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transmutrix

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A member registered Dec 17, 2017 · View creator page →

Creator of

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Hey! Actually, if you’re serious about this, please email me or DM me someplace that has DMs, so we can talk in private. I am open to the idea and would be willing to help out a bit, but there are some wrinkles to iron out.

Aw gosh, thank you leafo!

Yes, it’s very bizarre! Things like that were more common when this game was originally written, in my experience.

I would like to offer a screen on the first boot that shows the default controls bindings and offers a more modern default, as well as proper input binding support, but I haven’t had time, so this is just the directly updated original game, as much as it can be.

Apologies for the weirdness!

Thank you for playing! Sorry about the AppImage - I hadn’t done it with a Love2D game before and I guess I totally messed it up! I’ll try to do a fixed AppImage build soon. Thank you for letting me know!

Props for making music during the jam and doing everything yourself! That’s crazy. This is a really creative idea, I like the invisible rope platforming. I feel like you could expand this into a lot of complex twists on the idea later, too.

This is super polished and nice. The sound design is immaculate. The little charge up to start a new run is (chef’s kiss). I love the idea of flappy bird qomp or however people would categorize this - just super addictive.

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Holy crap this is insanely good. T-T I’m really mad I didn’t get to rate it during the jam! You’re NUTS for making a rhythm game during the jam, and it’s really good on top - mega impressive!

Thank you! ^_^

fun and cute! really like the vibes

Thank you for playing! ^.^

Sorry about the eye discomfort.

The light mode and other options should work now if you restart the game after quitting - it is a bug that it doesn’t work until a save file is made.

Thank you for the kind words! ^_^

Played the online version via the link posted in the below thread. A polished, straightforward word search game! Nicely done. Dragging around the words feels particularly good - a surprising amount of “gamefeel” to see in this type of game!

Thank you so much!!

I’m happy you enjoyed it! ^_^ The skill tree isn’t balanced very well but I wanted to include as much as I could manage in the time limit. I really like stacking goofy things together in Binding of Isaac and wanted to try adapting that mechanic for a more space shippy shooter game.

That is very kind of you to say! Thank you. I’m really glad people are having fun with the game! I think it needs a lot more work to be something “finished” but I appreciate you!!!

Thank you so much for the compliments! I was actually worried about the amount of content and worried things stayed too “samey” and repetitive, so I’m glad that people have enjoyed it.

I have a big file of ideas that didn’t make it into the jam version of this game and it would be a shame not to do something with those, so we’ll see what happens. ^_^

Thank you! A lot of the “content” in this game is just bad math, thankfully.

I would like to release the source code, especially as someone who enjoys reading other people’s to learn how this or that thing in a game works. However, for this game I’m not likely to release the source code immediately - I’m not done with it yet. ;)

At some point though, I would like to release it!

I may write some blog posts about specific aspects of the game in coming weeks, and those would have code examples in them, but we’ll see. I’ll letcha know if I do publish anything.

Thank you again. <3

Aw goodness, thank you very much!

Thank you for the nice words!

And thank you for the feedback too, it is very valuable! Post-jam there may be a toggle for the trail, or I may change how it works. Currently it is rather bright and can easily obscure the ship for some players. Sorry about that!

It’s also true that firing in a circle with upgraded weapons or running around in a circle - not sure which you meant - are both effective strategies in this game. It’s something I would like to change, to keep the game more interesting, especially at high stages.

The balance is quite poor on some things, but I ran out of time to try to fix them during the jam.

Thank you so much!

Thank you so much for the kind words! In fairness, my 10 days were a lot freer than many people’s this year as I didn’t have any big client work to do during the jam, and I don’t presently have a full time “normal” job. I’m glad we were able to make something you liked!

Thank you so much! Gamefeel is what I care the most about and have the best sense for, I think, so I’m glad it landed well for you. I struggle at things like balancing numbers or accounting for a wide variance in play styles (which anyone who reached any of the bosses will know. ’^^ lol).

I was happy with how the grid turned out, it almost feels like “lighting” without doing anything expensive - each vertex in the grid is on a simple spring, events in the game apply impulse forces to vertices on the grid, and then the grid edges get colored lighter based on how far they’ve been stretched.

My wife is indeed the best and I will pass your compliments along! Again, thanks. ^_^

Oh gosh, that’s a nice compliment! Thank you. I didn’t actually play Geometry Wars growing up, but looking at when it came out, it seems like we nailed the point in time we were going for. I was playing shmups like Mutant Storm, Space Tripper, Deimos Rising, and Battle-Girl back then, and those, especially Battle-Girl, inspired this game.

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This is super polished! A really fun idea executed superbly, great job! I love the attention paid with the little facial expressions, the way the character moves, etc. Very nice!!! Some head scratchers in here too… (at least for me, hah!)

The art style is really nice and cohesive, too. Tasty tiles.

This is delightful! I’m not entirely sure how some of the powerups work, but I had a great time regardless. Very cute, cohesive art style, very old school. I love the intense green on bubbles, and the bright colors in general. Also glad someone else made a shmup for the jam!

The graphics and little environmental animations and stuff are great! The game is tough haha. I like that it’s different sequences of the same keys to cast spells, like I’m waving my hand around to cast or something. Really cool concept!

Fun! The little snake is really cute, and the animations are nice. I like the environments of the levels and the surroundings, they add a lot of personality and uniqueness! The puzzle aspect is cool and adds a surprising amount of depth. ^_^

You also customized the itch page, which is always nice when people have the time!

I was surprised by the voiced instructions! Nice. I can tell some time was put into the main background, too. It’s cool that you pulled off a collection of different minigames for the jam, although I’m not sure if doing them helped me survive or not haha. I think I made it to about 3 AM before I was bird-ed. The jump scare was funny though!

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Can we get a .love file for non-Windows players? To make one, zip up the game assets and rename the .zip to .love

Edit: A trick that works in the meantime, is to rename the .exe to .love since the zipped assets are appended to it. So I’ll test on Mac that way. :)

This is neat! The instructions are clear and I was able to get through a few levels. I didn’t notice any bugs or anything. Nice work! Cool idea to combine the color matching “rock paper scissors” with the movement, I’m wondering how you could expand on this idea.

I’m confused, there doesn’t appear to be a .love file available. I don’t especially want to run a random .pkg installer on my machine. ’^^

Since the rollback I am able to play! Nice. I like the concept and I really like the classic Mac aesthetics. Either I struggled to understand the mechanics or something didn’t work, not sure:

  • Chose (7) (+) (2 dice)
  • Clicked ‘Play’
  • Dice rolled (9)
  • Clicked ‘Play’ again
  • Score updated to 9 (not 16?)

Tried again:

  • Chose (+) (7)
  • Clicked ‘Play’
  • Score updated to 7 (makes sense to me!)
  • Chose (2 dice) (-) (1)
  • Clicked ‘Play’
  • Dice rolled (10)
  • Clicked ‘Play’
  • Score updated to -3 (???)

Even so, I’d happily play a whole card game with this visual style again.

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This is really fun to play with! I had to scroll down in these comments to figure out how to get started, but after that I had a great time messing around. The drawing feels quite smooth! Good job on that.

Link drinking a big sip:

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Wait, am I the one who’s nuts?! Lemme try opening with 11.5 again…

Edit: Well, for me, running in 11.5 gives this error (screenshot) but the game runs fine in Love 12. I’m on a Mac, not sure if that matters, very odd either way. I’ll remove my note from the other comment though!

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At first the camera motion was hard to adjust to, but this is a really creative little puzzle game! I haven’t played many games that use the idea of “camera perspective gravity” except for Kiki the Nanobot, and that game is over 20 years old!

The blueprint aesthetic is executed very cleanly and the game runs great on my machine.

When you get yeeted off the map, it feels a lot like careening through space or something, and sometimes I would try to 4D chess my way back to the map (with mixed success - failure, mostly!)

I managed to complete all the regular levels, but not the bonus ones.

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I’m on a Mac but was luckily able to run the game directory in love directly (and, actually, just renaming the windows .zip to a .love does the job).

I like how this has several minigames in it with different gameplay. Gathering items, picking the lock, and mining are all very different. The lockpicking design is cool and almost has a rhythm game feel. The mining has quite nice animations.

Making objects obscuring the player go translucent is a nice bit of polish!

I managed to fill the bar up, but couldn’t find anything to do after that.

The style of this game reminds me of old puzzle games in Flash back in the day - I would love to see this expanded upon, or see another game in this style!

I wanted to play this one! Unfortunate that it doesn’t run on macOS :’) I may still rate later if I play on a different machine.

The concept of this game intrigued me and I find myself wanting to salvage more things and learn more about the world hinted at by the objects in it. It’s a fun way of building a world, and reminds me of games like Duskers (which I love).

I was taken in by the idea of trawling around a lonely pit, taking things apart, piecing together my own idea about what could be happening in the world up above, what it could be like up there, etc. Super cool.

I tried to play this game but couldn’t get it working so far. </3

I tried in-browser in Safari, then Chrome, then I downloaded the .love file. All three give me an error when leaving the main menu:

I would love to try it out if it gets fixed!