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tomsterBG

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A member registered Jul 22, 2020 · View creator page →

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Understandable, it did cross my mind that you might not have had the time, considering i struggle with this a lot, getting distracted on many projects and not finishing specific ones definitively. Thank you for the reasoning and best of wishes with future projects!

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That and a bit of QOL.

This dev has shown they can do amazingly with the latest GMTK 2025 entry they've made, so i'm sure they have the experience.

Why only arrow keys and Z instead of WASD and space? Those controls are much more standardized and you can have both with such a simple control scheme.

Also show, not tell. The tutorial opening every time is very annoying and it could just be opened with a ? button and the game can be designed to show how to play.

I think at first we should get a slower speed too which ramps up to the current speed, just to ease off the learning players at the start of a round.

I experience the same thing. It appears to be on the part where you have max_steering_angle and try to divide 90.0/max_steering_angle which can be 0 if i press the steering and then release it, so every time one tries to turn, they get this error.

Pro tip: I assume your bug with the generation is caused by having an integer and a float where the 0.1 is the float and when you add 0.1 to an integer, it just discards that because integers are whole numbers. I would usually have the number be a float, or if it must be an integer i'd make a new variable to carry over the sub-integer values. This carry technique is very common and used in every single computing chip nowadays too. The idea is simple, check if your carry float is 1 or greater, then separate the whole number and add it to the integer while keeping only the remaining non-whole number. This can be done with a modulo of 1.

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Could have stayed a little longer (424.75)

Interesting idea, but i'm having a hard time reading. Please revisit the colors and contrast. Red and black on gray is not straightforward to read especially on low brightness displays like how i prefer mine.

I love how in theme the text is, using past tense to teach the tutorial in a story format.

It's very impressive how performant all of those circles are! No lag or slowdown, well done. Now all i wish for is just more upgrades with unique mechanics since this seems to be physics based. And a new pass on the SFX because at some point it becomes too much and i had to mute the game.

Very cool puzzle! Never wrote brainf*** before, but prior coding experience certainly helps with the logical thinking, loved it :)

Didn't get any errors, good on you for updating the game as it's shaping up nicely :)

That was fast! It crashes though. I try to run This Fish Is Gonna Spin.x86_64 and it just opens and closes within one second. Iirc Linux requires some commands to set executable permissions and i used to type `chmod +x filenamehere.x86_64`.

Since Godot makes it easy, can you also add Linux build for people like me who uninstalled Windows?

Interesting! I am so rusty from years of not playing neither osu! nor the Roblox version of FNF and it's my first time playing this one and somehow apart from one reset in week 4 or 5 and until i change my input in the tutorial, i first-try completed the whole story mode in hard and got greater than 90% on almost all the songs. Either the story mode is lenient for casual players to be able to make it through, or i'm not that rusty after all. Either way, cool game :)

Reminds me of hot and cold, nicely done!

nice

Calibrate with C, but keep in mind the web version runs one one thread, meaning it is performance limited. Basically web versions will lag more if you have Windows and other random processes running in the background so close everything and check CPU usage on Windows Task Manager (Ctrl+Shirt+Esc). For me it's not a big deal because Linux minimizes background processes and all my threads are under 10% usage.

I easily get distracted when someone talks, but i can lock in when i like what i'm doing. If you care to try, find something that feels interesting and can draw you in for hours and find out why it can do that. Like how i get carried away with gaming and making games. Hope that helps :)

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A dance of fire and ice? Yeah seems very like it, but also uniquely different with the focus on the level and not on the rhythm.

Also thank you of reminding me of that game, i just replayed it and it's really cool.

Would love a Linux or web expor, but your health is more important. I hope you're okay!

Works fine for me, maybe the game didn't load or the dev updated it in 29 minutes?
Really cool puzzle, loved it!

Very well polished, incredibly creative solutions, fits the theme with the repetitive path, 5/5!

I really love it when something manages to be unique, skill-based and also feel very deep so there's a lot to improve on as i learn the pattern of this pendulum. Well done! One of my favorites in this jam!

It does work on my Firefox. Usually i have Ublock and some strict cookie and DNS settings, but i loosened them up because games were breaking.

Lovely, but should make the controls more intuitive. I want to turn left when i press left, even if that means activating the right paddle ;) Other than that, i like this!

I have been visiting this game every now and then and it just feels amazing to play!


Thank you for updating it and making the progression a bit better.

There's something really cool about how this game would be nothing without the music, but the songs are so good, they make the whole vibe fit really well and every time i play this, it just puts a grin on my face :)

I love this thing!

One quirk i find is that at larger distances (for example 800) i placed a crossing and it appears to lose precision and start z-fighting. The UI for the horn right before that crossing is also jumpy because of the lost precision. Perhaps build the game in a double precision export?


Also to add a new level i have to go to the files and duplicate a level instead of clicking a button. That would be a nice addition :)


Since it's that easy to add new levels, why not make two main tabs: official levels and extra? The official levels are the first three and all the other ones you figure out are high quality, and the extra levels are just for additional content so people can have more to play with.


My custom level was attempting to be a bit longer, ending at 1200 and the point was to see a different behavior of your mechanics: speed. Maybe one of your levels can force the player to go really fast?

True, my time management was so weird that it felt like i should just go overtime, but i had fun learning new things from this challenge!

That's some amazing feedback from a fellow Godot user! Diep.io was the inspiration so i'm happy to have conveyed that across successfully. I hope to get better with future jams especially with picking and even just including SFX/music ;)

Thank you! I planned SFX/music, but definitely didn't utilize the 3 hours very well. Lesson learned :)

I love this SO much that when i first played it, i immediately started getting ideas and urges to make it better! It's fun, creative, especially the crosshairs on the lasers make it very easy to adjust the aiming. It instantly reminds me of games like Cosmoteer and I think it would become an amazing game if it gets an aimable laser prism inspired by that game. The screenshots are just begging for some complex laser action!

Very cool and interesting, I love the fact that even though it sometimes feels too difficult, there's some "buffer" mechanics that I could use to make it easier like forcing the robot to stay next to a wall by holding a button or after jumping, forcing a direction by holding a button. These tactics really help when using the overcharged robot.

Beautifully well done

It has some bugs so I don't think it's worthy for steam yet, but the potential of this game is huge so little fixes and polishes would make it awesome!