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Wrzlprnft

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A member registered Mar 07, 2021 · View creator page →

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Thanks! It looks like i only have an evening or two a week to work on it, so it might take a while.

thank you for following along! 

Given that a) i did not work on it since the Gamejam and b) the next build is shaping up to be mostly under the hood things, It may take a while until there are flashy things to be hyped about.

Unless you are into the source code side of things :)

thank you!

.... The turrets don't properly reload once it starts to lag, so uh, yeah. Definitely need to work on that.

Currently planning what's going into the after-jam-version :D

That idea about the ring unlocking is pretty neat. perhaps separate levels, perhaps in level progression. 

The different turret prices were a last minute (as in last 30 Minutes) addition, so, uh, yeah. That definitly needs to be improved. Especially if i'd introduce different turret types, or price scaling per slot used on ring or something.

So, thank you! feel free to post any other ideas you have as well.

It took a second to really understand the weak spot tolerance around the crosshair, but once i got that it is basically the crosshair itself, that was easy going. Nice integration of the theme, solid execution of the idea. The "lag" of the ship felt a little wonky at times, though.

The "secret" is to wait to place a turret until you see the first astroid, and then be a little lucky with the spawn so that you can manipulate the turret rotation until you get enough credits for the second turret without loosing too much health.

But once you get ahead of the curve, it immediatly becomes to easy and you can fill every slot on the station.

So, yeah, balancing is definitly an issue. In general the entire game is a bit... unwieldy when it comes to the user experience.

Yeah, the "-1" bug was a '==' instead of an '<='.... already fixed on my local copy of the game :D

So, thank you! i do currently evaluate what i can do/fix/add with little effort, and what needs more effort. Plan is to at least adress the balancing issues with the current setup after the jam.

Thank you!

Yeah, you don't even need to place anything on the innermost ring for it to become invincible :D

Thank you!

And thank you for all the ideas. Currently i am compiling a list of ideas, and i hope to put up some sort of roadmap of things i can do with the source code as is, and things that i would want to do and how i'd need to change the source code for that. So, if ya have anything else, feel free to post here!

This little game works great. i managed to fall of the plattform and miss the death trigger once, but that's about it with bugs i encountered. Its core gameplay is pretty fun, and there is umpeenth directions you could take it, if you wanted to.

Thank you!

Another good point. I should make a list....

Cool little platformer. The rotating segments work very well with the level design.

Thanks!

Thank you!

I did not have the time to add more content, so i kinda just filled the game with more asteroids... Which really doesn't accomplish much.

If i come around to add stuff, fewer but different astroids is the plan over just spamming more.

Yeah, like the first half a minute where you actually have to adjust the rings is what I wanted it to be.  But being solo this Gamejam meant that i just did not have the time to do more game design beyond that. But it's definitely an entry where I do want to add a few things post jam ... If i can find the time.

Thank you!

thank you! 

Most of the values on turret cost, damage, rewards and what not are still the first placeholder values i never had the time to revisit.

(1 edit)

yeah, the beginning having to manage the turret rotation is the part i am most satisfied by how it plays... Then it all just ramps up way to quickly to the top end of filled slots and spawn rate maxing out.

If i add to this, I'll definitely look into more things to slow tower placement down and make positioning relevant for longer.


Edit. Also, big thank you!

Hm, i hadn't thought of camping in the edges without boundary damage... I just more hit it on the top or bottom middle due to the wide ratio. 

Great jam entry!

My only gripe is that hitting the level boundary also reduces health. Keeping track of rotation, enemies and not to overaccelerate on top was a bit hard.

I like the idea of defending a space station against asteroids ;)

It's a neat little game, the satellites do make me double check whether a shot has gone through, though i wish there was a little interaction with them.

Pretty solid execution of the tornado idea! I only wish that there was more to it, but it's a great entry for a gamejam.

Great game and idea to incorporate the theme. something about the abrupt rotation of the car made me somewhat dizzy over time.

Good idea, though i feel like a little more polish in the user interaction could go a long way for this game. The controls are tight, but the experience is a little rough otherwise.

Really creative mix of the assets, well done.

The "fly a circle to reload" is a genius way to incorporate the theme. Over all quite polished game, though i could see it getting a bit samey and/or frustrating over time, since it is at times quite hard to line up shots. There is a lot though one could do to take this further. Different planes with different strengths and weaknesses like sidegunners, or a radar, or speed or... see? it already gets me thinking about its potential :D

Well done.

Thank you!

Thank you! The code requires some cleanup to work on it efficiently, but i seem to have struck a neat idea. We'll see how much ill do with it.

I really enjoyed playing this game. Really got the gears turning in my head, so to speak. Good job.

Well done little game. Making levels which really flow well, whether that's handcrafted or not, is a challenge anyway, for the limited time period of a game jam it's still solid. hard but solid.

Good start, and a good game to learn a new engine. Good luck next time.

I second the Area2D and signal suggestion.

I really like the "cruising" feeling with the bit of challenge the introduction of the theme brings to the table. Good job.

Thank you!

The turrets always target the rock closest to the space station itself. Did not have the time to put a proper behavior GUI, so i stuck with what i assumed would be the default. The start definitely requires some luck, most times you take 2 to 3 damage as it is right now.

Though, changing the rotation speed of the rings is an integral part, so i lean more towards making the meteor spawn smarter instead of totally random, so the player is not punished by randomness.

Very responsive controls and rotation. There are two stages to playing a level, figuring out where to go, and then executing going there with a bunch of tricky jumps and rotations. Unfortunately i am not very good at the latter, so i can't really judge how much there is, but from what i've seen it is a well designed platformer. Good job.

Spaaaaaaaaaaaaaaaaace. I'm in Space. Space. Space!

Great take on the theme, great mix of assets. Fun little game.

Thank you!

If you die, the turrets actually stay on the station until you restart, so you see them in the menu shot in between. It was the most fun thing to make in the whole jam :D

I agree, it needs more content to be a proper game, but perhaps ill find the time to continue working on it post ratings.

Thanks!

Unfortunately I do not have VR Equipment, so i cannot rate back :/

Thank you!

Fun fact: the upper and lower ring switch places once you are in the top-down view, so nothing is obstructed. But i liked the menu shot way too much to make that swap permanent, so once you lose, the swap right back before the camera starts panning down.

... it's not a 100% reproducible thing, more of being lucky with the timing of the demise that leads to being invincible :D

Glad you liked it, though it will depend on whether I find the motivation to clean the codebase up as this is on the messier side of the spectrum as i valued sleep over crunch and almost ran out of time.

Well done.

This is a fun little game. Movement speed is a little slow compared to level size and enemy speed, but that get's better the more enemies there are and keep one on ones toes anyway.

Good Job, it looks gorgeous and place very nice.

Though, with how long it takes for Ben to walk in the larger levels, a way to deselect tiles would be great.