Thank you! I struggled to get the camera movement to something resembling "just right" so completely get what you're saying. Also only managed 3 hours because of asset reuse from last week's jam.
Vmpwje
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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!
Nice game. I was defeated the first time I played, then got victory the second time. I like the idea, implementation and use of music and sound. The only gripe I have is that the indicator in the top right about how many enemies you've defeated is quite small with white text blending in a bit against a grey background. Bigger text, and perhaps pulsing the text when you defeat an enemy would have been nice.
If you want a variety of sound effect, easily produced, I recommend https://sfbgames.itch.io/chiptone
This is pretty good. I like the variation in character types, though the first one is *really* bad compared to even the next one up. I think there are a few things that would make this game a lot better with little effort. Sound effects are a big one, e.g. picking up coins, bugs dying, etc. I recommend https://sfbgames.itch.io/chiptone. A floor texture would have been good too, particularly in the AI area as I found I was wandering around with no indication of whether I was actually moving as I couldn't see any walls. There also didn't seem to be any way to win? Unless I missed that? I think I collected all coins and got rid of all bugs. Overall though, this was a really solid entry and was enjoyable to play.
Yeah! I won the game. The difficulty curve on this is really good. Took me several play throughs to get there and I enjoyed trying out different combinations of upgrades along the way. The only two things I might have done differently - sound effects, there don't seem to be any. The music is pretty catchy though. Also also the font, I usually pick a CC0 font from https://www.fontspace.com/category/cc0 for my games as I think the default fonts in Godot/Unity are quite plain.










































