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Tellyandrew

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A member registered May 19, 2023 · View creator page →

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Thanks! I was able to get a new version in before the jam ended with 8 extra levels if you’re interested in that

Thanks! I was just trying to come up with things I associate with death: flowers, skulls, ticks (those are what the tanks are supposed to be), machine guns.

Not bad at all! Thanks

Thanks! I happened to play your game too a couple days ago. I originally tried to figure out a puzzle concept for the theme and couldn’t think of anything, so I found your take on a puzzler super fresh

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Dev score:

Thank you! That didn’t cross my mind, but I guess I did accidentally make a polarity mechanic. I agree that it plays out much differently through

Nice!

Thank you!

Thank you so much

Yeah, I agree about the bonuses. Do you have any suggestions about what I could have done differently there? I realised a bit before submission that the way they work is probably too contrived (it does a non-backtracking drunken walk algorithm until it reaches a dead end and uses all the bonuses from the walk).

Thanks!

I can’t seem to reproduce the upgrade problem you mentioned. The game locks out (or at least is supposed to lock out) the A & D keys when you get an upgrade until you release them so that the thing you mentioned doesn’t happen. Does it just happen when you’re holding A & D?

Thank you! Yeah, I agree that it’s a bit hard to see stuff, I’ll definitely need to workshop something for the next time I write an isometric game.

Thanks!

Thank you :)

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This is phenomenal

Thank you! Creeper World was one of my favourite games as a kid

Thanks!

Thanks! I learned from previous jams that tutorials – or any sort of tutorialisation – is super critical if you’re making one of these systems based games

Thank you! I think the re-rolling thing is kind of inevitable in rng-heavy games (unless you force some sort of lock-in from the player, which I would rather avoid). I do think the game is more fun if you try to roll with the start you’re handed though!

Thank you! I wanted to allow circuits to be picked up with the teleporter, but I didn’t have time to program it unfortunately (I would have had to write something to recompute what building is powered by what when a circuit network is split; that’s not difficult, but there were more pressing things to spend my time on).

Thank you! Yeah, I feel does rng makes it a bit hard in the early game; I do have a couple tips to counteract it though:

  • You don’t have to just make just one circuit network – if there’s a few crates clustered in a remote area, it’s totally viable to make an outpost with its own power-source
  • Don’t place your circuits unless there is something you can power with them in the same turn. You might be locking yourself out of crates that you otherwise could have reached

Thanks for the compliment, I appreciate it!

Thank you!

Thanks!

Thanks!

Thank you!

Thanks!

Thank you! You can also build-out and roll the railgun onto unpowered circuits and then safely teleport it back into your inventory if you want extra range!

Thanks! Yeah, I’m probably going to make the camera angle a bit higher or try to find another solution to make the overlapping sprites less noisy if I make another game like this so that it’s easier to tell who is on what cell.

Thank you so much! Not completely solo (unless you’re just talking about programming), Oas7s made the music during the jam for the game.

Thank you!

Thank you! I used some screenshots from Into the Breach as reference images (although I feel like this game ended up looking much different)

Thanks! The game does use a pooling system for the items (15 circuits, 4 power buildings, 3 defensive buildings, & 3 miscellaneous buildings before reshuffling). But I do agree, it’s really tough if too many crates spawn too far away when you don’t have any extra power buildings to place as proxies.

Thank you!

Thanks!

Thanks! I agree with both your critiques.

The first complaint will naturally happen on each run; the item pool uses a deck system (it will generate one of every possible orientation & type of circuit before reshuffling) which means it will be a ratio of (4 + 6):(4 + 1) = 10:5 circuits with 2 or less connections throughout. I probably should have just removed dead ends from the item pool. A rotater building also would have been cool to add.

I also played through your game, it’s my favourite game from the jam so far!

Thanks!

Thank you so much!

I was hesitant to play this because I didn’t want to go grab a pen and paper. But I’m glad I decided to because it was very fun! I enjoyed working through the puzzles.

At the end of the game I’m not sure there’s something I missed. I’ll be vague with my question as to avoid spoilers: I went to spawn and through the door, am I supposed to do something on the final platform, or is that the end of the game?

Yeah, a bit disappointing they didn’t have more time, but at least I got a laugh out of it. I’m glad you enjoyed our game!

Thank you!