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sixthgear

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A member registered Jan 15, 2016 · View creator page →

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this is a really nice comment. Thank you for playing 

oh man. I knew this softlock was possible but with just a few minutes left to finish I said “yeah, but what are the chances?”


i should have known!!!!

Yeah sorry :( I take responsibility. I ran out of time for one of my planned features — shot prediction. Either we needed to get that in, or make the top right hole easier. 

Hopefully you can complete the game with the post-jam build!

we love space too! Thanks for playing

Very thoughtful review. Thank you so much! 

I’m going to try to spend some time on accessibility features on our next jam thanks to your (and other) comments! 

Excellent feedback, thank you for those detailed notes and ideas for improvement!

We really struggled to set the difficulty correctly for the jam. Some of our players found it prohibitively difficult while others such as yourself found it a cakewalk!

I think it’s a lesson for me to try to be a bit more inclusive and make a plan for at least a couple difficulty modes (at least when doing an arcade game) so that everyone can get a chance to give it a go without feeling frustrated.

Thanks for the notes again!

You rule!

Congrats on getting over the line. Game jams are hard and you didn’t give up. That’s worthy of  a celebration!

You fixed your dimensions somehow! 

Becautiful artwork and a very good idea. Hope you'll take some time to improve it after the jam. Cheers!

The idea, at the time, was to have something to chain combos together, kind of like using manual and revert in Tony Hawk. 

Without a jelly, your combo would end and tally shortly after reentering the water.

That obviously leans harder into the score chaser side of the game, but I do like your point about finding more weaponry!

The artwork is stunning. The gameplay is hard to wrap my mind around!

Very unique experience. Never played something like it. You put TONS of effort into this, and I'm very impressed.

I posted a note on the jam page about the problems you (and others) have reported with Mac OS + Chromium. Thanks for giving it a go!

Tons of good talent in this jam! We'll see. But we're stoked you liked it.

First impression, the music in this one is the best in the jam.
I'd give it 6 stars if I could. 

AH, that did the trick! You should add that to your page so others don't get stuck!

World Record?

Hi! I'd love to try your game, but the itch window size appears to be at odds with your game resolution.

Here's some of the hidden gems of the games I've tried so far, these ones could use a few more ratings!

Here's what I see now, is this correct?

Ah, well it's cut off for me, if you check my screenshot. I can't see the character's legs.

VERY clever twist on snake. Good job. Great work with the theme too.

Hey! I came here after chatting with you about finding bugs. First of all it looks like you might need to adjust your sizing on your itch page settings. 

You want to make sure the viewport dimensions match the window size in your Godot Project. Otherwise you can also use the Click to launch in fullscreen option to pop up a new window.


Bug hunting can be pretty tricky work. You need to be a bit of a detective and use deductive reasoning to slowly rule out where the problem could be and to zero in on the likely culprit.

In Godot you can use the Debugger to set breakpoints and examine variables and sometimes you can just print values to console to figure out if a variable isn't set to the value you expect or even being set at all (a null value).

Thats what I normally do. Figure out which state/variables are getting set to the expected values and try to work backwards.

Good news, we tracked down the (likely) rendering issue you experienced. It seems to be isolated to Mac OS browsers, Chrome or Chromium based ones in particular (including Safari and Brave).  Stay tuned after the voting period for a bugfix release!

In the meantime, if you're so inclined, you might be able to play the game as intended if you try it in Firefox.

Cheers!

Good news! I found the issue and was able to work around it. I think there may be an engine bug related to CanvasGroup. I have two types of objects that use a CanvasGroup outline shader: the serpent and the cannon barrels. For some reason, whenever a cannon is on screen, it causes buggy rendering with the serpent. I stopped using that shader for the cannons and now the serpent renders fine on Chrome/Mac OS. 

Pretty odd issue, but thanks for your help tracking it down.

Make sure to check out the jam page after the voting is complete that fix and a few more we found after the deadline!

Yep, confirmed. On Chrome/Mac OS , the player disappears periodically. Wow. Thanks for helping me sort that out.


On Chrome, right? I'll give it a go and see if I can reproduce that.

Hey! We had a couple other reports of a disappearing sprite. Could I ask what OS and browser you used to see if I can track down which combo might be causing problems? I have a hunch the way I'm using CanvasGroup with a shader might not play well with certain flavours of GLES. 

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I found I could just hold spacebar and autowin several if not all levels.
But I like the overall idea. Hopefully you can expand and work on the balance after the jam?

Thanks! I agree, it's nice to live vicariously as a ravenous monster from time to time :D

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Oh, one other thing, you should increase the reticle/cursor size as I lost track of it quite often.

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I LOVE the gamplay on this one.  

Arena shooters are a long-time favorite of mine and this one feels quite snappy and fun. Very clever interplay between offense/defense. I might suggest to tweak the balance a bit to help the player feel powerful from time to time rather than overwhelmed, but I know thats a tricky balacing act.

In any case, great work on this one. It's a highlight of the jam for me.

Hey fellow member of the procedurally animated monster club! I enjoyed playing your game :) I've never felt so relaxed while consuming everything in sight.

We had one other player in the comments who also had serpent disappearing issues. They were using Brave browser on Mac OS. Could I check what browser and OS you are using to figure out if there's a common thread?

Glad you got a chance to play!
I'll keep my eye out for any other graphical issues from Brave users.  One thing I can say is that the serpent uses a CanvasGroup for rendering, with an outline shader applied, so that combo of CG + shader might be responsible for some edge cases. 

OMG. WOW. Well done.

Hardest part was telling the difference between wals and dark flooring! But the concept is fun and original. Well done.