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Wrecking Ball Games

19
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2
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A member registered Jan 21, 2018 · View creator page →

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Thank you! We’re all gonna make it. Just gotta embrace that attitude of making mistakes early and often.

I dig it. Short and sweet with really nice art. It was fun to see all the dialog, and it was fun to speedrun getting blocked by everyone. I’ve got big Gerry energy.

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Very cool puzzle game. It reminds me of the sliding on ice puzzles from Pokemon but more intricate and more bloody. I got a little stumped by the first puzzle with the rhino, but I really want to see the rest of the levels, so I’m going back in.

Thanks. I learned a lot from doing the work and seeking feedback, even in this woefully unfinished state. I think some important hurdles are being crossed.

Very good observation about building horizontal before going vertical. That’s pretty much where I got myself. Thanks for the feedback.

I’m just trying to whip a workflow into shape. I got what I wanted out of the jam, I think.

I appreciate it. I’ll make as many bad prototypes as it takes to dig up some gold!

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I enjoyed it. The controls take a little getting used to, but for me it didn’t take long at all. It reminds me of some good times playing Trauma Center on the Wii.

The point about open source just concerns whether or not you shared your game’s source code. If you haven’t already, I recommend integrating Git into your workflow to reduce the risk of losing any of your hard work to near-zero. After that, going open-source or not is just a matter of whether or not you share your Git repository. (EDIT: as well as what license you choose to share it under)

It took me a few tries to figure out just what was going on, and then I zoomed through the levels and wished there was more. This is very cool. Would not recommend skipping the tutorial!

I’m glad someone got something out of it, because I spent a stupid amount of time making the movement in a dumb way just to learn more about a couple of coding concepts. Thanks!

Much appreciated!

Thanks for the feedback. The rank system is kind of a joke - there are three you can get and only S is what I’d call standard. If I work on this again in the future, more and better/more challenging content is definitely a priority.

Thank you!

I definitely should have added a simple system for finger flicking rather than leaving it a finger stretching game. I’ll probably release a new version after the jam incorporating that change and some other things that have been bugging me. I appreciate the feedback and the kind words!

Thank you for the kind words.

I appreciate it!

All the music is by Zane Little. You can find all his music on freemusicarchive. I was blown away how quality his entire discography is with how generously he licenses it!

I love this.

I like this a lot! I did want to point out a few bugs in case you weren’t aware. On most levels, when I died I could press Space to teleport to the next level anyway (speedrun strats.) On one level in particular (I’m not sure which one) I could press space when I died to just keep walking around and playing the level. I would love to see this idea developed further.

It’s great. My least favorite part was that I had to stop playing so soon! You’ve got something special on your hands and I am very much looking forward to the Kickstarter!

You guys should all read Ben’s book, Production Point, by the way. He’s running a podcast to follow the process outlined in that book while making this very game. The process clearly works!