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the_syncr0

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A member registered Jun 13, 2020 · View creator page →

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Thanks! I really appreciate all the kind words!

With Love2D you can easily set up something that hotreloads the level when you make changes. I had it set up so that it just restarted the game with the new changes and it started right at the level I wanted to test. So it makes the feedback loop pretty fast. However the exact way I implemented the enemy movement patterns is fairly tedious as it is the screen position 0-1 for x and y that it spawns and moves to. In the future I will probably set up some sort of simplified lane system where enemies to spawn and some preplanned arcs to take along the screen. That idea comes from a short series on shmups development by boghog on YouTube.

Also thanks for the audio suggestions. I think sound effects are one of my weakest points as a game dev right now.

It's always fun to talk about the process

Thanks for playing! I didn't have time to implement a proper continue system as my current restart system came together a few hours before submission. Same with the sound effects, I made them all in PICO-8 which is why they sound like that. It was the fastest way I could make the handful of sound effects I needed. But I wasn't super happy about how they sounded either. Time to learn some better audio processing tools haha.

My entire game is coded in lua so there is a file which has a list of enemies to spawn, also the text to display. And each enemy has a starting spawn location, a location to stop at on screen, and a location to fly to off screen, and the time until the next enemy spawn. With that I just tweaked the numbers until it became fun to play

Relatable. I spent too much time on my title screen too haha

Thanks for playing. The glitch projectiles damage the glitches when you run into them. I didn't make it as clear as I would have liked and you can get through the game without dealing with it. It does help with the boss fight tho

The glitchy projectiles damage the glitches when you run into it. With all the stuff going on on screen I guess that is easy to miss. Thanks for playing!

I liked the hide/show mechanic. Great job

Spooder

Love the polish on this, everything looks amazing

Loved the visuals but frame rate dropped during combat for me. Great job

I somehow used the rewind to get up the first jump but I don't understand how to get past the big pit. I like how the game looks I just don't really know how to progress. Oh and the music was pretty good too

Awesome art style

Carrion-roguelike very cool. Controls felt a bit laggy but loved the visuals

I was a little confused about how to play but I liked the visuals

Very cool, I love the visuals even though I suck at these kind of games haha

Some of these were pretty tough. But it was really fun especially all the tools. I would love to see more levels. Great job!

aliens are real

Fun game and great art. I really like the title screen

rat

I love PICO-9 games, simple yet effective art and good music too. I am a bit stuck on one of the puzzles haha. Great job.

Fun little game, having to click for every shot and manually reload with R wasn't ideal but it was still fun.

Good job on your first game!

The art is awesome. Great UI too!

Thank you!

This was a pretty cool incremental like game. The music was great as well

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Great job. It is a unique and fun game! Reminds me of games like I am bread

I had fun with this, even though  I found it pretty hard. And the graphics look great!

Very cool! The graphics and the music look great. And I love the backstory you put together. I would love to see how you continue to develop this game!

My first time trying each of the puzzles they were very easy and needed only a couple moves to fix it but the second time they were much more shuffled. I really love the aesthetics of this game. All the little sound effects and animations are great. Great job!

Great job especially with joining the jam late. I like the mechanic of swinging the moon around to hit the obstacles but I think there are too many enemies. With less enemies you could focus more on accuracy with the interesting control of the moon. Currently you can just swing around and hit most of the enemies fairly easily haha.

Also very cool using and developing Lyte2D. From reading more about it I am very impressed. I hope the project continues as it can be a nice simpler and more web friendly version of Love.

Thanks again to everyone who submitted, I really appreciate that you took the time to join my game jam.

Remember to take some time over the next few days and check out the other games that were submitted, rate them, and give feedback!

I'll push back the deadline a bit no worries

Oh cool, I have never heard of Lyte2D!

Thanks for joining and good luck!

Yes liko12 is allowed

Hello, thanks for checking out my game jam

Coming from Godot I would probably recommend Defold. It is the closest thing to a full game engine like Unity or Godot. All the other suggestions I listed in the jam description are more code focused. So if you are looking for UI development I would recommend this Defold tutorial. And for something similar to Godot's signals system there is a message passing system, see this tutorial.

Outside of Defold there is also Love2D which is a great framework, which is entirely code based. However. without using helpful extra libraries it can lead to some boilerplate. But you can find a lot of useful tutorials and libraries to get up and running faster:

Congratulations to ...
Scuba Squad on winning first place!
Under Water Tactics for second place and first in the music category!
Hammerhead Squad for third place and first place in the controls category!

Thanks again for everyone who entered! I hope to see you all at our next Turn Based Tactics Jam!

I look forward to seeing future developments on your games and best of luck in your next game jams!

Yes feel free to submit a web build or any other platforms. As long as you don't add anything besides small bug fixes necessary for the builds to work

Unfortunately I am getting stuck after using all my action points. But I like what I see: a unique take on action points, the top down view, and mechanics that seem easy to understand and hard to master. I am looking forward to see this game progress!

Great job!  I really liked the music and I loved the cinematic shooting camera! I agree with tcinteractive about level one being hard because of the lack of cover, I lost a soldier!

It is really amazing what you were able to accomplish in the time of a jam. The graphics and the general polish is great! I really like how the enemies float up when they die and I was impressed that you have a line of sight indicator! My only issue is that the mouse sensitivity was way too high and I had to adjust my DPI all the way down to play. I would love to see what future improvements you add to this.