Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

vuvko

53
Posts
12
Followers
5
Following
A member registered Jun 10, 2020 · View creator page →

Creator of

Recent community posts

Thank you for playing!

Infinite continues were a must, even for us to test the game without grinding each part of the stage =)

Thanks for playing! We haven’t tested on non-qwerty layouts, thank you for pointing out the issue.

Regarding the old guy bug. Yes, this is a known soft-lock issue that is related to the music “rewinding” on continue after death. If you want, I’ve posted a link to the fixed version in the comments, or come again after the judging is over, we will update the game)

The idea of combo-meter is interesting to play around with. Would love to see what you can do with it, giving more time.

This game gave me Super Hexagon vibes, but sadly, there was no music or SFX (no download available on the page).

Some attacks were hard to read, and the shrink timer seems hard to notice with that much action on the screen in later stages.

That’s a good boss fight. Nice art and animations. Good boss patterns, but I should say the melee is the easiest way to kill the boss (which might be intended).

I want to continue coming back and improve myself to beat this game. And for me that’s the most important aspect of fun in skill-based games. I had a feeling I am playing something similar to Super Hexagon, but without a time limit.

Haven’t finished the game, but the experience is great so far!

Thank you for checking the game on stream! This is more a fun submission where we were having a good laugh about puns with a word shrink.

Thank you for trying our game! We’ve joked in-team that it is our therapy session regarding human interactions in different corporate cultures.

Regarding character customization: it was an idea that was quickly scrapped because of time issues.

(1 edit)

There is a slight music bug when the track keeps “rewinding” on pause/death. Sadly, we haven’t figured the solution during the jam, but if you want a fixed version and a better music experience, I’ve uploaded as another game: https://vuvko.itch.io/tmp-hell

There is a slight music bug when the track keeps “rewinding” at pause/death. Sadly, we haven’t figured the solution during the jam, but if you want a fixed version and a better music experience, I’ve uploaded as another game: https://vuvko.itch.io/tmp-hell

Really well-polished experience. Nice, gradual increase in difficulty. And each stage is small and focused part. Interested in playing more, trying to outbeat myself.

Thank you for the warm comment! The UI/UX definitely needs a lot of thinking, because lengthy tutorials kinda make things more confusing.

I like your bullet hell vision with narrative. The art and sound design were what helped me return every time after another stupid death.

I was surprised to see inserters working as “long inserters” also (you can deliver to a belt one tile further).

There is so much polish to this game, it’s really incredible that you’ve done this in less than two weeks (giving your first idea was completely different). 15 puzzles which gradually introduce actions and complexity. And the sound design feels much more than just switching between levels of audio.

I think with a big deck, it is really hard to balance randomness vs visualizing all the drawn cards. In the extreme, it becomes just a mess of all your cards drawn face up.

That was a fun experience in understanding what should be working and how to build your bot to last longer in those fights.

The speed of battle seems really slow, and at the start was confusing (I thought I needed to click something to start the battle).

I’ve encountered a minor bug. When the energy consumption visualization shows nil.

The premise and the start are addictive. But after several minutes, the gameplay really stalls.

I’ve got a bug where the AI Laboratory screen was freezing in the old state, but you could create new models. The b2b contracts require a specific architecture, but there is no information on which one. Your workers are just background noise; only your servers matter. And upgrades cost TFs on top of money, which makes it really hard to buy anything late-game. Also, the overall leaderboard score is confusing as I couldn’t figure out how it is calculated.

I like the idea of the AI Tycoon game. And there is potential depth in how you approach the market or your b2b clients.

(2 edits)

Interesting arena shooter. The enemies were distinct, and it was clear when the boss arrived and what was hazardous or not in the environment.

I didn’t understand the loot or shop systems, as there was just no real pause to browse through the text safely. Only after several minutes did I understand that the icons on the loot indicate different parts of the body. It is OK to be lost in chaotic arcades and bullet hells, though.

But I do wish there was a pause menu or shop stop just to take time and try to understand the inner mechanics.

I like how you focused your efforts on creating interesting pipelines. It is similar to how shapez don’t have pressure, just casually browsing how to get from A to B. I think I would love a more puzzle approach than an incremental one for this game.

I encountered bugs: the underground belt sometimes moves items in the wrong direction, or some part of the pipeline breaks. Not sure about either, as it was hard to reproduce. Much of the player’s friction for me was how tedious it was to build, especially because every building doesn’t have an input, but has an output (which can be counterintuitive after other games from the genre).

I was lost for the first several minutes, clicking and trying to understand what was going on. And after I thought I understood, the game seemed to behave strangely. I was able to get “You win” text, but only after the restart. So maybe I did encounter some bug along my playthrough.

I can see the appeal in physically turning the wheel and clicking on coins. And SFX adds to that good feeling. I was rather disappointed with the engine when I unlocked it. It does not change the gameplay in any significant way, and upgrades are even pricier.

Interesting idea of making a puzzle from drawing commands and creating a program as close to needed as possible. But I think the big deck makes it really difficult to stack correctly without discarding almost all of the drawn cards. You can sometimes draw 30 cards before you get the one you need (drop or take).

I’m not sure how to proceed with the tutorial (see screenshots). I think I understood the main loop, given enough experience with automation games. There is a basic loop of mine-crush-process, and a progression through buying blueprints. Also, a Satisfactory-like vending, where you can sell and buy any resource and building.

I think it would be good to have a “sandbox” mode, where there is no tutorial and no blocked blueprints.

Graphics and audio are nice, and don’t distract from the puzzle. I would say the choice of using a 3D for this game is strange. Sure, you can walk around to aim better, but it makes the controls so much clunkier and less intuitive that it outweighs the fun of walking around.

That was an interesting way to reimplement classics of the genre. The sound was great, and the narrator’s voice felt the same as C&C. I think the pathfinding and collision detection were the main issues for me to really enjoy skirmishing against AI. Also, I believe AI is cheating with total map vision and being able to place buildings even if they are far away from the base.

Thank you again for trying the game on your stream and giving your opinion. Huge thanks to NASA for giving their images to the public domain, and artists for their ambience and icons. Without that, the feeling would not be the same, and the game would only be a semi-working deck-building loop.

Thank you for your review!

It was painful to watch you struggle to understand game mechanics, and totally on me, not expressing changes and goals more clearly.

That was a great experience, thank you for your game!

Thanks for the review! You’re right that there is a lot of text information, and some of it is needed to understand that you need specific terminals and specific keys. The game would be better with a less noisy starting location and more gradually introduced mechanics.

The fog of war will be a welcome addition, as most of the dungeon generation feels missing for now.

Also, are you on the roguelike discord server? I would love to chat about ideas around generated puzzles in a narrative context. There is some research published [1] that could be interesting to implement.

[1] Fernández-Vara, Clara, and Alec Thomson. “Procedural generation of narrative puzzles in adventure games: The puzzle-dice system.” Proceedings of the The third workshop on Procedural Content Generation in Games. 2012.

(1 edit)

Fun little procedure-generated puzzle roguelike!

I had similar ideas while implementing my submission.

Some levels felt impossible to complete until I understood that female secretaries are chasing after male workers. And even then, some levels were unbeatable (or I am not good enough for them). Sundler gave a great example of such a level generated.

How many levels are there? I climbed a few levels after “the Boss” was introduced, but never reached the ending. Is there some other mechanics after “the Boss”?

The problem is how browsers work with local scripts getting requests for other assets (scripts, styles, sounds, etc.).

If you’re on Linux, you can start a local HTTP server by running python3 -m http.server in the directory with index.html.

UPD: judges on discord suggested I update the itch page with a fixed version

But shouldn’t the shadow be the one who moves when switched? And those moves didn’t drain Shadow’s stamina.

About two names: I missed that! Totally in the camp of players who don’t read.

(2 edits)

Great scope and implementation for 7DRL!

One critical bug, without which it would be tough for me to beat the game. While in “Shadow” mode (hitting Tab), the script stops time and follows Shadow’s FoV, but you still control your character. That makes every level easy, as you can switch between different FoVs and hit enemies when they are a danger to you.

Small bug: the game asks for the character name twice (one when hitting “Play Game”, and one when Shadow starts the narration).

I’m glad that you enjoyed the experience. The game is more of a reference to a Godville zero-player than Game of Life or Progress Quest.

Good idea with a limited scope!

Some observations:

  • I think the game music isn’t looped, so after around 25 seconds, it just stops. However, the track seems like the one that is loopable without processing.
  • I didn’t understand the Jump mechanic.
  • Sometimes the cheese sprite disappears (I encountered it mostly when passing arcs).

Nice UI, music, and animations. They make the game feel polished enough to give someone a try.

But it seems the construction blocks do not have a mechanical meaning. Which is making moving to the edge of the screen an almost optimal strategy.