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Xenoparrot

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

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Hey, you again! Thanks for the comment. Did you come back just to play Corgicycle and then found it was changed, or did you somehow get a notification I changed it? I'm honestly curious, I literally updated it just today and wasn't expecting anything (evident by the fact I put off redoing the description and removing the mobile buttons).

Regardless, you got a point. I do want to do some more with the game, and I will. I just needed to solve a couple design problems first.

I was really trying to remedy the main problems it seemed new players had: nobody wanted to read a tutorial, and people wanted shorter levels to replay to get a better time.

So the first chapter is basically a 40 level long tutorial of how to ride a pogocycle, without a single word of text. I probably made it too easy, but you might like the last few races though.

I actually spent the month during the voting period creating tools to make creating races faster, so since you preferred longer levels I'll make that the theme for chapter 2. Chapter 2 can just be something like 20 obstacle courses, designed like the old levels. I really liked making those before. I just couldn't keep requiring reading before having fun, now experimentation is all that's required to learn the mechanics.

I do want to add interesting level mechanics (I was dying to add a boost pad this whole time). It's just that development will slow down as Corgicycle moves into the background, so I wanted to get out Chapter 1 sooner rather than wait for more content.

In any case, you're the only person who commented which in effect makes you this game's entire audience. So if you want something else in the game let me know!

Hey! I love this idea and the fact you've launched a successful game before really gives me confidence in the project. I've been aching to be part of a cool team making an awesome 3D game for a while now,  and this seems like a real neat opportunity.

My skills are in programming and general Unity tasks. I've been programming in C# for almost 4 years now. And I've done lots of polish work in Unity.

I've never worked on a project of this scope (or genre) before so I'm not especially qualified. The last time I did networking was in 2020, LAN on mobile, using Unity's old netcode. But I'm still a capable programmer (with over 3 years of Unity experience) and can learn whatever will make me useful. I can even just do tool programming! Every game needs tools!

And I also know how to use git (using a terminal too, though I usually don't).  I've committed to the Godot repository once, and have another PR in purgatory. (I'm hoping this convinces you of my ability to understand code written by others and my ability to follow procedures.)

You'll see all the games I've released on my itch profile. Despite that they're mostly 2D I do know 3D vector math.  I just never released any of my 3D prototypes, because they're always ugly and unpolished. As far as the time I have, I can certainly do 5 hours per week, probably more like 10 or more.

If you're still looking for help and think I'd be worth talking with, here's my discord name: @xenoparrot

(sorry I don't know how to DM or I would've)

~~  :D

I'm glad you made it to the end! Thanks for playing and sharing your time!

And also, me and my brother (the artist) were happy to see that Corgicycle made it into your top 12 collection! Especially out of over 200! That's awesome, thanks for sharing that.

(1 edit)

I came from the video where you said you wanted feedback. I have a few thoughts:

Awesome idea! The music and art are great! And the gameplay is compelling! I loved the story bits in between each level, and how it added context to the gameplay.

But the game got too hard too fast. I went from brushing static non-killer teeth to facing an entire missile wielding army in the very next level. And after I beat the army of killer teeth (dying about 4 times) I found myself in an equally hard level, if not harder. That is to say, the game has no difficulty curve, it's just a difficulty ramp. It only goes up, and fast. I would prefer if there was a buildup of tension, like there currently is but with a intermediary level of less lethal teeth of a lower quantity, then after the really hard level the difficulty could go back down (release the tension)  to a less difficult level. That difficulty curve is the one thing no player will be able to ignore, it's an essential part of the experience.

Something I would just personally like is if during the period where all the teeth are shaking about to burst into flies, it would feel good if cleaning the teeth prevents them from becoming flies. That makes the prelude to each battle about cleaning as many teeth as possible before they have a chance to attack you. I tried that intuitively but it didn't seem to work. I could see how that could break the game with the upgrades later on though.

In any case this was really fun! Well, until I couldn't handle the difficulty. But I still really enjoyed it! I'll probably go into squeaky clean mode to try and finish.

Edit: Man. I couldn't beat the boss on squeaky clean mode, maybe the problem is just me.

Thanks! I really appreciate the detailed feedback! And I'm so glad to hear you enjoyed the game design!

Thanks! I'm glad you enjoyed playing!

Thanks!

Thanks so much! I'm really glad you enjoyed it! I appreciate this a lot.

My brother will be glad to hear you liked the corgi art! Yeah the game wasn't balanced properly, but I'm glad you still had fun. Thanks for the comment! Se lo agradezco!

Thanks! I'm glad you had fun! And yeah, I know exactly what you're referring to about holding down. There were a few kinks I couldn't get out in time. Still, thanks for the comment!

I know right! I'm dying to make this bigger, I'm already working on tools for it.  I really like the room for skill too! After I added the ability to go faster downhill I probably spent too much time trying to beat my last time and not enough on level design. You're probably not that bad at it, I just made some pretty unbalanced levels. In any case, thanks for this comment, I really appreciate it!

Thanks! I'm happy you liked the movement! My brother will be happy to hear you liked his art.

This was definitely the funniest screenshot I got.

As fun as collecting screenshots is, unfortunately I couldn't not get a bug that made me restart. So I can't say much about the gameplay. Still, I think this is pretty impressive. After I floated up into the sky I could see how big the place was, and that's impressive for a game jam project. I always appreciate playing 3D games in a game jam. I also really liked the story you wrote, and how I could see it in the game with those tubes with kids in them. The main menu was cool too, I liked the security footage idea. Overall, it doesn't matter if the game had fun gameplay or fun bugs, I still had fun!

Also, me in the sky:


I'm glad you liked the textures! I had to write a shader to make them look right, so I'm glad the time investment paid off. Thanks for the feedback!

I'm glad you had some fun! The controls definitely need some more work to get them where I (and all players) need them to be, and I already started a list of changes to work on. Thanks so much for the comment! I'll be playing yours soon!

Same...  Thanks for the comment! I consider this high praise.

What did I just play?

Well dang.

What a game!

Great job! I had a smile on my face the whole time!

I'm glad you had fun!

Thanks! I'm so glad you enjoyed it!

This game was pretty fun in all honesty. It was actually easier to aim at bean people than regular people. And giving the enemies 1 hitpoint finally gave me the gun fantasy that I've been wanting: an actually realistic gun. The one thing that stopped me from playing was that the mouse sensitivity was too low, I couldn't turn fast enough to face my attackers. If it was higher I definitely would have been playing for a while. I really liked that you gave your game an icon too, and that there was only a .exe to download. I'm gonna try that next jam since I'm using Godot too. It's a cool game, and bonus points for being in 3D (which few people tend to do in game jams). I enjoyed it!

Thanks for the comment! The game definitely needed a more thorough playtesting before submitting, but I'm glad you could see through the problems how cool a pogocycle can be!

EVERY TIME I THOUGHT I WOULD QUIT I KEPT GOING

EVERY TIME I THOUGHT I WOULD QUIT I KEPT GOING

EVERY TIME I THOUGHT I WOULD QUIT I KEPT GOING

EVERY TIME I THOUGHT I WOULD QUIT I KEPT GOING

EVERY TIME I THOUGHT I WOULD QUIT I KEPT GOING

EVERY TIME I THOUGHT I WOULD QUIT I KEPT GOING

EVERY TIME I THOUGHT I WOULD QUIT I KEPT GOING

There's not much more to say. It's dang good. A quicker respawn, maybe some accessibility options (swinging your mouse around so fast ain't easy for all of us!), and make sure the room/camera is roughly centered (because you need to move the mouse a lot it's best to have some significant space to do it, don't make us have only a centimeter of screen to work with). I loved that there was an option to just listen to the music, and especially that the music in the start was in Spanish. That got me hooked. It's a really good game, I hope you guys rank in the top!

I was looking forward to playing this since I saw the thumbnail. It was cool. I definitely wish O got more time to shine (like hills and stuff) because he was just really fun to control. And of course, M is as useless as the red bird in angry birds. The level design was great, and the visuals too especially. It was well paced too, not too long to overuse and not too short to underutilize the mechanics. Great entry!

And I'd appreciate if you'd give mine a try too!

MY PRECIOUS FLOWERS NOOOOO!

But seriously this game is good. It definitely reminds me of old Atari and Namco games I've played. And it's so much fun. (And is that kid intentionally trying to mow rocks what's wrong with him!?) It took me a bit to realize that the grass clippings were dangerous and not just visual polish, but that's my only criticism. Everything else is great! And the theme interpretation is 10/10, completely unique.

I enjoyed this! There was one section that almost made me quit (because I'm not used to the controls, I kept pressing the wrong buttons), but I powered through and got the chaos ending. The platforming was really good and I was very happy the creatures couldn't kill me so I could focus on the platforming. One suggestion I'd make is making the UP arrow the jump key, at least optionally. I enjoyed the other things too, the music (which I've definitely never heard before) and the art were great. The tutorial was clear, the percentage of objectives were clearly conveyed at the top of the screen (so I knew I needed to explore more) and the majority of the jumps I had to make weren't too hard. And the story was an interesting idea to give the gameplay context. Overall, a really good game!

This game really is polished to a shine! I really wanted to keep playing, but I couldn't get past level 4. The RNG beat me. I just couldn't get better at jumping if I only got jumping every 4 tries, and I couldn't improve with the jetpack if I only got it every 3, you know? Also, the pun "send me to my moon" did not go unnoticed, great work. I really liked the artstyle and sound design, and the fact the game was made in Godot. You even added a cutscene! This is a great entry.

I like this interpretation of mode! So far most other games I played that used the mathematical interpretation didn't make the gameplay very compelling, but in this game it becomes the objective of an action game! Besides the gameplay I liked the style too. I couldn't beat the mode=8 level, but I had fun, great game!

I'm glad you had fun! And also that you noticed the depth I tried to put into pogocycle racing. Thanks so much for the comment!

Thanks!

My brother will be happy to hear you liked the art! Yeah even I got confused by the spacebar a couple times, it's like a tongue twister for your fingers. The theme was hard to design for without making a game with multiple modes, so this is what we came up with to get around that interpretation we thought most people would use. Forgot that plan could backfire in that most people could also disagree with our interpretation! In any case thanks so much for the honest feedback. It'll really help when we get a chance to update our game later!

Yeah I was watching someone else play earlier and they quit at the last jump too. I definitely should have added some feedback on the "consecutive jumps" mechanic. But thanks for giving my game a try!

It was harder than I expected, but I always enjoy playing 3D games during a game jam! I would've liked a faster fire rate, but overall, it was fun.

I'd love if you gave my submission your honest feedback too!

Well, I liked the music. the detective model, and the concept of a detective with his pet mantis shrimp. I get we don't always have enough time to create the game we really wanted to, so given that you even finished it's still an impressive feat! Not to mention some themes really make it hard to come up with great gameplay ideas. Great job in any case!

If you get the time, I'd appreciate your feedback on my game too!

I loved the presentation, but like others here I just couldn't get the force needed to move the ball more than a few pixels. I imagine it's either the lack of a tutorial or something with the browser (I'm using Edge) or even that the game isn't fullscreen. For some reason I just cannot get any significant vertical velocity. But I can comment on everything else. The visuals were great, seriously the art style looks really good. I noticed the dust particles too! I think the game design is good too, because I learned the main controls without any text telling me what to do. I just wish the game was easier to progress in. I did manage to collect that 1 high up star in level 2, the line seems to jump higher than the ball. Still, I get the constraints of a game jam, sometimes we can't get the result we want. Regardless it's clear that this game was made well, even if I'm encountering some kind of bug.

If you get a chance, I'd appreciate some honest feedback on my submission too!

I made it to round 10! Initially I just couldn't figure out the game, basically stemming from not understanding the round system. I thought I'd just be able to build or platform at all times. Once I got it the game was pretty enjoyable! I would recommend a variable jump height (letting go of the jump key immediately makes you fall, to give more precise control of jumps). I really liked the moth character (the character design was probably my favorite part of the game and why I initially tried it), the tileset for the game, and the dynamic created by being your own worst enemy. The audio was good too. Overall, there was some frustration but when I got past it there was a pretty decent game to be played. Great job!

And I'd appreciate your honest feedback on my game if you get the chance!

This game was great! At first I just lost everything to the first bigger monster, but after reading the comments here I figured out that I was supposed to pull my robots out of battle. So I tried again, and this time I won! It was so fun to throw these guys at tasks and get more of them. Now I need to try Pikmen, I never knew I'd love it so much. The sound and art were awesome, the atmosphere was well done, and the tutorial did it's job. I honestly want more.  Great submission!

This was cool, it reminded me of "Brain it On!" on android, a game I liked. I also like the sound and visuals of the game. I got kinda frustrated from fiddling with the physics, I didn't get very far past the tutorial. The tutorial in particular was really good, I very easily understood what tools I had at my disposal and how to use them.  But I really liked seeing what kinds of things you did with Godot. I didn't know I could make a game automatically launch to fullscreen! Also I wanna guess you used the _draw() function for a lot of the graphics because they're minimalist (and really good looking, you really polished the game well). I definitely would have gone that direction too if I didn't want a dog in my game. Regardless this is a cool game idea, I just wish I got to use my brain more and my patience less!

Oh, and I'd love to hear your honest thoughts on my game too, if you have time!

I'm glad you enjoyed it! Yeah level 6 was definitely too far, I just really wanted to see how far I could push the level design. After the jam my brother (the artist) tested it, and he couldn't finish it either. Live and learn. Thanks for letting me know what you thought! I'll play your game soon!

I think this is the only indisputably perfect interpretation of mode I've seen. And it comes with dark mode! Another mode! I eventually figured out the way to play, but I checked out before my brain melted. I'm not going to rank a game lower because I'm not a big sudoku fan though, because the quality is obvious. I think there should have been more easy puzzles before jumping into the deep end of square grids. Other than that, the game is good, I liked it and left before I had a chance to not like it. Great job!

And if you get the time I'd appreciate if you gave my game a fair shake too!

Man, this was good. You guys really used the 2 weeks well! I loved how well balanced the progression was, the personality you gave the frog, and the fact it was just the right length. I was confused for a minute wondering how to get more seeds, but after I pulled the chunky lever, I instantly understood what this game was. It's a dang good time. As I leveled up my garden with traps I could really start "farming" my enemies. The performance was taking a hit towards the end, but I'm so glad I got a better computer so I could play great 3D games like this! I really don't have any criticism, it's well balanced, paced, has a good presentation, and even a credits scroll. Great game!