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Tetragraviton

164
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12
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A member registered Dec 18, 2023 · View creator page →

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Got 5575. I liked pretty much all of the aesthetics to the game. Has a clean UI. Controlling the cars was pretty fun, but it's not really made clear how to capture the other cars... It seems very finnicky. I found that if I run out in front of the other car and let them run into me, that lets me capture them more often. 

I think maybe if you incorporated the boost into capturing the other cars that could work better.

It also seems like you can farm for a while and just sit and let cars spawn into you. Eventually you get a message that you're falling behind, but I guess you can just move forward and do it again? Doesn't feel like racing if you do that strat and it seems like the optimal strat since you get a lot of points and fuel that way.

 I wish the mechanics were more focused around racing lol, there doesn't seem to be any positive feedback for going around the track as fast as you can, I think it would be fun to have a secondary objective to beat your own time... Like a ghost racer...  wait a second... if you're a ghost what is the ghost  of a ghost??? 

 I unlocked the 2nd music track but I think I liked the starting music track more.

Pretty simple and good, I also liked the little bitcrushed audio stinger in the beginning. Keep up the good work.

Very fun, and the ending was funny but a bit disappointing. Ah well good work

I don't know construct 3 but there definitely should be a way to limit the amount of audio tracks playing, you should look up a guide

Do you plan on expanding this game out? I know it's currently a self contained little package but I'd love to see more options and more ways to win

Just spamming him idunno

I missed one of the 100% global ones so its probably slow  but  I beat it

haha! I've done it! Good job, it kept bringing me back for more to get the good ending! One of the bullets was a bit mean to find (you know which one) Keep up the good work.


I prevented the calamity yay. And the music be like Aoo aoo aoo, aoo. The bosses didn't feel any different between each other, but that probably is due to time constraints. Also here's a big problem: The card variance goes from 2 dmg to 50 dmg. When you have a damage difference that high it doesn't feel like you are manipulating the deck, it feels like you pull cards until you get the good one and win, which means there is little strategy. So for sure rebalance the cards

I guess I don't know what the point of the main screen is since you have a minimap, because the minimap is wayy more helpful. It's cool you have a procedural system to make mazes, but its just a maze nothing else so... It seems a bit underwhelming. But good job

Nice, I remember making a game like this a long time ago. Yours is better. Also you are aware of the flashbang of the end but you still do it, whyy

Epileptic warning. Whole screen flashes white when ramming other goats

I would like to live deliciously. Fun, but you gotta not have the screen flash white for epileptic reasons. Also you should make the camera lead the direction the player is facing

Got a score of 100 and she bit her thumb at me. 666/666

It was pretty captivating. Ended a little abruptly, I wish I could go on forever and keep upgrading lol. Relaxing music, nice palette. Good job

Ok I beat the game, and I have to say it needs a lot of work in the level design department, and the core movement mechanics. Flinging is cool on paper, but the execution here leaves much to be desired. I struggled with aiming anything properly which sucks since this is a game where if you make one mistake you are dead. One of the first tall cliffs is really annoying to get up on since it seems you can't get the angle right, and also you have to use both of your flings and you just barely make it at that... for one of the first jumps in the game! Also the part where you have to use the new item in an extremely precise way and then get to a random point on the map just so you don't die seems not thought out at all, I happened to get lucky by only having to do it twice, but I can imagine somebody rage quitting here. The boss just keeps the amount of HP it has after you die, which seems unintentional but was a big help there because it seemed like it would have been a big pain otherwise. Also sometimes it's just hard to see where to go. I know the blue light marks the doors but there's also blue light in other places, and it's not clear enough to begin with. The player is also strangely small scale compared to the level, and it seems like he should slide on the ground a bit if you aim into the ground , but you just lose all momentum so you have to scuttle across the ground.

I think there is potential to this idea but it needs a lot of work on the fundementals first before you add new content.

Got to the 3rd fight and died. Repulsion seems like a gamble to use since the opponent can too. I also couldn't tell how far I was to beating my opponent. I feel like with more fleshing out this could be good

Well I got to the level where the target score is 550. It took probably 10 attempts to get there due to no fault of my own because they game generates impossible layouts where there are not enough chains of the color you get. And also there is no system where the balls collide after theres a gap or anything so that reduces the chance of the level being possible even more. But if you can fix that main issue it would be decent.


My score. The premise is cool on paper, but the number of jump I had ended up never being an issue. it seems you would need to be really unlucky to not be able to make certain jumps. Anyways good job

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Well you stumped me. But I managed to duplicate the key in two different ways. One by dropping it while insterting it into the mirror, and the other by janking it with the 3 part slots. I read two notes. Just couldnt figure out the main puzzle. SPOILER I have an idea that it has to do with the other meaning of key but thats all I got

Pretty simple. I was making it out to be harder than it was at first. Kind of hard to see the bills on a smaller screen size but I guess that might be part of the challenge?

The first time I've seen this concept for sure! And executed well. The mechanics felt pretty intuitive off the bat. level 2 had a little bit of jank when trying to get to the top right door. Music fit. 

Bam!

Very nice.  I liked the incorporation of other board games. Difficulty curve was perfect. I don't have much more to say. Maybe add a GO piece where it flips from black to white depending on the number thats under it?

The 6 and 9 one was a real headscratcher but a good puzzle for sure. Good job!!

Can you make this game mobile friendly?

Made it to level 200. At a certain size, swinging the dagger up makes the dagger just not show up lol. Also the bats are a pretty big difficulty jump the first time they show up. The bosses stop spawning after a while too, maybe they can replace the small goblins for a more constant difficulty ramp? 

I played for a little bit up to where you make nails and rings, then it hardlock crashed :( And I was finally figuring it out too rather than hopelessly pressing buttons until it worked.

Pretty good especially for a first jam game! I like that the walls look inspired by the brick breaker paddle. I think level 4 is absurdly slow. I get that it's supposed to be slow, but I think it's too slow to a point where if the ball misses it feels frustrating to have to wait to try again. 

Difficulty wasn't too bad. Good job

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Thanks so much! I am glad you enjoyed it! 

The artist, Rinsdoll worked hard on the animations and all the sprites haha.

I'm wondering what was confusing about the clock? :O

Chances are you missed some equipment that could help out early game, some of it is well hidden!  We were considering a run, but it didn't make it into the demo. I want to further explore the possibilities of running for sure, it would have to be limited though since outrunning enemies would be too powerful. And also we are planning map redesigns in certain areas, and some sort of fast travel when the world gets bigger. But stay tuned, as we are continuing to work on the game!

Hah yeah I guess it's bound to happen with enough people playing

Not bad. I think some of the swipe actions were finnicky,but otherwise good

I won, but didn't know how to play with the broken dash. Oh well. It was fairly fun, I think the sonic-like physics was pretty neat. Needs some polish in the art department but I think you should keep the simple color palette

thanks for putting a section of my life into the toilet

Graphics, sounds, premise all amazing.

I just want to say this is what happened:

On my first game I picked up the wet food and tried it on cat 1 and he loved it. I was like "Oh ok so multiple cats are going to love it" So I tried it on the other 9 and they hated it. So then I claimed cat 1 and I got a B- after 10 interactions. On the next game I checked the mixed food, and cat 1 liked it again, so I just claimed it right away and I got a worse score for a better time and less interactions? huh??

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I won haha. If you intended to make it seem like an overpopulated PVP server congrats, it felt like that. Spawning in is terrible but if you get your foot in the door it becomes easier at the end. The weapon-play is fun and funny. Maybe you can find a way to make it easier at the start and harder at the end to ease people in more? Anyways good job

Pretty diffiicult... Only made 14.92 bucks. I'd say there are too many button presses but I guess that is what makes the game a challenge. I think also take perform off of enter and just make it up so you consolidate the buttons more. 

I couldn't figure out the key door so my secondary goal was to make it on the left platform, and I won that at least

I played probably for way too long, 25 minutes or so. I played with the necromancer spell, and enjoyed the jank more than I should have. there is a legitimate strategy on how your revived enemies push you around in a counter clockwise circle, and if you can get stuck in between them and the power ups you have a safe spot for a while. I really dont know what the left 2 upgrades do but I bought the middle one about 30 times. The right upgrade you can walk through which was kinda weird but it helps with making loops around the middle. I had to mute the sounds because it became unbearable when hitting a boss. The game doesn't really get harder at all just remains pretty easy

Hey, liked it a lot. Was a little confused at the beginning but then I found out it was a tower defense. ( I typically don't read lol) Anyway, the last level is possible but I wish there were more!

I can tell there was a lot of work put into this, but I kept having to reset since I kept getting softlocked after talking to people... I got to the part where the hint is just "..." though. Also I found out that there is a right click menu that doesn't seem to do anything? Anyway, I'll follow this game to see where it goes!

I do like scroller shooters. I got to the 2nd boss, and noticed there that the lives system is a little different than others. I suppose it helps with the run though, but you do burn through them with no way to get more health at a boss. And the bosses are pretty bullet spongey with not much variance to their attacks. Usually bosses that tankey will have a 2nd phase or something. The difficulty is good IMO but you should add an easy mode. Also for sure you should redraw the background at a much higher resolution