Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Tom Rhodes

37
Posts
4
Topics
37
Followers
9
Following
A member registered Feb 09, 2018 · View creator page →

Creator of

Recent community posts

I'll investigate and see where the difference is, likely there's just too much bounce on the planets. Thanks for the report :)

Ooof, I might need to adjust the scoring system a little then, looks like blasting off into space is the current highscore meta :D

Hey all! I just submitted by game Orbit Angler. I'm looking forward to seeing the other submissions :)

It's expected (for now), but not exactly intended. It's a physics quirk that I haven't quite resolved yet, gives you a bit extra space for merging though! :D

You're welcome! :)

I just added 0.1.6 which includes even more optimisation for better frame-rates and better physics!

Thank you! Much appreciated.

Thank you! and oh no about the bug, I'll take a look at it but glad it was funny :D

Agreed, I'll be working on it :)

haha thanks! :)

Thank you for the review! Yeah right now the "active" planet (e.g one recently dropped) runs itself at the full framerate, whereas inactive planets run at around 1/4 framerate. It's a lot of physics for the little fella to calculate and so for now, this is an unfortunate side effect of my optimisation. 

I'll be continuing to work on optimising this and I'm hoping to bring the inactive balls up to 1/2 framerate sometime soon! Stopping the game from stuttering is my main task, as that feels really bad.

Thank you!:)

If you have a playdate and wanted to play Suika Game on it, well here's the next best, legally distinct thing! It's free to play, there's a $2 upgrade to enable highscore saving if you're enjoying it.

https://tommusrhodus.itch.io/legally-distinct-planetary-based-suika-game-clone-f...


Ahhhh I absolutely love it! :D

Thanks so much! I totally agree, the level of challenge is a bit too high at the moment. I'm working on updates to improve that difficulty curve, I will be releasing those after the game jam has finished judging. :)

Thanks for your feedback! I totally agree with your feedback, I'll be looking at ways to make DrillBit fit my target audience a little better. Cheers! :)

Thanks for your feedback! There's definitely a learning curve but glad you got used to it, I have updates planned for after the game jam is finished judging to allow players to more easily select their level of challenge :)

Wow, thank you so much! I have updates planned for after the game jam judging finishes, I would love to get your opinion when those are ready :)

I totally agree with all your points! I'll have updates coming once the game jam is finished judging that will address the difficulty issues, whilst still giving an option for those that want a touch challenge. Also, thanks so much for the drill feedback, I have another power-up planned which makes DrillBit into a block breaking super drill :)


Not too harsh at all, I really appreciate all feedback, it's a 48 hour game after all, there's definitely more work needed from me! I'm checking yours out now :)

Thanks so much! I'm hoping to polish this up further once the game jam has finished judging, and releasing it on mobile eventually would be a really great milestone, watch this space I guess :)

I don't blame you! It's a difficult game in its current state. After the game jam has finished judging I'll be releasing updates which should focus the game more towards fun, whilst still providing a challenge for those that want it. Thanks so much for your feedback!

Thanks so much for the feedback! I totally agree, I ran an experiment with the controls inverted and it's much more intuitive to control. I'm thinking of releasing an update once the game jam judging has finished with an option for "easy" and "hard" controls, that way users can pick their challenge a little more.

Totally agree, it's a bit too punishing at the moment. I'm working on updates to that now and planning on releasing once the game jam judging has finished. Thanks so much for the feedback! :)

Thanks so much for the feedback! I totally agree, it's a tricky one to balance. I'm working on quite a few update ideas in that are which I'm planning on releasing once the game jam judging has completed. Thanks again!

That's a really fantastic idea! I'm also experimenting with an alternative control system (tap for slow, hold for fast) which seems to balance the difficulty a lot better. I'm planning updates for once the game jam judging has finished, so really looking forward to developing this one a bit more :)

Thanks so much for the feedback! Yeah I simply ran out of time to properly balance the difficulty, I'm getting some great feedback here though and already have plans for how I can improve the game once the game jam judging has finished. Cheers!

Thanks so much, I'm hoping to continue development once the game jam judging has finished!

Thanks so much for the feedback! You're totally right of course! I simply ran out of time for quite a few things, difficulty balance etc. :) I'm actually planning an update to DrillBit after the game jam judging has finished, and I have included a super drill pickup on your recommendation, thanks so much!


I would love to see some fan art of DrillBit! https://itch.io/jam/gmtk-2019/rate/461415

Really interesting concept! I think the shield needs a timer though because you can hide in a corner with the shield up and kill everything quite easily.

I went for the only one being controls too. I decided on a system of taps vs holds to control a character in an infinite runner style game. Check it out if you want at https://itch.io/jam/gmtk-2019/rate/461415 -- I ran out of time for creating a better difficulty curve, so right now the game is a little punishing, but if you like games with a learning curve, I'm finding it pretty addictive!

Thanks for taking the time to provide this feedback! Hugely appreciated. I completely agree the difficulty is a bit extreme, honestly I just ran out of time for balancing. I LOVE your idea about inverting the controls, that makes total sense and I think it would feel more intuitive. I can redesign the killer blocks to account for that change too, so there would still be difficulty, but I think improving user experience overall could make this game difficult AND fun, rather than just difficult and a bit fun as it is currently. Thanks again! :)

Thanks for playing! Glad you found it fun, the difficulty is definitely a bit punishing, I'll be looking for ways to improve this once the jam has finished judging, there's definitely things I can do to keep the difficulty overall, but make the controls a bit more intuitive. Thanks again!

Not harsh at all, I really appreciate the feedback, I'm getting some great ideas in the comments here. You're totally right about the difficulty of course, unfortunately I ran out of time for a good run of balancing the overall game experience. I really love your vector idea as well, alongside the other comments about reversing the controls (tap is slow, hold is fast) I think I can make some real improvements here after the jam is finished judging. Thanks again Fearian :)

Wow! Thank you so much for taking the time to provide feedback here. I totally agree, DrillBit is REALLY difficult, the learning curve is possibly a little too steep really. What I'm wanting to do is have the speed + difficulty ramp up whilst playing, I have a few ideas for that, but this is as far as I can take DrillBit during the game jam. Afterward I'll hopefully have the time to continue development and I'm definitely going to take the learning curve into consideration. Again, thanks so much :)

Got Feedback? Post it here! I'll personally respond to all items, I'd love to know how you think I could make DrillBit better! :)

Lunar Pioneer community · Created a new topic Feedback

If you have any feedback for Lunar Pioneer at any stage, please feel free to share it here.