This game is so cute. Great job!
Vmpwje
Creator of
Recent community posts
I like the concept, though it seemed like every time I saved up to buy a helicopter the enemy bought one too. Whenever you buy a unit there seems to be a percentage chance that the enemy will receive an identical one of what you bought. I think what I would have preferred is for the enemy to have an income, like you do, and perhaps it buys upgrades randomly when it can. Or maybe picks an upgrade randomly and then waits until it can afford it. Or something like that.
You asked for feedback, so I will give some. For a first game, this isn't bad at all! It has a clear goal, it introduces a new character, Lozo, that you could bring back for a future game, and you've learned how drag/drop, buttons and text works. All skills that can be used for future jams. For improvement, I think the first thing I'd add to it would be some sound effects - picking up an item, dropping an item and a click sound for when you push the button. I recommend ChipTone or jsfxr for sound effects and Incompetech for music (or BeepBox to make your own music).
Very nice game. Excellent level design. I like how it's necessary to "learn the level" through repeated replays. Once you've got the timing right for a specific bit then doing that bit a second time is much easier. I think adding just a few sound effects would have made a big difference though, like sounds for jumping, dying, arrow firing, lava bubbling (with volume dependent on height). Overall a very nice game though.
Another nice game from Coke Gaming Studios. I like the variation with the moving platforms, but kept finding the jump button didn't respond which led to my death multiple times. I found the sea movement effect a bit trippy. If you haven't discovered Shader Graph yet, I recommend this video which I used for the lava waves in Ug's Volcano -
I'm generally a big fan of your games, but have to admit I didn't really get this one (sorry). I first tried playing it according to the instructions, waiting for the enemy's damage circle to go down and then pass through it, pressing space to damage it and in doing so always seemed to take more damage than I was dealing. In the end I beat it by going straight towards it and spamming the space bar, which is kind of the opposite of what you seemed to be going for when you say, "something you deal with over time rather than instantly."
Love the particle effects with square particles and the subtle graphical effects you put in though, taking some simple shapes and making them more interesting.
There are some nice little touches in this game. I like how the balls have a minimum bounce height so it's always possible to shoot them. I like the way the beam gets wider to indicate reload time. The game has sound and music and it's clear from the outset what you're supposed to do. My only gripes are that if you destroy a ball quickly there is a long delay until the next one spawns, and that balls quite quickly bounce off the screen. Those are only minor gripes though to what is otherwise a great game.
Great atmosphere created for such simple graphics and a cool idea too! I see your observation about timing things with the music on a web build. I had a similar problem when I made Carol of the Bells (not a 3-hour game!). The way I solved it is to forget about delta time altogether. Instead, I used:
- The projectile's starting position
- The projectile's finishing position
- A timestamp of when the projectile started
- A timestamp of when the projectile was supposed to arrive at the destination
With these four variables I could calculate the position each frame by getting a ratio using Time.time in relation to the start/end time and then lerping that between the start/finish positions. Doing it this way means it doesn't matter how many FPS you're on, or what delta time works out to be, because you're recalculating based on the current time each frame.
Hope this helps!
Outstanding graphics for a pico-8 game. Pretty mellow compared to the button-clicking frenzy I had with the other stone skipping game in this jam! I would have liked some in-game guidance about what each of the gauges are for though. I know I'm trying to get each of them in the green area, but what do they represent?
For a previous game (https://vmpwje.itch.io/pac-man-metamorphosis) I wanted a high score which was essentially an integer, stored somewhere in the cloud, that I could reference. I after looking around a bit I discovered Firebase which allowed me to do that for free. It was pretty easy to integrate too, though probably more effort than I'd want to put into a 3-hour jam!










































