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Warpstar King

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A member registered Dec 27, 2023 · View creator page →

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It's a fair bit of a frustrating game. It is the intention and I kind of like the coyote time requirements... but it isn't well executed all the time. Like getting fatigued isn't well expressed when the player has recovered. Making everything slippery and so early on doesn't really mess with the player's senses, it more just means its a slippery game on top of a floaty game. The blur effect at the end of the game harms the gameboy vibe as well without being anything difficult. Considering overall it is supposed to be difficult, I'd just say it's okay though.

As for music, it is pretty simple and quite short. Gets the job done. Something longer that doesn't loop so much would be nice. It is also unfortunate the level track plays over the victory track.

As someone who likes tetris this... is an underwhelming clone. The piece generation definitely matches the bad luck of the jam though it can be particularly frustrating to get 4 of the same block in a row. It is why most tetris games use more then a raw RNG roll. Also features like piece spins (T-spins in specific) are something I very much love that aren't here. I also wish I can rotate pieces on the starting area. The game looks nice though!

Neat pachinko type game. Nice idea with the numbers going up for each card you land on. It can be quite confusing at first though and I had to just accept the ball's movement is completely RNG with more lean towards going down. I feel like being given a shuffle every turn and at least knowing where the ball will start could give some better interaction to the player, but otherwise it's nice.

Solid foundation for a fun game. Some items are a bit too strong and late game sort of gets mashy and stale with the right items. I did have some slight control issues a bit and keeping track of the aces is a bit hard. Definitely a neat game though with more potential.

Mhm! If you mean those bat enemies in the caves? Yah! That's very intentional. The cave's gimmick is that it is hard to see. The torches help but the later levels have less light.

The B button should be a feature as it would allow players to extend their runs. Otherwise players would be finished the moment they fill the board really. Though I don't fully know the purpose of extending a run without a way to score it since really a player could just end turn without anything on the board and get the longest run. The only real indication for score right now is money I suppose.

You can probably indicate the turns income when the player hovers over the 'end' turn button in the text box maybe.

This is a nice little building game. Kind of snowballs out after a bit which is good. The menuing is pretty slick too. Overall the game isn't too dynamic or score attack heavy. I feel like having more interesting disasters might be nice. Some features that would help would be the amount of income when ending the round & the number of turns you've survived & lifetime money made when you lose. It also wasn't clear to me that you could swap buildings via the B button until after I went back to check. It is cute though.

This game is neat. The boss patterns are fun and unique. I especially liked the umbrella boss. I kind of forgot you can jump until halfway through the CEO. It really balances out the difficulty when you use it. I feel like there could have maybe been even more use out of the jump somehow, but for a small and sort game it's good.

My big gripes would be a lack of BGM and the resolution. While the sprites are made with gameboy in mind, the various animations and movement doesn't adhere to it. Most obvious is the boss drops that spin in a fashion that requires a much higher resolution then the gameboy can put out. Other things like general movement show the player isn't moving per visual pixel, rather it's smoother and more accurate then that.

Yah, I'll agree that the luck system isn't shown off or explained too well. There was plans for a help screen that got shelved last minute. I'll likely add one in the future but even then it probably won't be conveyed well. I'll be thinking of something though.

This is a good game. I completed it AND got  all the bonus coins as well. A very Klanoa type game. The level themes are visually done well and have their own fun gimmicks. It is a tough game though and I have my gripes with it. Like the player gravity is pretty high while falling, the leaf springs are a bit off, sections where you go down are hard to see, the inability to throw while facing a wall and the knock back on some items. Getting the last coin in volcano was a lot of trial and error since you had to distance yourself correctly just to be able to put the key in the door after the actual challenge. I think that's a bit much. Also a pause menu or an indicator in level to display collected coins would be nice as well.

Overall though, it's a pretty good experience and one of the more complete ones I'd played this jam!

The general movement is solid, but there really isn't a lot to do. I did want to see how much harder it gets and idling the game and reversing time has gotten me to about level 16 without major issue. It also has a decent load time, I couldn't get it to run in browser (or at least I didn't wait long enough for it to load in browser). I do like the style but wish there was more to it.

The art is quite nice and the idea is there. The execution isn't great. The physics interactions with the flippers and no goal makes it currently feel like a somewhat interactive wallpaper more then a game. I would also suggest looking into setting the audio track to loop, Godot has importing features for it.

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We do have plans to introduce a boss health bar at some point and my current plans for the Krystal conundrum is to add a regen system where under 5 will slowly refill your ammo but you'll be better off on your first go or two without using it so as to learn the patterns. After all, classic megaman doesn't really reward you for using your ammo and still dying to a boss. It's sort of more meant for knowing when best to use them like in a speed run mode but I feel like it's very much intentional that you can go through the game mainly using the fire and the weapons are bonus. Little secret though ahh... there's no damage differences yet until we get more weapons which is coming soon(tm). Of course, that's not what we got in at the time yet so yah know.

But thanks for enjoying it!

Thank you! The respawning enemies is intentional to be a bit more... retro? Plus I have a limiter. It's just in case you want to farm or anything as well as prevent you from, say, doubling back too often else you'll end up with too many enemies heh! And they all delete themselves anyway if you just go even further away. Still, I'm considering better ways to handle it and make it more tied to things and fair. 

Also, there is supposed to be a credits card when you beat the game, it's just borked and doesn't pop up sadly. Didn't catch that glitch though until after submission. Will be probably one of the first things updated after rating.

Yah, there's definitely a bug or two with the way respawning works sometimes that it can end up kinda glitched either getting players stuck or stopping players from moving. But thanks for enjoying it!

There was a title screen actually. We just didn't get it finished in time <.< ... I was like 5 minutes away from getting it to work but then it didn't. It'd even have audio settings and stuff but yah. It'll come out with an update in the future but yee. There's even a proper credits that for some reason isn't working either but yah know.

Pretty neat puzzle idea! I like it and it's nice how it works. However the pacing is a bit slow. I'd also love to spice up the variety with maybe stage hazards at the same time or something but it's good. My last note would be this feels more like SNES then NES in a number of ways. But it's pretty fun and has great potential.

The choice of the Lumberjack from Hoodwinked! (2005) is an amazing choice and I'm all for it, and honestly you did great with it. The art and music do very much match the movie. I think the concept is cool but like others, there's issues with the way you do lumbering.

I think the issue is that players have to both press and release the button within the same slider box. Otherwise it just really doesn't like to work (and even then it doesn't like to work much still). Either way, nice go at it.

Is an okay go at it for starting out. I beat both levels and the boss heh. Some of the physics and interactions maybe need to be tuned more. It also kinda lacks in the NES vibes part. 

Is very cute the little crab and fish. Some of the movement felt strange at times, but I kept going till I got an okay feel for them.

Bests: Normal in 56s , Speedy in 32

Ooo it's chop champs from Kirby kinda. But nah, this got its own rhythm and I think the multiple hit brick idea is good, mixes up the pace. Is a good small little arcade game.

Definitely a go at it! There's certainly a lot more to go to make it compelling  to play. The silliness though is nice to see.

I'll probably add that to the next build of it then heh!

Ooo I see about the health thing. I guess it is a bit tricky. As each boss is vulnerable in different ways that means their HP holds a different difficulty value. Like Magic Hat is practically free to hit and Crazy Cat is harder and can hurt you by comparison. So increasing HP to some bosses is way harder and to others meaningless. I'd generally say it's better to focus more on other aspects of difficulty as well and let the bosses be short if you are good. Though if wanting to do HP increases, then I'd say each boss should have their own Base HP & HP Scaling.

Pretty good game! I think some of the RNG attacks can be a bit unfair, but most of the other attacks I found being fun difficult. I'd suggest giving some bosses less HP especially when they're a bit harder to hit (like Face) and that there's maybe more of a transition between going from vulnerable to harmful (though I admit, it's probably fine as a way to punish greedy players who aren't looking at the timer like me heh).

But yah, this is one of the way better games of the jam.

Neat flash game. I do like the catapult mechanic a bit. The thought of using tangent angles did really help. But that somewhat took a fair amount of difficulty out even in the harder mode. I made it to levels 10 easy and 8 on hard before I decided to stop. But there's some fun to be had for sure! And plenty of potential.

My favorite parts are when there's lots of collisions, like from the dragon or when a rock combos into things. Thing is that I wish there were more ways to accomplish that and there were rewards for it. Like maybe there's an enemy with a bomb strapped to themselves and explodes like the dragon, though because of their consistent position you'd want to direct hit them first instead of dropping them. Maybe there's a triple shot power up on the field you could go for. Etc. Aside from that some more variety in stage hazards would be good as well. Maybe unbreakable platforms, bumpers to bounce off of, moving platforms, so on.

But otherwise it is fun enough and the mechanics themselves are tight. I'll note that there's a bug with the catapult where if you LMB while the catapult is in motion for a throw, it'll throw from where you clicked. And I find the most annoying thing to be when the catapult changes directions when you try to go for max charge. Those are my only gameplay problems. Otherwise for a boss rush game there's a lack of bosses as others have pointed out. Overall decent game but leaves me wanting to see more out of its potential.

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Thanks! We recently added a concept gallery linked in the description too if you enjoyed the games visuals and stoof

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Sorry the game doesn't run well! We are aware of the problem but it was within the last few hours of submission and I couldn't really do much for optimizations at that time. If you can't run it in browser there's a downloadable windows version (though you may not have a windows of course).

As for the volume warning... Well yes it could have been set lower to start. But most games often blast you with sound for no good reason when you start them up and as such kinda kept it in for that reason. ... It's not  good reason mind you but I couldn't resist it being a bit funny.

Best Score: 4752

Is cool for a little arcade game. I do like all the enemy patterns and things and the camera rotation is nice. It's almost a bit too easy though and can kind of be ignored if you press it at the right rhythm though I don't entirely think that's bad. Would be cool if there's more playable characters or perhaps lens types with ones with longer range take longer to charge.

It's sort of easy to really hug the boss at times and get in lots of hits for free. The charge attack isn't much an issue. Though there seems to be a beam attack that's nearly the whole screen and usually unavoidable.

Either way, style feels somewhat like Faith which is a fun thing.

When I ask people to make a real game, I point to this 👍

I'd like to see more ambition in this game, but it works well enough and I didn't get frustrated at all. It's nice and simple and that's neat.

Controls, like other people have said, are a bit... messy? My character wouldn't really latch onto the bolt and the rotation seems to be pretty hard to wrangle. I feel like it might be the case that like if it the player is spinning at 400% clockwise, you almost need to spin back 400% just to start spinning counterclockwise, making it pretty hard to change directions. A faster acceleration and faster deceleration would probably help?

The boss patterns are neat and I like the gimmics going on. Though the Hammer one could use drop shadows and less tracking. And the shooting gallery can have some nasty RNG for the baseballs. I think I had to wait 5 cycles before a single baseball appeared but of course sometimes you can get like 3 balls as well just on any given cycle too.

Artstyle is great though, like how you hit the carriage and he falls over. And it's to the point and what fluff is there is pretty funni.

I can see a nice little rhythm game here with cool music. The cutscene at the start is very quaint too. And once I looked up the controls I found them oddly easy to grasp. Using two separate hands helps me separate what button to hit for where. And if I practiced I could probably get good at some of the trickier bits.

I think there's a few things though that could definitely be added and improved but I'll just state this one. Messing up putting things in grayscale is an unfair problem when the player is somewhat relying on color recognition for what orb matches which lane. Instead I'd suggest making the ring turn red for messing up in that lane. 

Thanks! The square caps thing couldn't be helped actually. None of those letters are actually capitals. Those are lowercase in the font. Upper case has a bubbled effect in most cases. The font in question. I'll agree though it might not be accessible but it matched presentation too well to ignore. Perhaps an option for font swapping would help.

I beat all the levels.

It's really really good. As someone else said, it's like sokoban and snake with some additional gimmicks. It has a lot of potential. I saw there was mechanics in place for chaining electricity together even and I love the double edged nature of electricity. Plus insulating it and strange wire lengths and stuff. It's very good and I'd love to see more happen with it.

There's fun art and fun boss patterns here. The presentation though could really use some animations. And while I like the boss patterns, I didn't really get to enjoy them long enough and probably haven't seen them all since... well the games difficulty is kinda easier then I'd like.

A bit neat. I beat the boss after a bit of trouble.

I think the player's range of movement is too stiff. It's what makes handling the 2nd phase awkward. But it's cool the boss has phases heh. For the first phase I just hugged against the top/bottom of him. For the second I was midscreen and threw sword. For third I circled him at a specific radius that let my sword touch but prevent his shots from hitting. I... didn't really bother with the dash button.

I think there's more that could be done but the mana system is neat and enemies giving you a refill on that is cool. Oh also the music is cool! But it also randomized itself after each game over? But all the tracks seem good.

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Truly among one of the most audacious games of all time...

And I'll admit I had an honest giggle seeing that you can adjust the speed of the platforms and a second giggle when I set them to off.

This is the bloubest of games of all time.

I think there's big potential for something like this! I do really like the idea of the wheel and how using your weapons works. I could see myself being frustrated (in a good way) a weapon I need is not in the position I want and having to decide if I need to punch now or keep it charged and dodging. There's plenty of potential!

Though as a submission it doesn't have the most meat to its bones. And as a game for a boss rush jam, I didn't really see the boss aspect. Maybe I didn't play it for long enough? If there is, I'll play it some more.