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tuskgame

67
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1
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A member registered Dec 01, 2019 · View creator page →

Creator of

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The game was fun! I think the graphics, audio, and gameplay all complemented each other well. I think the game would have been more fun with less health and faster moving jellyfish over time.

Great use of the fog. You made a really good variety of attacks that were fun to try and memorize.

I was able to make it to level 10. I saw in the screenshot that there are poison clouds (I assume the main obstacle of the game), but playing it a few times, I was not able to get any poison clouds to appear

The ship design is very creative, and I really liked the overall look of the project. Extra creativity points for using sailing in a sci-fi setting and not doing something sea related! I had a little bit of difficulty understanding the mechanics related to the deliveries. I was unsure of the target of the delivery and was able to deliver things to the same location that I picked them up from.

Thanks so much! Glad you enjoyed playing (:

Very style aware and consistent. I liked that it was polished in so many areas (the animations, the sliding of the UI panels, spinning of the items, the color of the potion changing, etc.) It felt like there were quite a lot of enemies, and I quickly felt overwhelmed as a lot of the time there was no way to get to an ingredient I needed without getting attacked. As an aside, there was an instance where an enemy attacked and knocked me into the stairs and sent me to the next level, thought that was a fun interaction, lol!

Really great job. This is the type of mechanic that feels like a real “winner” in terms of longevity as a project outside of a game jam. I can visualize all kinds of different interesting interactions that could take place between pieces, enemies, items, etc. Super solid project!

The game was fun, and it was satisfying to make foods very quickly once you really got into a groove. I would have love to have seen more ingredients and combinations added over time to bump up the difficulty as the days increase. The game’s art is also very charming, and the MS-paint style lends itself well to the game. I think you should be happy with what you made!

I liked the model for the staff and the fact that it had a cooldown period between your shots. In a more fleshed out version of the project I could see that being a major mechanic with the player trying to time their shots. The lighting effects were quite nice as well.

I liked that there was a variety of attacks you could use. The environments were fun and I liked the background art with the dead brambles and skulls. I didn’t quite understand what the goldens staffs did. The room with all of the turrets was far too difficult and was the reason I died most of the time.

I liked the environments and the glowing effects on the ores. I found as I was playing that I didn’t want to upgrade my durability as I realized that more durability meant less frequent upgrades, and so I focused on getting gold and diamond. By the time I died I was mining ores nearly instantly!

I liked the style of sticking to only 3 colors, as well as the intro lore blurb in the beginning. I would continue working on the project if you feel it has potential!

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Overall, the game was missing some sort of challenging element. I think even basic enemies that would chase you and give you some sense of urgency would help to elevate the game quite a bit. I think that the game gave players resources a little too liberally. By the end I had 20+ extra of everything. I was able to make it to level 13 but then for some reason I got stuck and was unable to interact with anything.

The game didn’t really feel applicable to the themes. I can see that it was a submission to another jam where the theme was about bugs, and so it feels like it was also submitted to this jam as kind of an afterthought.

I liked that the inventory was physics based. I had a good laugh when I crafted a bug on a stick. I liked the touch that an interesting font was used in the instructions when mentioning the bugs, and it made them feel even funnier. The maze felt a little big for the amount of content that the game had, I think I would have preferred that it had been slightly smaller.

I thought the main mechanic was interesting. Once I figured out that each crystal gave me a power I could see that there was some thought put into the layout of the level (ex. A blue crystal next to a row of falling spikes.) I also liked the sound/glowing effect when the player got a power.

Often the player would get stuck on pixels on the ground and I would struggle to get unstuck. The spikes were also pretty difficult to see.

I thought the premise of the game was interesting. Once I fully understood what was happening, it allowed me to do some interesting combos like leading all of the enemies towards my location and then disappearing, allowing me to make a quick getaway. Having the enemy’s movement synchronized with the player allowed me time to strategize. The major criticism is that it should be easier to tell what spells you have, I didn’t realize until a few playthrough what slot had which spell (at which put I was able to do cool stuff like I mentioned above, haha)

I enjoyed the project! I liked that it took place in a persistent environment which made successive deliveries both easier because it gave me an opportunity to learn the terrain, but also more interesting because I was able to traverse the same terrain with an effect active that I didn’t have previously. Only issue I ran into were some deliveries involving the Gravity Orb, it felt like there were situations where I was able to soft-lock myself by “falling” all the way to the top. Overall really charming and fun project!

Thank you!!! It was a fun challenge to figure out how to simulate the explosions - I’d say that was the most interesting feature to implement from a programming perspective.

Thank you!! Admittedly there were a limited number of interactions between the magics and so the achievements felt a little sparse to me, but I think the small amount kind of fit well with the scope of the game overall. Personally I was inspired by Dan Ball’s Powder Game which I remember playing many (many) years ago, and in doing more research for this project I found many other similar types of games. Also always great to see another GM user in the wild! (;

Thank you! I’m glad you enjoyed the game (:

Hi there, this shader is awesome. Is there a way to ensure that this shader’s effects only get applied to a specific layer and not the entire application surface?

Wonderful, thanks so much for your dedication to creating and maintaining tools for the community

I have a scenario like this:

function TestStruct() constructor {
    prop1 = 1;
    prop2 = 2;
}

function Wrapper() constructor {
    contents = {
        a : new TestStruct(),
        b : new TestStruct()
    }
}

and if I add some extra definitions to the contents struct anywhere in the project (like below, where a custom property is passed via a constructor argument)

function Wrapper(myCustomProperty) constructor {
    contents = {
        a : new TestStruct(),
        b : new TestStruct()
    }

    contents[$ myCustomProperty] = new TestStruct();
}

I get a warning at the closing brace of the contents struct which says:

Can't cast { a: TestStruct, b: TestStruct } to array<?> for assignment

It is less of a major inconvenience, but more so an oddity that leaves me with a warning for what appears to me to be correct code.

I worded it very poorly, sorry about that! I more meant an arc that has two areas defined, a no click area and a click area. Basically an arc that takes up more area than you are able to click to make it disappear, forcing the player to click with more specificity.

Wow. This is insanely fun. I must have played for like, an hour at the least and I still feel the urge to keep playing. I think you’ve got a winning idea here. I would love to see more mechanics. Some examples:

  • Maybe some green arcs that appear one after the other in quick succession. Hitting all of them will grant a large score boost or restore a life.

  • Purple arcs that will reverse the direction of the scanner.

  • Orange arcs that have a “slot” that needs to be hit. Essentially, an arc that has a specific place where the mouse needs to be clicked.

That is a great piece of feedback, thanks for playing!

https://tuskgame.itch.io/pragma

Really fun! The movement and the way momentum works is very nice. I think it could be fun to add orbs that you can collect that will reset the grappling hook. That way you could make jumping puzzles based on having to swing along a certain path to make sure you collect an orb which gives you the extra shot you need to complete the maneuver. Do you have any plans for the player being able to use the rope to get to the point they shot at? The term “grappling hook” make me think I could go to that location once I fired it, but if there was I couldn’t figure out how to.

Of course! By game jam standards, the game is quite polished (:

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Cool project! For 3 hours the game feels pretty well put together. Some feedback below:

  • Sometimes pieces just don’t fit where they should… For example I was not able to fit this piece snug in the 3 wide area above but this is to be expected with any jam game, especially one made in 3 hours! If you decide to revisit this project or anything like that I would be interested to see what was causing this bug. Perhaps a devlog explaining your process and the code you used?

  • Near the end of the game, if I was given pieces that didn’t fit I would have to just run out the timer. It might have been nice to a) have the game end if you were not able to place any of the pieces you were given, or b) generate at least one piece that can always be placed.

EDIT: Also my high score was exactly 198. Looks like the current high score lives on!

I have been playing this on and off for the past day or so. Very cool concept. I will enjoy seeing this idea grow and develop over time.

Thank you!

This is a really great idea. I would encourage you to make more levels, I would play them!

I like the graphical style of how different objects blend together! Some of the conversations were pretty funny as well.

Very cute artwork!

It was fun, but with such little variation in what numbers can fall (0 or 1) I found that only about half the time I had to shoot a star to change it’s number to prevent losing a life. An idea for a solution to this would be to spawn stars with no number (_) in addition to 1s and 0s that have to be assigned to a number before they reach the bottom. Still fun though!

Fun game! Echoing other comments here, speeding up over time would help the difficulty of the game imo.

It was fun. One of the problems I always had with 2048 was that moving randomly would eventually progress you through the game and get you points, whereas here the mechanics are similar but more skill is required. Very nice!

Very enjoyable! I like how the player feels like it has weight to it when the gravity shifts, it makes executing quick movements difficult but satisfying once you pull them off.

Very nice visual style, challenging gameplay!