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sneedragon

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A member registered Nov 10, 2024 · View creator page →

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a decent golf game, but:

at first I didn’t really understood what the time controls were for, and beat the whole game without ever needing them.

I wanted to reread the controls and scrolled down on the page to see “Controls - All the controls are explained via tutorial”. That’s not very helpful.

So I restarted the game to just redo the tutorial, but I still couldn’t find any real use for the time controls.

The music not looping unfortunately is a web issue I didn’t notice before the deadline. It’s because it’s in .wav format which apparently has issues on web. Learned that now.

The alien duel is a western-style stand-off. So the moment it starts you gotta pull the trigger. The player bullet has more velocity than the alien’s, so if you shoot simultaneously, the player wins.

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Collision in the duel scene is a serious headache. I spent so much time fixing bugs there, but it seems new ones keep popping up. I really didn’t consider how unintuitive the idea to catch the UFO is. I should add a text message or a blinking arrow or something.

The gold has a larger hitbox than the cactus, so it should almost always be collectable. I also planned to add a Magnet power-up but ran out of time.

X is used to shoot in the Alien duel, once you catch the UFO. If you win it, you unlock the jump ability with C.

This was pretty cool. It took a minute to understand but then it became clear. What contributed to the confusion that you’d often have to try throwing something several times before it actually works. But a very creative and original idea that is well executed and clean. Good job.

You added a lot of creativity to a very simple game. It’s certainly not missing sound effects. Good transitions. Overall one of the most enjoyable “first project”s in this jam. My main complaint is that the hitbox of the obstacles/car seems to be too long. Especially starting at the sword level you constantly get hit by them when switching to their lane after they seem to have already passed.

Decent little game. It was very hard to understand what is happening and whenever the screen fades to black I wasn’t sure if I won or lost. But I did make it to the bigger grid.

I mean the tutorial dialogue or whatever you wan’t to call it that stops you as soon as you are in the actual game

First, the duel sound plays. When its over, you need to quickdraw and shoot as soon as it says “FIRE!” on the little text indicator on the bottom right.

The music not looping unfortunately is a web issue I didn’t notice before the deadline.

Oh, you need to catch the alien! You missed out on the coolest part. I need to make it more clear

The music not looping unfortunately is a web issue I didn’t notice before the deadline.

When you get hit, you are briefly invincible but able to move.

Oh, you need to catch the alien! You missed out on the coolest part. I need to make it more clear.

Easily the most enjoyable game I have played in this jam so far. It took me two runs to notice the levels are looping. Really great original idea. You could make a sellable game out of this idea. The music is neat.

Can’t go wrong with tower defense games. But the Boss on Wave 11 was too much HP for my patience.

X action? You can only use X to shoot during the duel scene.

Impressive for a pico8 game. nice visuals.

Very original idea. Fun, difficult. The music really sets an ominous atmosphere. Good job.

Fun little game. Neat sprites and sound design. I was glad it wasn’t gonna be the dodging minigame the whole time. The telephone sequence was entertaining. Original writing.

I don’t understand what’s happening at all. I was moving around but don’t think I attacked anything succesfully and then suddenly everything looked different for a single turn.

It might just be me personally, but the only powerup I realized I got was the shield, otherwise I didn’t understand a lot of what was happening while in space-mode. At first I thought the idea was that you get attacked by both future and present at once but have to shift between to be able to attack the enemies, if space gets more points and powerups, what is the present for?

A decent game. Quite difficult but clean with an original mechanic. It took me a while to notice the first spring because its so thin. But it’s a fun idea and a decent puzzle platformer. Enjoyable.

WAY too much dialogue upfront. Just let me play already! Unfortunately the game broke within seconds and didn’t let me shoot anymore. I would restart but, you know. All that dialogue.

You can tell this is early in development, but you might make something fun out of this.

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Visually, the game is pretty good. Sound ranges from good to meh. The plane shooting sfx is good, but the sound when you get hit is kinda odd. Why is the plane moaning? I wanna say I like the music, except that repeating chord really needs a pause. Enemy placement, especially those bombers, could be adjusted. They fly so low on the screen you don’t get a chance to hit them. I don’t really understand how I could dodge the lasers in space. I also don’t understand when exactly you’re supposed to switch and what for.

Why do the footsteps sound like you stepped in something sticky.

This seems quite familiar, lol.

Really original. Funny voice acting. Is the game intentionally so floaty, so rewinding is easier? Sometimes it felt like it suddenly sped up.

This is a cool idea. I just really wish the cube would move like twice as fast. I couldn’t make it past the first level because either the cube would despawn as soon as its in place, or some weird glitch happened where I had no red cube anymore but 1 or 2 blue ones I couldn’t control.

Freezes when pressing play

It could’ve been fun, but the lack of any animations or at least basic hit-feedback make this a hard sell. I didn’t understand the portal.

original concept and visual approach. big fan of pre-rendered sprites. fun-wise the gameplay didn’t really hook me that much, but the music changing depending on your age is pretty cool.

It’s public now

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I set up a spawn_manager script that spawns obstacles every few seconds using a formula that uses randf_range among other things to randomize the interval, then I basically do the same thing for the position.x after instantiating the cactus node in a different function that selects what to spawn and spawn it in -20 pixels off-screen on the Y axis

func spawn_node(instance):
		var spawn_position = Vector2 (clamp(((randi_range(0, 4000) + randi_range(0, 4000)) / 20), 3, 385), -20)
		instance.position = get_spawn_position()
		get_tree().root.add_child(instance)

(the formula is kinda whack but I felt the rand values were very predictable otherwise, it seemed to just go back and forth)

Fun game, original concept. Neat.

Really funny game. The animations are great.

Surprisingly fun. Very nice audiovisual feedback on destroying stuff. The screenshake could be turned down a little bit.

Cool original visuals. But I think the effect is a bit too harsh. The instructions in the first level are completely unreadable for example. I frequently got “stuck” in walls and ceilings which allowed me to cheese the few levels.

Very original concept and cool design. But I found the goal of the game very unclear and had a bug that made a value unchangeable almost every round.