

Nice revitalization!  I heard a lot of "CHICKEN..." before moving to the next room.

Nice game!  The skeleton in the space suit made me chortle.