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TaconiteGames

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A member registered Apr 21, 2020 · View creator page →

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Love the sound design and atmosphere, but I'm not sure I fully understand the mechanics...
I'm not sure if the seasons just act like elements (with preferred actions), it mostly just seemed alright to spam attack and burst...

NGL, it took me until level 3 to really understand how the mechanics work; the first two levels were kind of solved by chance...

I like the idea of the cards affecting multiple tumblers, but maybe that could be tutorialized sooner

I think I've had nightmares like this?

Had some trouble controlling the speed and the steering, might be nice to have UI indicating the current turn/speed?

Wasn't expecting the celebrity cameo

Graphics and sound were quite good, though it was a bit dark in spots...

My first car was like this...

I'm not totally sure I understand what the Q/E inputs do...

I like how the chunky wheels help you get traction on rough ground, there's definitely something here if you want to expand on it!

I got arrested so many times...
Love the complication of choosing an action at the beginning of the turn, really forces you to think ahead!

I got arrested so many times...
Love the complication of choosing an action at the beginning of the turn, really forces you to think ahead!

So, he just does that to cornflakes in general? 

Fun little platformer! Loved the squash and animation on the chameleon!

Loved the SFX and atmosphere, though I wasn't sure what to do on "slipping away"...

The game starts at the circle on the map. You have to estimate your position by comparing the map to the terrain around you.

Thank you for trying it out! Sorry about the text issue in the tutorial scene, somehow the text wrapping became disabled during a previous UI bugfix...

At the beginning of each turn, every person's resources and needs are randomized. If a person is not sending their resources to another person, they apply it to their own needs. If any category of need is unmet, the exclamation point appears (and they'll lose health at the end of the turn).

There isn't any game over criteria, the game ends after 20 turns and you get a score. The win/loss condition is kinda just whether or not you managed to keep everyone's health above 0 for 20 turns.

(1 edit)

I figured that pentagonal voxels would be out there, but it's cool to see it for real!

I went in June

Gun SFX felt great! Though I wish enemies would fire back with projectiles instead of hitscan, if you've got movement mechanics there should be things to dodge too!

Awesome awesome game!
It's very satisfying to kite a bunch of robots into the magnet, real "psych, you thought" vibes

It took me a couple runs to get a feel for it, but at the end I was flying around the map spraying a cone of death. Neat.

I like the grow/shrink mechanics, though I wasn't sure what was happening at first.
I did have some trouble with the WebGL build, specifically the aim would drift. I've run into this on itch before and I just make the resolution of the game window odd. Something about the cursor being locked between pixels?

Thank you for playing it!

The models and art are quite well done!
I did have a bit of a graphical problem; large parts of the bottom/right were cut off due to a scaling issue. Adding a UI scaler may help with that for the menu, but I'm not sure about the gameplay view...

Thank you for playing it! Sorry I missed the stream, timezones and all that...

Were you playing on a trackpad? I hadn't considered that and I should mention that in the description...

Loved the different kaiju designs!
Dumped all my resources into the lasers and became OP, don't mind it though!

Nevermind, it works now!
I'll play it and re-rate!

Thank you for playing!
It's true, I did just slap a crab model onto a tank model...

Oh, I didn't have too many performance problems, but I also kept my head buried in rubble the whole time 😅

NOTE: Game was updated on 4/6:

  • Revived Lorems Ipsum
  • Added text to tutorial

"Performance issues in browser", sees all the physics objects, "yeah"
Awesome game! Loved the procedural animation and variety of attacks!

I like how the camera zooms out when you fly, it helps make combat manageable!

I think something was wrong when I played it, no environment was visible so I was left exploring by dragging my face along the wall...

I liked how you grew bigger while falling through the jelly fish, it felt kind of katamari damacy...
The music did eventually cut out, not sure if something failed to loop?

(looks like you went off the map, probably near Nova Scotia? The texture is set to clamp, hence the weirdness)

E

🤔

Thanks for playing!

It's true, the enemies can't hit you... I couldn't figure out how to make a fail condition not frustrating so I just removed it and counted all shots against the player. The "ENMY" counter tracks that, but that wasn't originally explained anywhere. I've updated the end screen to say "Enemy shots on player" to make it more explicit.

Nice entry! I love the diagetic menu with the levers is fun, though it could be more introduce if they're doors or something?

Something I noticed whole playing is that the player will 'hop' a bit when walking downhill. If you project the input direction onto the surface normal the character will stay stick to the surface. Check out Vector3.ProjectOnPlane for more information.

Also, playing without maximizing the window causes the view to drift slightly. I think this only happens at certain screen resolutions, so just messing with the in the itch page settings may fix it?

Thank you for trying it out!

My apologies regarding the controls, I was having some difficulties with mouse sensitivity between platforms. As for holding RMB to aim, there is a UI message to that effect I've the gun is picked up. Though I have been worried about the legibility of the text (red-on-red).

Honestly, love it top to bottom. Awesome game all around!

I was kind of confused about the flight mechanic, as it sometimes felt like I couldn't fly up and other times I could. 

Thanks for giving it a try!

Yeah, the targets shoot near you, not at you. I wasn't sure how to make a fail condition not feel frustrating so I didn't put one in...

Yeah, the Midwest suck™

Mountains are cool though