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Anthony

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A member registered Oct 24, 2024 · View creator page →

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Ohohoho this is peak. Nearly 5/5 on all of marks. This is great. Looked at the innocent bystanders for a good minute before I think I realized I had to shoot them? I thought it would be cooler if they ran around and then you had to shoot baddies in between them or something. Maybe that came later, because I shot myself in the head. Oh well. I don't have much else to say. Maybe the camera animation of pulling out the gun is unneeded. Otherwise, yeah, as I said. Peak. My personal winner. 

You know a game is serious when it has a dedicated UI space to say "serious". Anyway, liked that it was 3D actually, although dude runs super fast. Would've loved some sound to play along.

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Straightforward approach to the theming. One of my teammates actually had this idea, but I was too much of a coward to make it. What could've been, huh... Anyway, I think there's definitely something inventive about slowly adding more and more parts to the wheel. But yeah, biggest shame is that you don't get anything for getting the prize! GRRRRRR

I think he needs longer legs. Liked this idea a lot and can see the theming quite nicely. The background color on the itch page though makes the text hard to read. Otherwise a good game. 

Unfortunately on web for me, it just kept being black screen, after the Unity load screen. Will wait for fix and rate.

I think one of the control nodes is eating the Mouse Input. Maybe you put a panel in front of the first UI? Maybe you accidentally made the label cover the entire screen, and also eat

Usually ColorRects eat mouse input, and labels don't. But because it's the Godot default UI theming, it looks like the buttons don't even react to the mouse hovering over. In Properties it's under Control > Mouse > Filter. 

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Thanks! To be honest, our artist is still working on some of the art.

Edit: The art has been added. 

I fricking love lofi space games. I think the theming could've been better connected, but overall I think it's charming.

I do wonder what a beyblade like game would be like. I'm sure this would've been more fun if there was AI. I think the movement was interesting, shame you ran out of time. Know the feeling :(

Godot default UI theme my beloved <3

Maybe scrollwheel to help with panning? 

Loved this. Really like incremental games, I'm sure this could be iterated on and get to a decent point. Art is nice. The circles around clickable stuff is a nice a touch. Really love that you straight up just slap them. Like this is completely polish-polish levels of polish, for when you slap: tween the progressbar number to visually bounce/shake. Maybe use Tween.Elastic for that. I know it's already communicated with the wheel going faster, but I think it could be a nice touch. 

Good on you for also disclaiming in the text (instead of only the "More information" bit) about using AI. I didn't get the theme until I pressed whatever button it was that activated the spinning wheel. Really reminded me of Megabonk. I love the animations for that. I also think it's a nice touch that you have to dodge instead of just purely hitting each little critter.

Could use some performance boost, the first 3 kills stuttered for me.

Holy! This could probably turn into a real commercial game. Not a platformer guy, but I can see the appeal. Personally, each time I used the yoyo I always felt like I needed to go further but I only went a small amount. Also some platformers start their game by quickly showing the entire level, it's a bit hard to gauge, even after one walkthrough, where the better routes are. Maybe that's the intended design. 

Also the visuals is an easy 5/5, parallax city, that stuff is PEAK.

I would suggest make the default jump a bit taller and less fast. Skill issue on my part, but every second attempt at flying in the air failed because I landed straight away. Otherwise, the game looked good. Some readability issues with the spikes on the last level at the top. But I can see what loop you're going for. Cool!

Haha this was the first thing I've ever exported and I had like 6 minutes, so I just thought it was "just click export and you're done" type affair. But I'm working on it. In discord you told me how to do it, but I'm working on implementing more things. And yeah, I don't want to "pollute" the ratings of the game, I guess. Not that the final version will be any better, it's a just pretty simple space shooter :D

Aw that's way too kind man. But yeah, I got the damage to work (get passed) within the last 7 minutes of the game jam. Definitely gonna tweak shit now.

Shoot on LMB, change weapon on RMB, dash on shift, WASD for movement. And yeah, the player can't die. The initial concept was that the player would "ram/spin" into the enemies once they had 0 hp/were disabled, but I didn't get to do that. Otherwise it is pretty straightforward top down space shooter. Minus the part about not dying, and the mob spawner not having a curve.

(btw, you need the .pck, otherwise the .exe won't run.)

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Did Randy just complete a game? Big ups. A <3 you here. (And the rest of the team)