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WrenchyKenku

154
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A member registered Jun 27, 2016 · View creator page →

Creator of

Recent community posts

CAN’T KEEP THE SLICK MAN DOWN!

Grats on the comeback! I loved this game – the artwork and writing are great, and the mechanic is crazy unique, it would have been so sad to lose this one in the rankings.

This is absolutely amazing for a first jam game. All the moves work together so well, and the player’s toolbox is rich without seeming overwhelming.

The end screen is so cool, there’s no way I could create a UI that information-dense but still good-looking within a game-jam frame.

I agree with some other comments that on the green level the contrast of the breakable blocks against the background wasn’t always enough for me to tell what was in my way. Some highlighting or slight color shifting would probably go a long way :D

Great work!

The bitcrushed voiceover in the intro was fantastic, haha.

The art is absolutely incredible, I watched the animation of the fish pickups jumping around for so long. The gameplay itself was a ton of fun and very unique.

My only wish is for a way to pause ;)

Wow, everything is so simple, clean, and slick! It all works together so well!

I unfortunately hit the softlock during the tutorial, but was able to get past it after reloading. I wasn’t very good at the main game, but I could easily see myself grinding at it to get better.

This was a ton of fun. Strangely it’s not the first game I’ve played where I had to do a flip to reload a shotgun, and it works really well here!

The level design and production quality are great, especially for a jam game. I could definitely see this expanded to a full game. Great work!

Thank you!

The bullets disappearing was actually an accident at first – I had mis-parented them in the node tree, but decided to leave it due to time constraints. Glad it ended up being a positive!

Wow, how did you even think of this? I’ve never played anything like it, genuinely one of the most creative tower defense games I’ve seen.

I can understand others asking for numpad support, but I definitely feel like manually having to dial the numbers via the mouse adds a dimension to the game that would be lost with numpad support. I use a 12-button MMO mouse and as cool as it would be to speed-dial while hovering over the ‘call’ button, that would take away part of the experience I think.

Great work!

Thanks for playing my game! And thank you for your feedback.

The original plan was to have multiple levels and more enemy types, allowing the player to extend their build across more game time. Since I ended up cutting both level count and enemy variety, the length of the game suffered, but I definitely could have extended the timer to compensate.

I agree that more control, especially at higher speeds, could really enable more slick gameplay!

Thank you!

Indeed bouncing on enemies would be quite chaotic, haha. Maybe a specific bumper enemy type that rams and damages and bounces you that way? Could be fun!

Love the retro look/feel!

I also got a bit stuck at the up-arrow section. I got close combining the rocket jump and the hold-to-boost mechanic but couldn’t quite seal the deal – will definitely come back and try it again later :)

Controls felt great! The delay on the main attack took a minute to get used to, but lining up the hits while drifting around enemies was a lot of fun once I got the hang of it :D

Thank you! The cursor is a good idea which I didn’t even consider. That’s definitely an idea I’ll consider not just for this but for future similar jam games :D

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Thanks for playing my game!

Powerup strength could definitely use some tuning, I agree. And for enemies, I actually have a really neat spawn director system that can ‘purchase’ units based on their strength value, and its budget goes up over time and stuff – everything I need to handle spawning more difficult enemies as time goes on and as you kill more and more. The only problem is I didn’t get around to adding more than one enemy type!

You can actually see the SpawnDirector talking in the javascript console… I forgot to turn off its debug text :D

Thanks! The visuals, though simple, were a ton of fun :D

Thank you!

Haha, thank you!

There’s a hard limit of 5 enemy units at a time and I swear it feels like there’s way more than that once you’re a few minutes in :D

Thanks for playing my game!

I always try to stack regen and fire rate, just to see how fast I can go :D

What a fun game! The controls are absolutely flawless, everything just works together so well :D

I love the character model and the little lean animations! I looked so wobbly trying to max speed clear the levels.

I also thought the slippery surface + tank controls were a really fun/funny combo and fit the theme very well. Great work!

Thank you! :D

Wow this is incredibly slick! Great work :D

Thanks!

Thanks! My jam games tend to be on the difficult side – I’ve reigned it in a bit over the last few but I still have a ways to go, haha.

Wow – this game is a ton of fun! Slowing time and shooting enemies to get speed boosts felt so good, and the level design was fun and interesting.

Great work, thanks for making this!

I loved the paper/3d aesthetic!

Managing both direct sales and the displays was an interesting challenge.

I had a funny bug sometimes where the Crate of Restocking would label everything as ‘Sword’, it made me laugh a few times. Probably not intended, haha.

Thanks for playing my game!

The bumper chaos is indeed part of the intended experience, but it does take a bit of getting used to :D

Thank you!

Thanks for playing my game!

I had thought about healthbars, but thought they might end up looking cluttered. What I was hoping to do was have enemy color change or a flash effect on low HP like old-school arcade bosses, but it didn’t make it in before the deadline :)

What a unique concept! Really challenged my snap-memory of clockwise/counterclockwise, haha.

The little voice quips were great. “GET IN THERE!”

Thank you for playing my game!

Moving and aiming simultaneously definitely takes a bit of getting used to. I usually just ram into bumpers as fast as I can and let those take me wherever they’re going to, haha.

It’s actually not the first time I’ve been recommended to put bumpers in the corners; it’s definitely something I’ll try out.

Thanks for playing my game!

It’s certainly a striking look! If you enjoy it, I’d say keep it anyway :D

Wow the art is so good!

I also ran into some performance issues with the initial load and during level transitions, but once loaded the game was a ton of fun. The controls feel great and the levels are designed very well.

Thanks for making this!

Beautiful game! Love the intro sequence.

I’m still trying to figure out exactly what to do, and the controls took a little getting used to but weren’t too difficult after I figured out the pickup/swap/interact keys.

Great worldbuilding and writing!

What a fun idea! It took me a few tries to completely grasp what I was doing.

I love the image-only ‘dialogue’ and how it takes a little creative thinking to know exactly which answer the npc is looking for.

It took me a while to get the hang of the controls, but once I was able to do cool stuff on purpose, it really started to shine!

Level design was clever and was paced well to showcase each move and how they affect your movement – well done! Tutorial stuff is hard; I love to see it done well :)

Wow! This is one of the more unique ideas I’ve seen.

My setup won’t allow me to give the game a solid shot until everyone else is in bed, but I’ll come back and explore it more when I can. What a fun idea!

Thanks for playing my game!

I had made the bounce pads for a pinball game for a past jam I didn’t finish my submission for. I was super happy to be able to pull them from the scrap heap of past games and give them time in the spotlight :D

Thank you! I definitely spent more time than I should have laying foundation for systems that didn’t quite make it in – I’m excited to leverage that foundation in the future to expand on the vision ;)

Thanks for playing my game!

I had a lot of fun with this! The ‘Knowledge’ menu is fantastic, I’ve never seen a game jam game with an enemy bestiary/logbook before – it was a very nice touch.

I really liked the shooting animation – it was something small but I thought it looked really neat :)