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mich

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A member registered Jul 19, 2022 · View creator page →

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i assumed knockback was enough, but i quickly realized after the jam that a hitflash would've helped alot (i don't know why I didn't tbh, i had one in the game already for the player)

my headset died at the most inconvenient time, like an hour or so before the jam when i was actually making the music lol, otherwise i wouldve made a more proper song loop

ah okay, i assumed it had something to do with polygon2d but since i rarely use it i wasnt sure what

didnt know you could do either tbh, good to know

initially its hard to tell what to do because you dont really give the player a chance to read and think, it immediately goes into having a customer while you're reading
after that though, the game is alot of fun, you get into this flow and order in all the chaos that is very satisfying

i couldnt figure out how to dodge the horizontal pistons, but beyond that it was fun :] a little bit of lag though, even without the web build (might be my setup though? arc cards hate running opengl so if you used that at all that probably caused the lag)

you people are too nice :[ thank you

yeah thats just how jams are unfortunately, i often find myself focusing on polish so much that balancing kinda gets forgotten

this game has so much charm to it i really liked it :]

curious on how you made the hammer hitting though

noticed a similar thing when my dad playtested, he avoided alot of the upgrades that let you click faster for the same reason

really love this one, it always feels like you have to be doing something and it flows nicely, also the humor of the tutorial guy gave the game alot more personality
very, very hard though, even the levels where i did succeed it was barely

i did give pressing space as an option, but because i forgot to disable godot's focus system it will bug if you press refresh at all

i think with more weapons this would be alot of fun, i liked seeing what the next weapon would become, especially since each one was different mechanically
initially i didnt realize enemies were dropping anything though; i thought i was just getting these upgrades randomly

to clarify, i assume this is the camera movement and UI tweening?

oh didn't think about that sorry; will keep that in mind in the future

they gain a small amount of health each time you get a gadget

alot of crunch at the end, but i also tried to make everything i wrote very reusable, all the enemies are basically the brass but with their own components added on, and its a similar situation with the upgrade resource, technically they can be overridden but i didnt get far enough to make anything like that

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something along the lines of metal clicker was one idea for the game name i had at one point

also the magnet upgrade will also reduce knockback since you mentioned it, i found one is more useful while another is more fun to watch, so i added both as an option

the loop was gonna be longer, but when making it my headset died so i lost an hour to let them charge, do agree though if i could've made it longer i would've 

that's one of those things i thought was too much initially and and decided to make it smaller, you can upgrade the slam radius though which helps a little bit

i think instead of just drawing pixels on the screen, it could use a line2d that appends the mouse position to the points instead so it draws inbetween each mouse position, i definitely found that made it alot harder (might be harder to set up though; i don't know how you set up the score and all that, so maybe that wouldnt be doable)
honestly beyond that the game has such a nice charm to it, enjoyed it alot

honestly i was worried with doing upgrades like that because i found it hard to design it so you cant just go slightly off the stage and then hit them, so im glad it was worth it and i think i found a good balance between it

this is just evil. i love it

i really don't play these kinds of games enough, very calming and has its own personality that make it unique from other games like it :]

really love the environment design especially! some more responsiveness (things like indicators for when enemies will attack and when the roll stops, starts, and refreshes) would help alot with the difficulty curve though
(also, this isnt a big deal for most, but your game doesn't work if the resolution isn't 16:9)

haven't heard of it, but i will check it out :]

anything with the deep red outlines will cause damage

i cant tell if the aiming lerps or the cursor position didnt account for cam smoothing, but it felt like it wasn't shooting towards my mouse unless i stopped moving alot, but the graphics are nice, remind me of dani's old games or windowkill, same with the juice

yours was also good,  one of the weirdest games i've ever played, but there's literally nothing to complain about, you're a mushroom who kills slugs with radiation poisoning, what else do you need

since you're using godot, a neat trick to make enemies not spawn on screen since i see other people talking about it is to make a path2D that goes around your viewport and is a child of the camera, and a pathfollower2D which goes to a random point on the path2D each frame, then when you spawn an enemy you just set it's global position to the pathfollower's global position

also after a certain point is does become impossible to die, i even tried to die at some points to test it and it took me a bit before i could

for a first game though it was really good! the juice was there, it felt nice to move around and shoot, the game loop was intuitive, and you actually made a game which that alone is something to be really proud of!

this game immediately made me remember how awful i am at platformers, dear god

good game :] couldnt finish it because of my skill issues, but it still felt smooth from what i played

Grib :]

the cursor was off-center, but the game itself was nice and had a clear progression loop, also the UI was very clean :]

the upgrades didnt feel like they did much beyond me spamming damage and reload rate which is normal for a game jam, but beyond that it was good, the artstyle was cool and i cant tell if the world *is* procedurally generated, but it did feel like that and if it was then it felt like it had good worldbuilding through it's environment

i mentioned this earlier, but i do wanna come back and add different classes of mutants that you can pick from, and one of these would be plants that will give the player bonuses to make them stronger, didnt have time for it though because thats just how game jams are

didnt know that so I'll keep that in mind for when i mess with shaders more, but yeah the game was great 

i think if i were to come back, i would make some mutants give bonuses to the player and/or let the player pick between 3 mutants, but with the deadlines of the jam i was only able to add pretty simple entities which is just the nature of a jam

fun and intuitive! graphics were nice, i think both the delivery part and the map mutating could've been made clearer though as i didnt really feel it even after going between the 2 if that makes sense, also it was hard to tell where jump pads were but it didnt change gameplay much so i dont think it matters

wished i would've played this one earlier, very fun and i feel like this would be a pretty solid phone release back in the day, i just dont get what the screen mutations do? they didnt seem to change anything for me