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tarmo888

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A member registered Sep 24, 2017 · View creator page →

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Add the list of such features to you game page (you can still edit the text during voting) and mark the features that currently not fully implemented. Would be helpful to see the definitive list of possibilities in one place.

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1. That's good idea and I had scenarios in my mind, but decided to leave that for full game, if I ever make one.

2. Yes, it's random, but not deterministic , which means when you quick-load, you get totally different random order when adding new hex prisms. I plan to make that an option.

3. I didn't want to make complete sandbox because i thought that was one the biggest problem with Townscaper, but would sandbox mode, where you can pick your own color solve that? Right now, the player can do that by modding the save game.

Interesting, very interesting, but I didn't get any honey.

Move tool - I expected I could move the whole rock at different points on the screen, like moving a camera, but that didn't work. It seemed it's only needed to catch the flying pieces of rock.
Rotate tool - is that just for rotating the whole rock, so different parts of the rock get water?
Scissors tool - is that the tool I would need to use 99% of the time?
Digger tool - how do I make a pond? It just threw pieces away from my rock, why would I want to do that?

What do I do with the flowers? I cut them with scissors, so I get more plant?
What does the bees and some other insects do? I could use the gun on either one.
What are brown hexes and is the gray hexes just dead rock? Are these I should dig out?
How do I get honey? What is meat for? Are the plants meat-eating plants?
So many questions, so little answers.

Wouldn't it make more sense that the grass grows on top of the hexes, not behind of the hexes? Later in the game, I lost the flashlight that was illuminating the hexes, not sure how. Would also be useful if the tools can be accessed from numeric keys.

I think it would make more sense as game if you had to one shot different shape of structures and then it would calculate the score how far each one fell from it's original position.

I don't anyone thinks about hexahedrons when hex is mentioned and even less about regular square boxes. Why not hexagonal prisms? Would be cool if smashing two bodies would combine them into one.

The ending was great, but I expected more manual work in the beginning - manually shooting the trash, but it seemed that the cross-hair was only for navigating. Also, use of the theme was weak.

Dragging to browse was bit awkward, maybe tapping on the sides to scroll would have been better and moving the spells to the middle.

I also wish there was a line on a chart, which shows what was my acquiring price.

I am not sure what I just played, but I merged 12 and got 5.

Looks very cool, but I was not sure why my crew died, I thought I upgraded them enough.

I want more.

Pretty good, well done!

Enable fullscreen button, the arrow keys cause scrolling of the page without it.
Controlling the arms were interesting, but I later discovered that I could just run over the rocks without using the arms.

There are tutorial screens, but I still don't get it.

Cool bullet heaven AUTO shooter, but the AI driver is bit dumb. Needs more time in the oven.

OMG, I feel so dumb, I didn't realize that triangles were the shapes I had to merge too, I though they were one of the annoying obstacles because they were gray-toned. Once I figured that out, the game made sense and was quite fun. Maybe have all the push-able objects colored.

I didn't immediately get it that it's a typing game, maybe there should be a blinking cursor as you type. Also, I wish I could send with Enter, so I wouldn't have to use mouse.

I didn't have any sounds either, I expected to have different sounds for correct and incorrect key strokes.

Looks cool and I can see the merge theme, but I didn't make the connection immediately that hex means 6 in Greek, maybe it would make more sense if you need to place the elements around hexagon shaped powerplant core.

Might be my problem, but I would have preferred some tutorial or visual examples, which elements I should place together and what angle in order to maximize the output. Only fluked once and got energy reserves over 100.

That part is random, like in match-3 games. It's luck based, when you get 3 matching colored hexes grouped together (triad), then you get the ability to build a higher floor.

Or you can just save-scum - quick-save, place a hex, if the right color didn't spawn, quick-load and try again. At the moment, color is completely random each time, but I might change it deterministically random.

Should I improve the instructions what's the goal or how to access next floor? Or was there something else confusing?

There are actually 3 small and 2 medium sized tutorial levels, rest of the 15 levels are same larger size. The difficulty goes up based on how many targets need to be taken out, how fast repair bot repairs and how long the required number of targets need to stay been taken out. The difficulty should go up with each level, but there are intentionally easier levels at times and one before the last is more difficult than the last one.

There is no single solution to each level, but easiest tactic is to be stealthy at first and reckless later.

I used the blue dwarf in a game jam project because he looked like some angry server technician. Would be nice if there would be walk animation, which could be used when player is walking north (Zelda-style), could also be used to climb a ladder or go inside of a door/tunnel.
https://tarmo888.itch.io/mister-disconnect

I didn't like the CRT shader, but the crafting was great. Pretty good that there was tasklist available - without that, I would have been totally lost.
The vent mechanic was bit confusing, it did make much sense that I had to put down the box and then the vent appeared on ground, it would have made more sense if placing the box (or boxes) down would have helped me to reach some place where I couldn't reach before.
I wish it saved the progress, I lost interest to try again when I had to start from the beginning.

Thanks, the speed of the character depends whether you have speed booster pickup, controls was intentionally built for just arrow directions + one extra button. It was difficult to find balance between level size, character speed and meaningful upgrade.

Do you mean that main character was readable, but the placeholder clear-colored entities were not?

Thanks, audio is fixed now.

Didn't quite get it in the beginning because there was no penalty for slacking around, but then it clicked, there is a reward for working and that reward is having privacy from the watchful eye. I was able to leak one file, but I am not sure I fully gasp the game because I still couldn't understand what the triage notes are for? Is it just for lore?

But the soundtrack is total banger, reminds me of MARUV & BOOSIN — Drunk Groove song.

UI looks nice and the feel is great, but the text was selectable and cursor changed when hovering the text. You can fix it by adding "user-select: none; cursor: default;" CSS to the body style.

I guess my progress was discussed in the narrative, but I didn't read much, so the ending came very suddenly, I think I didn't make it to day 15 because it suddenly restarted on day 13 or 14.

I meant that parameters are not part of the alias, but dynamic, just like with bash. And there probably needs to be some time penalty if you hack something that has already been hacked.

alias ha='bash -c "hack -r \$1; access -r \$1" _'
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Cool game, I liked how it makes you feel like a hackerman (Kung Fury meme).

Some feedback:
* Calling felt pointless, it takes as much time to write the call command than hack command, up and rename "hack" to "access". I couldn't control the cameras, so it was rare to see them on camera when they received a call. Most network cameras are pointed inwards to some area, so even if they are at the other end of the park, they are out of the range for the call. More often, they were behind the network camera view, but those cameras see only one way. I wish network cameras had mouse control and some could be even 360 cameras.
* I couldn't figure out how to set up an alias that executes 2 commands with parameter, like "hack -r 123 & access -r 123" as "ha 123". Updating the alias for id each time is slower than setting "alias hr hack -r" and "alias ar access -r" and then just executing "hr 123" and "ar 123".
* Camera skipped frames every time I executed a command. A bit annoying.
* Phone cameras seemed to be too much in front of the characters, so they clipped through walls before turns.
* After capturing 5 targets, I got "Victory Achieved!" message, next target and then game froze.
* It doesn't remember my aliases the next time I visit the page.

It seemed they all followed the same trajectory, so I hopped on one, drove to the church and then executed list, hack, access, download, curr commands while they did their circle inside of the church, then hopped on the next one coming into the church. After getting all the names from everyone, I went to the networked park camera in the middle of the city and executed list command as long as I noticed my next target.

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Not at all, initially I was thinking that the user would need to file some paperwork every time they changed the observing sector, like "Papers, Please". So the longer it takes for them to do that task, the more messed up other sectors get, but that needs more time to get it right, so I chose the more straight-forward solution for game jam. Thanks for feedback.

Nice, that's like a full game, but I couldn't finish the last level.

Well done, you figured out how to cheese the game. You are absolutely right, it needs more balancing, currently observing a new sector stabilizes that sector too fast.

Thanks, I have had the idea of commieblocks (Soviet apartment buildings) as physics boxes for long time and originally I was thinking to nudge them directly, but now with this gamejam theme, indirect control over them made even more sense.

It freezes when the music ends.

Thanks for feedback, this is now fixed.

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That was fun. I completed the game (hit the main baddie), but then decided to try what happens if I throw the sword straight up. Everything seemed to be fine until the sword fell through the ground, yet the height kept growing.

Once you use new version, the old version starts crashing. Probably because same savegames are used, proper way would be to copy old savegames for new version.

The new version shows Microsoft Defender SmartScreen warning because unsigned.

Aim south to pick up cargo, aim north to deliver the cargo.

Haha, unintentionally it's still sound because the wheels are just spinning on ice (loss of traction).

Thanks, we initially had an idea to have a dynamic marker on the edge of the screen or even GPS route on minimap, but due to time constraints, we just added the text for cargo bay and delivery bay.

We might add those features later, even tho the gamejam is over now.

Thanks. Fullscreen is added now.

Nice, it might not be as easy when you restart the game.