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Static Leap Studios

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A member registered May 01, 2024 · View creator page →

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It worked pretty well after some experimentation!

I would recommend the elder's dialogue not disappear so quickly, and the villagers should remember their tasks between waves instead of automatically going back to idling/farming.

When the villagers were gathering or building, there was not much feedback on how long it would take, so the first time I thought it might be stuck.

I wished combat were a bit slower so I could get a feel for what was working.

Great work going for the ASCII style and pulling it off!

Interesting concept!

I noticed the crabs would teleport through the obstacles like fish and stars to get away from the player, so I never caught them.

I recommend making the player a bit faster.

The art was charming, I could see this working well as a turn based puzzle game too!

Nice work,it seemed like a big team worked hard on this!

Load time was a bit excessive, but I can see why.

The objective area in the first part was a bit unclear.

I hit a bug where if you die while draining blood, you can still move around as a corpse but always lay back down after taking an action:

I recommend increasing the effectiveness (range/power) of the character's attacks to make combat feel a little less monotonous.

Also, a slow-down effect when projectiles come close to allow more time to dodge would be a nice touch.

Additionally, I recommend allowing dialogue to be skipped past faster, because after reading the line I was just staring at the screen waiting for it to let me advance the conversation between missions.

You really captured the PS2 feel, and I loved the use of sound-waves for the theme, great work!

Nice entry!

The dialogue was a bit sad until the end, and I couldn't tell any difference between the enemy types.

There were ways to cheese the enemies by staying in certain positions, I think a ranged enemy prevent that.

The difficulty was a bit low and the gameplay started feeling repetitive, but maybe pickups or upgrades would spice it up!

I liked the confetti effect from defeating the enemies, that was satisfying!

It felt like a chill mix of Kingdom and Roller Coaster Tycoon, nice work!

There were two upgrades I couldn't figure out, since there was no option to buy them:

The windmill (maybe there is a way to take it from the bus?




And the rock(?):


I loved the art style and sounds, and the controls were very responsive, good entry!

Yeah it was like the button got stuck.  I just tried again and couldn't reproduce it, so not sure what the conditions need to be, but I was recording the first word when it happened.

Thank you!

I just fired it up again because I couldn't remember how long the rounds were when I said that and saw the rounds are shorter (2 min) and I got a different mission (laundry instead of chinese food).  While keeping the customers away is straightforward, I wasn't really sure what to do to make them happy. Anyway, 3 minutes is probably the sweet spot for me, or maybe start a countdown when a certain percentage of customers leave.

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It might just be easier if you see what I'm seeing:

Gotcha, I overlooked that!

Couldn't rate yet because of the queue system, but thought I should return the favor on your good feedback!

This was fun and really evoked the imagery of the sandpipers running forward and back with the waves in real life.

I had the impression that there were 3 lives, but after the first game over it felt like it dropped to 1 (I didn't try to recreate this so not sure if bug).

The gold bars are so tempting, but I never ended up being able to bring them back!

Nice assets and best use of the theme I've seen so far!

I enjoyed running around eating jellyfish, and I liked that you bring attention to the use of the ocean as a trash dump.

I can't put my finger on what it was, but the controls felt a little loose or something.

The art and sound assets were very well done, and I thought the barrell physics worked well.

The addition of a leaderboard was a great idea as well, some people got insanely far!

Really interesting 1-bit 3d style!

I did notice that the label would spawn inside the package sometimes so you couldn't read it.

Clicking randomly to figure out how to give people their food worked, but some tooltips or something might have made that part less confusing.

You're the first one I've seen going microwave with the theme, nice job being creative!

She's impressed!

Intriguing concept, I found myself wanting to do more- I think you're on to something!

Good sound and art assets, great idea!

Unfortunately the settings button didn't work for me so I didn't know how to load bullets or fire.

This idea looks very similar to this entry from Brackeys game jam (is this a whole genre?):
https://emgm.itch.io/trigger-revolver

This was fun!

The throwing mechanics were very funny, and controls felt responsive.

I recommend upgrades or something like an ai controlled bartender helper or the ability to carry more at once like on a tray.

Good work on this creative entry!

Thank you for the feedback! I agree, I completely underestimated the UI requirements for turn-based strategy games (this is my first one in this genre). The inspiration for the MMO aspect came from a free website/text-based game called Archmage: The Reincarnation I used to play back in the 00's. 

Interesting entry, although platformers aren't my preferred genre!

The player's speed felt a bit sluggish, and falling down was a little too punishing for me to complete the game.

I also had a bug where there was no sound no matter what level I set it to in the menu.

Your engine runs very smoothly on web, you're doing a great job!

Interesting idea!

I got the record button stuck each time I tried to play (firefox).

Having the letter assignments threw me off a bit (like having a D on the C-note), but I'm not sure how you would be able to code the whole alphabet without doing that.

Great job thinking of something new!

That was very fun!

My strategy ended up being bouncing back and forth between the land to keep my broadsides going toward the enemies, and I was able to last until tons of battleships started spawning in.

I suggest continuing to add some more enemy and upgrade variety.

The ship handling and drifting mechanics were cool, it reminded me of a driving game I made for Brackeys game jam called Nuke n Rally.

Very nice sound and art assets, this felt like a very polished game!


That was so funny!

Very creative premise, and might be a recent memory for alot of us.

I thought the rounds were a bit long, and would have liked to try the other missions instead of repeating if the goal wasn't met.

Also, some of the NPCs would just stand in place jittering.

Great work on all the art assets, and the FPS/Tower Defense gameplay reminded me of Orcs Must Die!

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Nice work! The steering mechanics felt great, and the shooting vibe reminded me of Death Rally.

You might be interested in a driving/shooting game I made for Brackeys game jam a few months ago: "Nuke N Rally"

Your AI opponents are very well done, I haven't dipped into the navigationagent2d class but after seeing this I think I will!

If I needed to come up with a suggestion, it would be for more tracks, multiplayer, or a leaderboard.

Good entry, great use of the theme!

Oof suicided into the wall on round 10!

This was a very fun game, great work!

I'm not much of a deck-builder player, but you made it easy enough to fumble through without knowing the difference between exhaust and the discard pile (maybe that's why I stacked up so many injuries/bleed/daze cards).

For something so simple, you nailed the feel.  It reminded me of Eador: Genesis a bit with the static sprites in combat.

I hope you keep developing it!

Nice, I felt like a real agent trying to pick up the codes!

Once they start coming through the intensity ramps up as you scan the notepad.

It might be cool to have a countdown timer or something to allow difficulty to scale up.

Good work!

Nice entry, way to embrace the theme!

I thought a little more bobbing or a shader to move the ripples of the water would have taken it to another level as far as feeling like you're floating in the ocean.

The controls were tight and the letters were interesting, good work!

Nice twist using waves to progress the level!

I felt that the combat could have a bit more impact, like knocking back the enemies.

I think the jump could have gone faster on the up and down portions, but maybe the floaty feel was intentional for the theme.

Great work on the audio and character design and animations!

Great work, the art is really good!

I enjoyed decoding the Morse code messages the most, and like the others I felt a bit stuck on the cooking minigame.

I thought the audio could use a bit more polish, but great work getting actual voice lines in!

Although I typically don't play narrative driven games like this, I thought the story was tastefully done and I appreciated the historic setting.

Again, really nice work!

Good work on the retro aesthetic!

I felt the difficulty could have ramped up much faster, I was just jumping wall to wall to get the spawning enemies at first.  

I also recommend renaming History to just Story, so it doesn't seem like a button to click to read lore.

Sorry if this was intended, butit felt a bit "floaty" to me, like the objects didn't feel like they were solid or had any impact when interacting with the player or projectiles.

I'm not big on the vampire survivors formula, but it looked like you put alot of thought into the upgrade system, so nice job!

Creative entry!

Unfortunately, the timer ticked down so fast I could never beat the first stage no matter what configuration I tried.

Perhaps there is a way to separate framerate from the timer (mine was about 240fps).

This could be quite addicting if that were sorted out, good work!

Good snake remake!

I had the same issue of dieing for no apparent reason, but I got to sea hero before it happened a second time.

I felt like the difficulty could have been a bit higher, I didn't feel like I needed to strategize or try very hard - maybe something like reducing the size of the arena or having the snake grow faster would help.

I thought the comments about getting low scores were funny, nice work!

Pretty hectic and addicting!

I didn't get to use the store page because I lost to the boss when I clicked on it.  I suggest having it come up automatically between waves or pause the game when in use.

Some sound effects were unusually loud, perhaps they were playing multiple at the same time.

Using keyboard, I felt I lacked some precision on picking up the squares, so that part felt random.

I liked the shooting and all the weapons felt very satisfying on mouse, and hitting the enemies accurately was a good feeling.

Good work!

Great interpretation of the theme! I got to wave 11.

The gameplay didn't feel engaging to me, but that comes down to preference.

I liked the clean presentation and controls that encouraged experimentation, nice work!

I appreciate the encouragement! I put together a tutorial video because I'm getting the feedback that it's hard to understand, I would have liked to make a more polished UX if there was more time but maybe folks can follow along with this: 

Thank you for the feedback! You don't need to create an email/password sign-up, you can just type a screen-name in for a temporary account (tied to your browser cache). That should pop-up by default in the beginning, if it didn't work, could you tell me the browser you are using?

Thanks for the heads up! So when you clicked tutorial, no tutorial objectives (top-left), description/navigation (bottom-right), or location indicator (next to the item referenced in the objective) showed up?  Could you tell me what browser that happened on?

Wow this was on point with the theme, too slow and you lose, too fast and the biscuits fall! 

I was hoping to do a mouse-physics based game soon, I'm glad to see it works so well on the web.

Nice visuals, it felt very cohesive, good entry!

Thank you! I've been trying to match with people who get online but I missed you, I hope you had fun anyway!

I'm sorry about the VPN issue, it seems the only solution is for me to configure a separate server to act as a relay if the p2p connection fails, which I'll look into for the post-jam update!

Ah I just missed you, I'm back online in case you want to try matchmaking with me!