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Tsun

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A member registered Apr 30, 2014 · View creator page →

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Here's a new video showing what this looks like, since my previous link seems broken:

https://files.catbox.moe/3o5t9e.webm

(Edited 1 time)

260mb is not small for a browser game. It's not even small for a desktop game.

(Edited 2 times)

Bump

Did you seriously change the CSS just so my example CSS in the OP wouldn't work? Fixed.

I'm a big fan of Motherload which this seems to be based on, so it's a little disappointing that some of the the basics didn't translate through to here.

The game is extremely grindy, even when you dig straight down it takes forever to make progress, and weapon upgrades don't seem to make it any faster, just lets you dig a little longer before having to go restock.

The theme works alright, but it's kind of at odds with the rest of the game. Mining takes such a long time as is, the recoil thing makes it worse since you can't just spam easily. There's nothing really to avoid, nothing specific you need to aim at, and you don't take fall damage, so there's very little reason for the mechanic to exist. If mining was faster and the ground was scattered with unbreakable obstacles and dangerous hazards, then the recoil mechanic would start to make more sense. Imagine navigating through corridors and mining ores while trying to avoid shooting at a TNT by accident or falling to lava.

Now here's something totally new. I don't think it necessarily suits the theme, all the mechanics just seem like a regular part of a game. That said, this game concept is incredibly creative.

I find the controls much too difficult to control however, I can't seem to grasp how to properly control the marionette. With some extra work this could turn into something very cool, regardless of whether it fits the theme or not. It's hard to understate how neat this concept is.

I immediately picture a mobile game where you control 2 strings separately to swing the marionette around, or perhaps keyboard keys that change it's pose and thus it's movement.

Although the game fits the theme very well, it lacks something to make it interesting. The game seems very slow and floaty and monotonous. I didn't ever feel the need to use anything but the basic gun, mostly I was using the other things to prevent getting bored.

I think the game could work as a base for something better, some extra work could turn it into something quite enjoyable. If you want to continue this game anytime in the future, consider starting by making the movement of everything faster and the player smaller.

Seems very much like a single purpose. Although the mechanic is interesting, it only does one thing and there's only one way to use it.

The characters look pretty fun although I can't make sense of some of them.

Mostly I see potential, there's some good ideas here but they're not working very well in my opinion.

I'm not sure the theme comes out of this one very well, it almost feels like a tacked on thing that makes the game worse. Because the game itself is quite fun, fun enough to make me play several times and try to do better.

I get the feeling that the reload may not have been the right choice, I think it doesn't necessarily add anything to the game, and a simple shooting delay may have been a better fit.

Decent amount of enemy variation, but sometimes the drop pods come a little abruptly. It would be fairly simple to fix; just make the pods that fall on the left half of the screen to come down from the right, and vice versa.

The idea seems interesting, but it's killed by the limited view range. You can hardly see anything above or below, thus it's very difficult or impossible to avoid dogs that are walking towards you, especially since you can't do anything about your scent. The lazy camera makes it all the worse since the fox can practically touch the edge of the screen while going fast. The game by nature is somewhat strategic, so I think there's no reason to limit the view at all, it could be decent fun to figure out how to navigate around dogs while avoiding them catching your scent, even if you could see the whole map at once (not saying you should).

I don't understand the point of this game, there doesn't seem to be a way to fail and the enemies don't do anything. You can just stand on a pillar and watch the enemies jump down and give you score.

Very good aesthetic, although I'm not really feeling the theme. I feel like I've seen several games exactly like this.

The level is also pretty uninspired, which is a shame because I feel it would be incredibly easy to make it better. For example adding some branching paths could add some much needed variation to the terrain, i.e. a choice to go underground or above ground. Maybe clouds that can be bounced on if you jump up from a mountain top.

The game looks interesting on the outside, but I don't really get it. It takes so long to charge a shot that going into combat seems like suicide.

Although it fits the theme alright, it feels a bit forced: I don't necessarily see how splitting mechanics into 2 modes adds anything to the game, it almost feels like something is missing.

Graphics are pretty good for a weekend project.

I find this game very difficult, the enemies are too fast and too numerous, and the different colors and sounds are too similar to one another.

However the concept and feel are exceptional, I think putting the game into a bag and giving it a little shake could make it a very good one.

Pretty interesting twist on the snake formula.

I think it's somewhat ill balanced though, the arena gets very quickly cramped and the fact that enemies are shooting bullets everywhere makes it very difficult to maneuver.

Since the game is 3D, I think tilting the camera just a little bit could give the game a little bit of extra character, perhaps making the camera orthogonal would help too.

The duck is very difficult to get through the hoop, the physics just feel too floaty and the hoop is so tight too.

Though I'm not sure if it necessarily fits the theme, the idea with the reversed gravity is pretty cool.

Pretty interesting idea, although it's pretty fundamentally flawed. If you play well enough then you'll never need to use the dual purpose thing. If you get hit and you lose the color of energy you need for the enemy, then you just have to run away to recharge it.

I almost feel like the different ideas, although individually not bad, just don't work well together in this case.

Another practical problem is that the game is way too small, I have a 4K monitor and I have to squint really hard to see the game, especially because everything is all black.

Pretty decent through and through.  Could use another enemy type or two, or maybe I just didn't get far enough to see if there is.

When you run out of energy, it's pretty annoying to sit around and wait for it to come back, since you can't kill enemies without energy. A possible idea to remedy that is to allow the player to regain energy faster if they're closer to enemies or missiles, and slower if far away, thus giving more risk/reward.

Idea is ok enough but the gameplay is pretty uninspired. Enemies have so much health that the gun feels worthless, and the AI is so repetitive that running in circles while planting bombs when a few enemies have gathered is an easy way to gain unlimited health.

I think this is the kind of game that needs more variety, otherwise it just feels incomplete. It needs.. something.

The idea looks extremely intriguing, but I'm having very hard time grasping the gameplay; I can't seem to ever understand what's happening.

As far as I understand blocks and enemies just randomly appear out of thin air and sometimes blocks get destroyed, which goes against the seemingly strategic nature of the game.

I think if you made a proper dungeon exploration RPG out of this concept, it could have potential to be quite interesting. As it is however, it seems too confusing.

Idea is decent, although execution is a bit lacking.

The tongue is unnecessarily slow in my opinion, and gets easily bugged especially if there's more than 1 box around. I got stuck and started floating on several occasions. I also didn't at first realize that the tongue flies all the way up to the mouse, so I thought it had a very short range.

The platform in the center should have a special texture to indicate that it's possible to grab it with your tongue, since it looks the same as the walls and you can't grab the walls, I thought the platform was just another wall.

I think the theme would come out better if you weren't able to jump, and instead had to grab the ceiling or wall where you want to move to, or even better were able to swing from the ceiling using the tongue. You could also put the oxygen tanks on shelves or something so you'd need to use the tongue to grab them.

I can only imagine the clashing and totally unfitting action music being intentional, at least I hope so because it's pretty funny when you enter a level and start driving this goofy lawn mower in silence.

The game is fairly enjoyable as a puzzle game, although I don't think the upgrade system adds anything to it. When you get to a certain speed there's very little reason to get upgrades, in fact it may even get more difficult if you upgrade too much. I also don't know what the weight does, and I there's very little reason to upgrade one side but not the other.

It's very not clear that you need to find a correct path, it took me several failures to realize that you can't go back to brown tiles. The game could use some kind of hint to reveal this fact to the player.

Although the game itself is decent fun, I think the theme itself is more or less completely lost.

Itch says the file is invalid

Feels very fun and the idea is great. I think it's a little too fast and could use a scaling difficulty of some kind, where the projectiles start out slow but get faster as you gain score.

The visuals are basic but they work alright for this kind of game, with a bit of color theory you could make it look better with just a color palette change.

Surprisingly good as an arcade game, although I feel that it's a little too difficult since enemies often come right to your face and start shooting, and the projectiles are too fast to dodge. Doesn't help that enemies often fly off screen.

I'm not sure I can see the enemy spawning mechanics, even when I shoot all the time and move a lot, there's still plenty of all enemy types.

Very interesting, especially how spinning makes you touch different platforms.

It's a little too difficult for my taste though, I find the ball almost always spinning so fast that it's impossible to aim at the hazards properly. It's especially troublesome since the ball is so floaty that I tend to just fly across the air straight onto hazards that I didn't yet see when the jump started.

Very cool concept, although moving the tape feels very tedious. It would probably be helpful if there was a navigation bar that you could click around or something to move around the tape.

I feel it misses the point of the theme somewhat. Although there's multiple reasons you may want to move around the tape, since you're stuck in a linear hallway it ends up being the one and only gameplay mechanic and serve only one purpose; to have the solution for the next door.

It could be a very cool mechanic for a more expanded puzzle game with a more open level design, multiple puzzles to solve, and multiple tapes. Interesting story/mystery would be a must have too.

It's not full screen, it's the same as if the game size matched your browser window by accident. If you leave a little bit of padding as in my example CSS, the top menu bar and a part of the description are still visible so the visitor can realize that they can scroll down.

Here's a video of it in action (flashing epilepsy warning):

https://a.cocaine.ninja/gpwttb.webm

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I just tried out uploading some of my projects, and I noticed there's no way to make the window scale automatically to fit the browser window. The best option is the full-screen button, but that's not very ideal IMO.

It would be cool if it was possible to either select an option where the game iframe scales with the browser window size, or add some kind of an "enlarge" button that does it instead of the "full-screen" button.

Add this style in your browser dev tools to see what I mean:

#inner_column{
    max-width:100%!important;
    width:100%!important;
    }
.view_game_page.view_html_game_page.ready .game_frame{
    height: calc(100vh - 150px)!important;
    width: calc(100vw - 100px)!important;
    }
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There really isn't a one-size-fits-all answer for this. Different games may be affected differently by both the aspect ratio and the resolution.

Think of Factorio for example, it's a sandbox game where you build a factory however you please where ever you please, it doesn't matter what kind of aspect ratio it has, plus you can zoom in/out at will.

Now compare that to Cave Story or a shmup game, the level design may be specifically designed so you see something at a certain moment, and your vision reaches only to a specific distance. Furthermore Cave Story is "pixel perfect", so you can't start rescaling it to any resolution size you want without getting a jaggy pixel mess.

Imagine that you have a cutscene in which a character approaches you from outside the screen, stops a certain distance away from you, and then starts talking to you. If you allow the player to use any aspect ratio and vision size, they could completely break the cutscene because the character may end up outside of the screen when it starts talking, or be blocked by a wall that you're not supposed to see when they're meant to approach you.

Nuclear throne has a window that can be scaled to any size, but the aspect ratio is fixed. That game suffers from the "jaggy pixel mess" problem unless you scale up the window enough so it isn't easily visible.

The ideal window is what Factorio has; scalable to any size, zoomable to any size (with reasonable limits), but you can't use it for all or even most games. Next best is Nuclear Throne's window, and you could improve it by allowing the player to force even pixel multiplication in the options and then fill both extra vertical and extra horizontal space with black bars.

You really have to think what suits your specific game and go with that, and generally speaking that applies to EVERYTHING about your game. Thinking that you have to target everyone and every device and every playing method and mentality and phsyical disability is harmful for your game. Jonathan Blow has talked a bit about this in regards to The Witness, you can't make a good game if you force yourself to make it accessible to everyone. Compromise where you can but ask yourself if it's really worth it to sacrifice your game design just so a few more people can play it. Less people may in fact play it because you made the game worse.

It's difficult to imagine how something like RPS on the computer would allow skill to have an effect. If the game is "rock paper scissors" in the sense that there's 3 options and each is strong against 1 another but doesn't guarantee victory, then you have more options for how to handle it.

On the topic of managing luck-based things, I recommend checking out this;
http://www.redblobgames.com/articles/probability/damage-rolls.html