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DevKage

317
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A member registered Feb 02, 2020 · View creator page →

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The ability to buy more time and the cinematic intro was super cool! Sadly the game was too difficult for me, mostly because of the isometric view I think. But overall a nice game and a very unique way to integrate the theme.

My left mouse button hates me after playing this 😆. It is a really fun and addictive game. The 1-bit style goes well with the theme too. You can probably add a CRT/scanlines shader on top of this game to really sell that retro vibe.

We really wanted to make player feel the strategy side of this game. I am glad that you liked it! We will definitely try to develop a full version of this game soon.

Thanks!

We got so busy by the end, that we completely overlooked the audio 😆

The camera and movement was intentionally kept snappy to recreate the old school effect from Chip Challenge. But I think we will definitely add tween animations for the movement when start remaking this for a proper release.

Hey! Thanks for playing. Completely agree on the point about the gird lines. I think it will help in understanding how movement work in this game.

Yo! This is a really addictive game. The upgrades are clever and fit the gameplay perfectly. The text and fonts felt a bit blurry for me (not sure if that was intentional😅), but overall I loved it.

We wanted to have upgrade paths and some variations in enemy speed/spawn rate, but unfortunately me and my co-developer didn't get enough time to work on that. Had to do last minute scope cut down. Honestly, audio completely slipped from my mind. It was not much work to add sound effects 😅

Thanks for playing it though 🤘🏽

Yup, our original scope included adding upgrade options to increase health and visibility, but sadly we didn't get enough time to work on that. Thanks for the feedback, we'll definitely try to properly release this soon 🤘🏽

Thanks for trying our game. I can completely understand the frustration. While designing the movement mechanics even I wasn't sure if it'll work out. We were trying to have different speeds for player and enemies. But looks like it makes the gameplay very weird. I'll have to revisit this if we ever decide to turn this prototype into a full game. Thanks for the feedback 🤘🏽

I liked the concept, Simple but engaging. Aligning the shots was a bit tricky, but once you get the hang of it, it becomes natural. I just felt that the upgrades were not much noticeable. But maybe it was just me not paying attention 😝

I felt that the difficulty curve on this one is too steep. Controls and mechanics are perfect, but in such kind of games it generally helps to make it a bit easier for the player in first few levels and then ramp up the difficulty. I manged to get past the first planet only once 😅

This is great! I wish there were more levels. I felt that it ended as soon as the levels got interesting 😄

But overall it looks polished!

Ahh! That is a nice suggestion. I could have easily added a blinking effect just before the pickup is about to disappear. I think I'll update the game with this once the jam is over. Thanks for playing.

Yeah, as it is a couch co-op, I designed the controls keeping 2 players in mind. But when playing solo, it can becomes super difficult 😄
I'll probably add a single player mode later in future with simpler control scheme. Thanks for playing!🙂

Yes, using any engine other than Flame will get you disqualified from the jam. 

Thanks for the feedback! Portal is exactly the vibe I was going for. I'll definitely keep working on this prototype and make it into a full release 🤘🏼

Thanks. Happy to know that you liked the game🙂

Hey! This is super cool! I know using forge2d for platforming controls is quite tricky, but this was good. There were a couple of levels in middle, where I could just reach the end without having to do anything. So it felt like the pacing and level design could have been done better. But the number of levels was respectable given the timeframe and the complexity of created a built-in level editor!!!

I also liked the overall concept of evaporation and melting. Quite good use of the theme. Plus the effects used for evaporation and melting made it look quite believable.

Hey can you modify the itch settings of this game to allow the full-screen button? Or even start it in full-screen by default? I think it will be much easier to understand and see what the player is supposed to do. It the current resolution it is very hard to see that small compass.

It was good idea, but didn't like the theme was playing a major role in the game. Also, something broke while I was playing and the score started shooting up. Probably that wasn't intended.

For a first game with flame engine, this was impressive. I like the number of enemy types you managed to add. Even the pacing felt good. It progressively got harder to keep up with the enemies, which was nice. But it felt like the theme was very loosely integrated in the game.

Yo! Finally a hex tile game and it looks cool! I think making the player slide over the ice tile would have been an option too.  

I liked how reaching to a fridge was the end goal. It nicely fits with the theme. But the controls didn't feel natural, especially the horizontal movement. Also the character was getting stuck at some places (maybe due to collisions). Would have love to see a few more levels. 

Cool! Impressive to see that you managed to create this as a realtime multiplayer. The win-lose wasn't much clear. But I guess that was mostly because of the no text limitation that you picked.

Well done! It is possible to expand on this concept and create more puzzling levels. The enemies can also be made to have varying intelligence. Like they can have a limited visibility and range. This will allow the players to take a pause and think why they want to attack first.

Also, would be good to add links to the original source of the assets. Since they are free to use, the least we can do is give credits and direct more people to the original work.

Cool! The cascading effect of sending heats was cool! The AI was decent too. I think this game would be much more fun in a PVP style. You guys should definitely think about making it a turn based multiplayer after the jam ends.

Hey! Great work with the assets and level design. The shadows definitely give it a nice 3d feel. Also, it is amazing to see how your levels are setup in the code. I wish there were more levels 🙂

The controls were a bit odd because you have to release and press the movement keys to make the turtle move and rotate. But maybe that was intentional to maintain the difficulty to an otherwise easy game.

Talking about easy, 20 suns wasn't easy at all. I lost at last sun so many times. The difficulty seems to have be been perfectly balanced. Nice job on that. The blue and red overlays were really useful. That made it easier to get a hint about the temperature of the turtle with having to look at the actual temperature.

Nice game! Must say that the description is quite impressive 😄

The collision checking that you've got seems to work perfectly. But the problem is how easy it is to accidently touch the wrong block and die. In most of the good platformer games, a lot of special code is added to avoid such things. Here is a short video that covers some of the most common techniques that can make the platforming controls a lot more fun: 

The GDC talk mentioned in that video is also quite good detailed.

Ah! That would have made much more sense. Maybe you can keep working on this game after the jam ends.

Initially it felt like the game is playing itself, because the flame keeps moving by default 😆. Also, catching ice cubes with fire was something different😅.

Okay, the level design is very nice on this one. I had to mentally plan my run by looking at the pattern of the obstacles. That was fun. Would have loved to see a few more levels. But it wasn't clear how the theme was used in this game.

Itch version does not work because you have whitespaces in some of your assets. Itch does not like whitespaces. If you rename those assets, it should work here as well.

Nice one! There is way to cheat the game by making the browser's width as small as possible. That way it becomes very easy to target the fire as the spawn area is reduced 🙂

Finally I completed the whole thing. Man those are some tough levels. Especially with the slippery movement and the hold-to-jump-longer controls, it became extra difficult. But the boss flight and ending feels satisfying after so many retries 😄

Also, the text instructions kept reappearing before I could read the whole things, which was a bit distracting.

Thanks! Happy to know that you liked it 😄

Hey, it would be nice to have some details about this game. Like what  was the concept? What are the controls? And for the jam you also need to specify details about the assets used as well as link to the source code.