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Tallpatsch

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A member registered Aug 18, 2024 · View creator page →

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Hey thanks you! :) 
So the physicsis really easy. As you wrote, every flower just propel towards the center (so rb.AddForce(((Vector2)Center.position - rb.position).normalized * Force); basiclly ). Their rigidbodies also all have the same mass and configurations. Didn't have the time to play around alot ^^

haha thank you! :) 

Thanks, that is nice too hear! And yieah the circular movement is indeed a bit tricky at the beginning, couldn't think of a better way in this short timeframe ^^

Thank you so much for the detailed feedback, very helpful! :)

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Oh, i didn't think about that. Good point! :D

Yieah the physics definitly feel sometimes a bit off and could use some tweaking (e.g. they just all have the same mass :D). But thanks for playing it anyway! :) 

wow thank you for that! :)

haha congratulations for getting the last flower and thank you very much for playing it! 

Yieah I struggled with communicating that. It triggers instantly when one flowers collider leaves the ring, which sometimes feels a bit off. 

Thanks for the feedback! That sounds indeed like a scaling problem mhh really weird, because it should have a fixed resolution and just cut off stuff instead of overlaying/dynamiclly adjusting. 

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Thanks again for the elaborate feedback and the video! Great tip with Be My Horde, I didn’t know about that one...

Even without having played it yet, that looks gameplay-wise excatly like what I wanted to achieve with this game :O Why does this always happen? Not that the idea was super original to begin with, but still, there’s always something out there that’s very close to your own idea, just better and already produced. :D Well...

Awesome visuals and cool game! I will upload and post my playtest video to your discord project :) 

Really great and polished game! I shared with you my playtest video on discord! :) 

Interesting twist on classic Minesweeper. I tried to answer the questions suggested in an IGC video:

What was the most frustrating moment you experienced?
The very first click in the middle where I instantly died. Also not knowing what the books are standing for and in general I had the feeling like I was missing/not understanding some mechanics.

What was your favorite part of the game?
When it finally clicked what the game wanted from me: calculating the damage correctly and then nervously clicking a tile. The feeling of being right was very satisfying.

Was there anything you wanted to do, but the game didn’t let you?
Because there’s a lot of calculation involved, it would have helped immensely if you could not only mark “bombs” like in normal Minesweeper, but also mark the damage value you think is on a tile. For example, right-click to cycle through numbers (1 → 2 → 3 → etc. → 1).

What would you say you were doing in the game?
Calculating values (and taking risky clicks) to avoid clicking on enemies.

How would you describe the game to friends and family?
“Complicated Minesweeper” :D

I’ve posted a video playtest and my feedback of your project in your discord channel :) 

I’ve shared a video playtest of your project in the Discord channel! :)

Wow, thank you so much! That made my week! :) I really appreciate it. And yeah, I usually don’t get enough time to balance or properly test jam games before submitting, it definitely needs an overhaul. ^^

Fun to play and quite engaging :) 

Thanks so much for your comment :) 

Yieah it is a bit unintuitive at the beginning, thanks for playing! :) 

Thanks for the feedback! Unfortunately, that’s something I noticed as well during the one playtest I managed to do. There’s always too little time to properly playtest things in a game jam! ^^

Wow, thank you so much! That’s really high praise, I appreciate it a lot! :)

So this is a different toy story experience :D

Really cool entry, especially for your first one! I always like sticking it to the math teacher-man, and this was really satisfying to play! I really liked it when the guy goes into hot streak haha

Yieah that was fun! I could really see this becoming a kind of incremental/idle game expierence! It looks and feels really satisfying already. 

That was a neat little experience! I first had struggle to see the spikes as obsticales because of the color. Nice difficulity ramp up over those 4 levels. 

That is just awesome! Creat execution, love the vibe and fun theme implemenation! :) 

Hey, thanks! :) It’s really cool to see you play it live. It’s so helpful to watch someone play your game and get a sense of their thought process and interactions!

Thanks for the detailed feedback! Honestly because of the time pressure there wasn't too much time for intentional design choices, so unfortunately they were all made on the fly  :,)

Really fun, little mechanic and good implementation! :) 

Wow really polished game! Nice! :) I also like the simple, but very pleasing menu.

I really like the idea that you can jump out of your ship to walk, i think there is a lot of potential! And obviously the visual effect is just really beautiful! :)

That was a short and beautiful executed idea! It is fast paced, and you really nailed down the "risk"-component. Sometimes I was just playing for a lot of steps, but then I was trying to keep up the combo meter. Really cool and fresh :) 

Additional to what the others are saying about the learning curve, I think this is a really fun game with some interesting ideas :) 

Cute game :) Eventhough I once was the reason the love fairy left the earth... sorry everyone! :'( 

Really, really awesome! It’s not only fully playable but already really fun - and I can clearly see the vision behind it! :) Once a second skull appeared on a die, the push-your-luck mechanic became way more interesting. And I just love the art style, especially the knockback animation. So cool!

I feel like this could be a really cool spin on a metroidvania game: you go deeper, but don’t yet have the mechanics to reach certain ores, and each return trip lets you progress faster and explore new areas. It did feel a bit tedious to go back to the vendor over and over again, but that’s an easy fix! Otherwise, really interesting idea, and I love how the bag visually fills up :D

Thank you so much for the detailed feedback! And yeah, that’s a really valid point, unfortunately, due to time constraints I couldn’t test and iterate as much as I wanted. I was just glad to finish it :D 

lol I basically used the exact same core mechanic (ricochet bullets) for this game jam. But your implementation with waves and upgrades is way more advanced already! Really cool to see how the same core idea can unfold in different art styles and types of gameplay. :) 

Looks really cool! :)