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TheImmuneCkay

149
Posts
6
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A member registered Apr 23, 2023 · View creator page →

Creator of

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In a few places I have the user open a popup with "E". If they advance and close it with "E" then you have to do extra work to figure out wether or not to re-open the popup when you are closing. So this is an easier and more predictable programmatic solution to preventing an infinite loop.

Overall this was a really great. I really like the art style and the modeling. The camera was a bit tricky to control with analog sticks as it feels a bit inverted for up and down. I couldn't really get the camera to follow behind me. I had to refresh the page and was given the opportunity to continue which responed in a completely different point in the game.

Thanks so much for trying my game. Sorry the web build isn't as reliable as what an executable would be.

Thanks so much for trying my game and for all the feedback. Sorry the inputs didn't work consistently enough to may the game playable. While getting the buttons mapped isn't hards it always tedious to be sure everything is line up across control layouts.

To confirm, "E" is to interact with mine carts, switches, upgrades, and items in the shop and "B" is to continue/close dialogs and close popups. Additional, I usually use the hardware tester below to figure out which buttons are indexed where on my Xbox backbone because what's in Godot doesn't line up. You should be able to attack with the right trigger, but if not whatever shows up as joypad index 7. It may be the left arrow on the d-pad if it matches what is listed in Godot.

https://hardwaretester.com/gamepad

Thank you for trying my game. I think you're right. In an effort to keep it simple I may have made it too ambiguous. The lava is actually a healling spring that I didn't have time to go back in and re-colour. I was hoping that making them the respawn point would set off the a-ha moment that it's harmless. I could probably just color the enemies so it's more obvious they are not on your side.

Thank you for the feedback and trying my game. One thing I really wanted to improve on since the last time I entered this jam was building a cohesive world.

Thank you for the feedback and trying my game.

Thank you so much for trying my game. I'm going to have to take a look into glitches in the shop.

I really like your whimsical art style. Hopefully you will be able to expand on this by adding a few more rooms and abilities. 

I really like this idea. I think it's extremely do-able with the size team you have. I would have loved to see more concept art/ideas for example levels. I couldn't get the full GDD to open without error.

I'm really looking forward to playing your prototype. 

I really like your idea; however to be able to gage if you have a reasonable scope i would like to know one of the following: how many puzzles you plan to make, how many puzzle system you need to make, high level list of tasks or task examples.

Maybe I'm missing a lot of your details as it cuts off after page 1.

I like the story you have so far. I would have really like to see a bit more concept/inspiration art.  I can't look at your document and know the art style that you are going for. I also am not sure from your document what you natural and unnatural disasters are. I think the unnatural is either AI or a lack on environmental education. 

Good luck and I look forward to seeing your prototype. 

Thanks!

This looks really nice. I'd love to see it come to life with a bit more foliage, some cones, tire track trails, or even paint on the grass. The rumble strips on the apex are maked so clearly that it seems like you sould get a bit of grip going over them.

Thanks for playing my game. There's a few rooms that I still need to streamline because they started out way too big. Practicing level and environment design was a big goal for me this jam. 

I'm horrible with art, so I was happy to find a jam that came with art. The ducks were the first cohesive thing I found that "matched" the art style.

Thanks for playing my game.

Functionality to make finding the echos interactive/engaging and a peice the clues together system (similar to the fill-in-the-blank duck detective system) were on my list of things to-do but they got cut due to time. The game was still pretty silent with a week to go, so getting sounds in and wrapping up the story were prioritized. It's really hard to see these as criticisms when they were in my original plan, but were scrapped due to time.

I think you may have gotten the textbox in a state where it thinks it's already open. It's only happened to me once, so I haven't been able to reproduce it enough time to come up with a solution. 

I was very grateful to find so many assets that worked together. If I had made anything it would have looked like Thomas is still very alone.

Thanks. I meant to go back and make it consistent: E to interact, Q to close, and Hold B to skip but I ran out of time.

Press 'B' to close the popup. SPOILER: The second chest will give you an ability to move the platforms.

Press 'B'. I'm thinking I may really need to change that, as it's really not coming across to a lot of people  

Press 'B' to close the popup

Thanks for all the feedback. I will definitely try to implement a lot of the suggestions.

Nice job. I really like the art. Would have loved to have something to do with the money. Otherwise it would have felt better to have the number go up faster for a score like ships x10. Tying score with money fells like you should be able to spend it.

This was really fun. It definitely plays on a person desire for "numbers go up" and cookie clicker like games from all the number spamming. Would have been a great game to throw in a leader board.

I like your art style. I'm not a puzzle game person because I'm not very clever. Like a lot of other commenters, I got stuck on the third puzzle. That being said, without really telling the player I think you could have used you first two puzzles to force the player to have an all on and an all off solution. With out this you leave the player to assume I the instructions and I assumed you needed all the lights on. With the run time for the game being so short, it could have been better to pad the player with easy wins then to get stuck on the third level and give up.

This is a nice start. The player character was really hard to control for the platformes being so small. I think it would be easier to control if you had used up/w to jump so you aren't moving with two hands and then need to switch to a mouse to shoot. Is there a double jump? I fell in on of the fire pits and it kind of stinks because you can't just hop out.

that is possible and if so I definitely missed it if burning keys is possible. 

I saw this and instantly thought of 'dungeon clawler'. I love the art. I wish there was a tutorial or a more clear way to know if you are doing well. I had several cards in a rows and thought I was doing well.  I would have a break in the suit and didn't make the connection of how it affected my score. I had 3 matches just before the end and finished the game with 0 points.

A tutorial to explain the first 5 or so turns or until you break your first streak would probably help.

Thanks for the feedback and playing my game. I probably need to clean up the collision layer for the bullets. Thanks for optimization suggestions. I did want to add in some way to keep track of the number of zombie currently active and not generate any more after a certain number. I also wanted to improve the zombie's ability to locate the player/deal with wall collision, but after 3 hours and little progress Saturday afternoon I scrapped what I has.


Haha drivable cars is a bit of a streatch for a one week game jam as I still have family responsibilities, but that would definitely be cool. I wanted to add some fire effects so the blast radius was more clear but I ran out of time.

I have all the set up to add in gun swaps, but for the length of the rounds it didn't really make sense unless I was able to finish unlimited days mode.

I thought about fog first but I wasn't sure how to make it scroll and be random. The rain was so mich easier to deal with.

Thanks for the feedback and playing my game.

Thanks for the feedback and playing my game. Thanks for catching that. I have to make sure the walking animation is playing when the player is "idoling" outside of a building.

Thanks for the feedback and playing my game. I not sure I got the physics and the logic for the gun recoil correct because I noticed that too if you fire repeatedly and try to move at the same time. After the jam the player movement is one thing I definitely want to try to improve. I didn't want the player to get stuck in a building without being able to escape so i set it up to stop scrolling where you are inside. I could see adding some logic to detect that if you are in the top 25% of the screen to keep scrolling and ease in and out of scrolling a bit smoother.

Thanks for the feedback and playing my game. I was hoping to add an image to the head of the progress bar on the side to make it a lot clearer that you are scrolling. I also wanted it to load in sync with the direct you are walking but godot kept changing it to top to bottom and it wasn't worth the time sink.

Thanks for the feedback and playing my game. I still have a lot of trouble making good player movement expecially when changing directions. After the jam the player movement is one thing I definitely want to try to improve.

Thanks for the feedback and playing my game. I not sure I got the physics and the logic for the gun recoil correct because I noticed that too if you fire repeatedly and try to move at the same time. After the jam the player movement is one thing I definitely want to try to improve.

I loved the opening cut scene and how it set up the game. I'm not a puzzle person cause I'm generally not that bright. I got stuck on the first puzzle with a key. I got the key and went to the lock and nothing happened, so I'm not sure if I missed something or if there was something else I was suppose to do.

I really liked your art. I couldn't get past the first jump one of the starting options so I'm glad it alternated between two diffrent starts. I'm not sure if I'm just bad or if the jump is really unforgiving. 

I really liked the art. I'm not sure if the size ratio was affected by my screen size but I often lost the ship in the field. I think maybe scaling the ship up and down when firing would help it stand out expecially once the page gets cluttered with enemies.  It was also a little hard to tell the difference between the background and the foreground because of the 1 bit colour.

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Yes, I  put that in the description; I wasn't trying to hide that.  I built this for a 48 hour game jam. I wanted to learn how to make a vertical scrolling. I did the tutorial for the first day and added shields, pick ups, limited ammo, changed thr music and some sound fx, added a story line, dialog pop ups, and a combo meter in the next day.  I think you get the point that it's diffrent, but the base mechanics would be the same anyway and if i had changed the are you would have never know. Thanks for checking out my game and go check out heartbeast's channel and show him some love.

Thanks for trying out my game.

Thanks for playing my game. I wasn't really sure what was a good fit to progress the prompts.

I addd options to adjust the sound in game. Pressing P to pause will give you the option to adjust the sound. I ran out of time trying to set it up on the main and game over screens.

I can see the case for not destroying the lasers when they hit the pickup and only destroying them when they hit an enemy.