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tomsterBG

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

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Ah yes, good old Dodge the creeps tutorial, keep on learning!

Oh, “This ad was selected by using the same technology” means randomly, i absolutely love the wordplay on that! Shush, don’t tell me that i’m writing a thesis Mr. Narrator.

That is an extremely creative and stressful way to pick colors, well done!

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I love how i can see the wind speed and gravity, and kinda judge where my shot will go based on that. Would really want to give it a high rating, but the criteria are backwards!

Cramp? WASD controls are standard for every game. It wouldn’t be the case if everyone was getting cramps. You could use two keys for one action, allowing people to use the keys they prefer.

It’s quite OP that when you have any support module and run a wave, then remove it, the bonus from the module stays. It looks like a bug because every wave i can add and remove shields and it’ll cause me to have an unkillable ship with too many shields.

Yeah, could be thought of like that. A template being a custom combination of rules that you can use like a normal rule.

image.png

Here i use P from P^Q and then Q from P^Q, but instead of using this twice, i would make a template with both rules and it will then say Q from (P^Q)^R. It could be a big technical hurdle to make it work correctly though, or it may end up being easy using the already existing way to create trees from rules, just replacing A, B, C with P, Q, R.

And now that i think about it, functions/templates could be very useful if made persistent.

For example i want to more easily say that things are commutative. I create a new template Q^P from P^Q. Now i can reuse this custom template everywhere like a rule.

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I love backwards solving the “crab” way, but it is also very useful to solve forward. Maybe you could dynamically hide the forward-solving elements of the UI if the level doesn’t need it, but also let the player take control over it just in case i want to do something you didn’t expect.

I agree, but what would be more useful is instead of copy-pasting the same thing everywhere, you write it once and you can reuse it like a function. This will require it to be able to be extracted as a separate tree and then be referenced when needed.

Could you please add a way for people on web/linux to play this? I intentionally don’t have Windows, but this also means i can’t play the demo.

The concept is very cool with the way you have to manage the physics objects. The cat also adds a cool layer of something happening.

However, currently the user experience is not well done. For example you could let us click things instead of pressing E on them, you could highlight which thing is being looked at, for visual clarity, you could make the items disappear far slower and actually tell you when they disappear, because it is frustrating to get them spilled from the table and then you have the time to only get two or three items.

I think with a bit of polish to the experience itself, this will become much better because the concept is strong.

Was about to share a way to address the game’s typos, but first i want to address this efficiency problem.

RadTad mentioned something very touching, trading off efficiency and human interaction. It’s a topic that i think, i should spend some more time pondering about.

So my suggestion was, you could use AI with a big token count like Gemini for some of the fixes. Recently i have no idea why they stopped letting me upload .zip files, but i worked around it by coding a quick script that writes to a file the name, path and source of a bunch of files, thus making one big blob of text instead of a .zip archive, so i can just copy-paste into the text prompt and the 1 million tokens will just tolerate it.

While this does make you less connected with people, i believe it’ll help to find a big amount of plain typos and maybe some logical problems like a very frequent pronouns misalignment that i find when you use “they”. You know, he has, she has, they have. That kind of problem.

Also i’ve been finding some other typos which i simply can’t remember off the top of my head, some of them are just aesthetic, such as ending a sentence with “this.That” instead of “this. That”.

Another thing you could do is write a regex script that either asserts some rules, or tells you about it, so you can decide if it’s important or not.

Hope it helps and don’t forget the human aspect. :) I love the writing and puns.

I think anyone would want to have good relations with something like that, in case something happens 😉

I love how when you made the orbs get discarded between runs, this naturally created a minimum skill-check in order to keep progressing.

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?