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Tianmaru

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A member registered Jul 03, 2020 · View creator page →

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Just took some time to play the game again, my current high score is 12,600 :D
Also, if you plan to update it, here are some suggestions:

  • a health bar for the city would be really nice to have
  • I think, it would be cool to add some screen shake when your city takes a hit so that you can't miss it and it feels more dangerous (also, louder explosions!)
  • I like the partial highlighting on the enemy ships corresponding to the letters you already typed. However, if you make a typo, I think it would be better to still highlight the correct part (maybe in red), instead of removing the highlighting completely (e.g., for "fischbrötchen", still highlight "fisch" when the player typed "fischvr"). Because usually, the player ends up looking at the enemy ships all the time and not really at the text entry in the middle of the screen. By keeping the highlighting on the ships, it's not necessary to switch focus to the text entry to see where you mistyped, which costs you time.
  • The player needs to permanently concentrate and it might get a little monotonous. This could be fixed with some mix up from time to time - for example, I would love to see some kind of intermediate boss fight! Or a relaxing stage for bonus points.

Anyway, really well done and again, congratulations! :)

Unfortunately, I had an error trying to start the exe with wine:

Fatal Python error: _Py_HashRandomization_Init: failed to get random numbers to initialize Python
Python runtime state: preinitialized

Hi Danny, every game engine is fine 👍

Wow, very fun despite its simplicity. I had a pretty silly bat + baguette knight + magic feather combo going for me.

One thing I noticed: When you restart, the a second music placer appears to start playing in addition of the first, so the sound gets layered.

Thanks for your reply, I guess changing the floor normal is a clever and simple solution in Godot. Good luck in future jams!

Thanks, I think there is some tweaking left to do. Even I miss the action window sometimes, even though I have the feeling I am on beat ^^

Thanks! Yeah, I limited myself to the Micro Roguelike pack from Kenney, and there wasn't really a good icon for rotation in it, so I used the one that got the closest. However, I want to completely redo the action indicator bar anyway, since it seems to be confusing for most players.

Thanks for playing! Maybe it wasn't you missing the beat, but audio latency from the browser or the visuals which can be a bit misleading too. Personally, it works best for me if I concentrate on the music only. If I have time, I will change the bottom action bar into something more helpful for a rythm game.

The visuals are very clean and the upgrades feel powerful. However, I think I might have encountered some bugs: I could still shoot after my tower crumbled, I kept some upgrades into the next run, and from the second run on, the health bar didn't work anymore. Also, you could just do nothing and still defend long enough for your advisor to win. But great entry nonetheless!

One Button Vampire Survivors? I couldn't get past the floating eyeballs. I think, when I finally had enough power upgrades, I also had to many speed upgrades to dodge their projectiles in time.

Nice, my high score was 18 seconds :)

Wow, this is super impressive, you basically just submitted a finished and highly polished game. The player character was a bit sus for a moment, if you know what I mean. I would like to know how you glued the character to the platforms and changed gravity. Was it complicated to implement?

Our games seem to have a similar control scheme, and we even ended up with the same art assets :D

Yes, the controls need some getting used to - how far did you make it?

Best game ever! :D

Oh, alright, haha :D So, at it's heart the game is a roguelike: at each level, you have to find the downward stairs to progress to the next floor, until you finished the game. However,  the game also borrows elements from rythm games and is heavily inspired by Crypt of the Necrodancer. And since it is an entry for the 1-Button Jam, there is yet another twist to it: instead of being able to move in any direction you want, the current beat determines the action you will execute. On an odd beat (1 and 3), your character will move forward (or attack, if there is an enemy in front of him). But on even beats (2 and 4), your character will turn right. The action bar in the middle bottom of the screen shows the action which will be executed. But to be honest, I find the audio more helpful than the visual for finding the right beat. Also, there might be some audio latency problem if you are playing in the browser. Please let me know, if this explanation helped!

I can assure you, that the bus is perfectly safe - as long as you thank the bus driver. Thanks for Playing!

Remember the ice cave puzzles in Pokemon Gen 2? As a child, I was not able to solve them by myself and had to ask a friend for help.

...glad that I managed to finish your game without help this time :D

Yeah, initially we planned for 6 mini games, but now there is not much to do except waiting :D

Hm, did you try clicking the bus as soon as it comes to halt in front of the shed?

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A soothing and relaxing experience - the graphics are cute and the ambience sounds capture the atmosphere nicely. But to be honest, I was stressed out at first because I assumed the bar represented the time window you had to jump :D

Also, I was hoping for something to happen, for example after 10 Hopsern, like meeting another frog or getting captured by a stork. I think that would have been a nice reward for being patient.

While the visuals and audio certainly "could need improvement", it is impressive how many different mechanics you got to work in just 3 hours: basic movement, dashing, procedural generation and "red light, green light", that's a lot. I didn't get the light thing at first, probably because I didn't read the description.

Wow, this is super impressive for three hours. Very nice and clean looking visuals, the music is good to. I am not quite sure how exactly you made the link from patience to everything is on fire, but it is a nice entry for sure!

Thanks!

Well, that wasn't intended to be honest. I just added another sound for the telephone, so I guess the beat has a rapper now - that's how Hip Hop works, right?

Uh, I spend more time than I'd like to admit to make the bus bouncy :D

Congratulations for beating the game! ;)

Thanks for the tip, I just didn't had enough time to change them.

Unforgiving, yet very intriguing story and creepy sprites! Are there multiple ends?

Thanks for playing! I am still working on it, so hopefully I can complete it someday to be an autopilot game.

Yeah, I overscoped pretty hard so it's just a local multiplayer game :D

Thanks for playing!

Also I am wondering: How did you decide which path to take, if there are multiple shortest paths?

Wow, this game really caught me by surprise. I did not expect, how much fun you could have with such a simple mechanic. The puzzles got quite complex too, at least I had to try a bit longer for some of them. I can easily see this turned into a mobile game, hopefully also delivering that promised story DLC!

Admittedly, my laptop isn't a graphics beast, it only has an integrated Intel UHD Graphics - however, since your game just uses 2D graphics and similar games run fluently, I wanted to point it out to you in case you had no opportunity to test it yourself on Linux. But I guess it's just my weak PC then :D

Reminds me of Overcooked, but with a robot. The linux build has severe performance issues and sometimes crashes for me, if I resize the window to big - otherwise it seems to be working.

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Thanks, as stated in the main menu, the background is from opengameart.org - I can really recommend the site for Game Jams, many nice assets available.

Yeah, I overscoped a bit, that's why there is not much functionality besides a vs mode. My initial plan was to make you train an AI that fights the enemy AI for you, similar to Auto Pilot Games. But it took me way to much time to set everything up, and it turned out the AI support in Godot is kind of lacking.

Thanks! Yeah, my room mate somehow saw Squidward in the first version of the monster sprite, so I changed it to resemble him even more ^^

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Cool idea, I made it to the end. But to be honest, I think room 5 (the one with the buzz saw tunnel) is way to hard and will frustrate and discourage players. Also, the roboter sometimes stopped next to the pressure plates, hence not activating them.

To be honest, I didn't expect such a polished game hiding behind the title screen. I enjoyed the story telling, toe mate.

Answered every question with "Gura", got identified as "developmentally challenged" and survived.

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Nice, you got it to work on the browser! Now I could play it too (I am on Linux).

Very interesting concept, I think your color preference should be:

  1. Yellow: the only option to heal the robot
  2. Red: Heals you, doesn't hurt the robot
  3. Blue: Hurts you, but the human has enough HP
  4. Green: Hurts the robot

Here are some things you could improve:

  1. Sometimes, the walls of the maze blocked in the player or the robot, making it impossible to reach each other. A possible solution would be to generate at least one possible path between human and robot, and removing all walls that block the way. Also, I really like a type of level generators called walker or tunnel digger, because they are easy to implement and guarantee you, that every tile is reachable.
  2. The game isn't accessible for people with color blindness at the moment, maybe also make each block type distinguishable by a pattern or a number (1 to 4).
  3. Make it more clear what is happening, add control instructions to the description (like WASD to move) and make it more easy to find the human and the robot on your first play through.
  4. At the moment, the AI seems to use random movement. After sometime, it will return to areas it already visited, where no blocks are left. This kind of eliminates the collaboration factor from the game. Maybe make the AI smarter, digging it's own path towards the player, or a specified location.

Nice entry, good luck for the jam!