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Really enjoyed playing this! The idea was creative and simple, the minimalistic visual style was well done, the music was obviously enjoyable and fit the game well. The levels were engaging.

  • Did you have any inspiration for this? 
  • How long did you spend on development vs. level design? I thought the amount of actual game in the game extremely well done for a game jam and solo dev!
  • Level 7 made me think of an old racing game I played on my TI-83 calculator, where the corridor gets narrower as you progress, which took me down a bit of a ticalc emulating rabbit hole. :)

Great job!

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*Did you have any inspiration for this? *

  • It was vaguely inspired by Bakugo’s movement from My Hero.
  • And I thought about teardown a lot bu I haven’t actually played it.

How long did you spend on development vs. level design? I thought the amount of actual game in the game extremely well done for a game jam and solo dev!

  • Thank you!
  • I ended up building the mechanics etc in a test level up until the last day.
  • Then, I had a bunch of ideas that I threw into levels and just played through them over and over. Polishing as I went.

Level 7 made me think of an old racing game I played on my TI-83 calculator, where the corridor gets narrower as you progress, which took me down a bit of a ticalc emulating rabbit hole. :)

  • Calculator emulation, that’s God’s work :)

Thank you for the kind words!

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That's really something, that you were able to get so many coherent levels done on the last day. They were so polished, I imagined it took way longer!

  • Did you run into any performance issues with dealing with all RigidBody2Ds?
  • Did you consider making the non-destructible blocks a different color? I found myself surprised at times that there was no delineation, but at the same time I found the simplicity of everything looking completely uniform very satisfying.
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Yeah that last day was definitely a mad dash haha.

Did you run into any performance issues with dealing with all RigidBody2Ds?

Yeah, when I first added hundreds it really struggled. They also moved and jittered against each other. I ended adding some logic that switched them from Static to Rigid based on the situation. So, they all start as Static and then the rocket explosions ‘Activate’ them and set them as Rigid. Then if their movement is below a certain speed for a certain amount of time, it sets them back to Static.

Did you consider making the non-destructible blocks a different color?

I did consider it and there definitely would have been some upsides. But there are less destructible tiles than you’d think looking at it. This improves the performance and keeping the colour the same hides this limitation. It also hides some of the more funky collisions that can happen between the environment and the destructible tiles. I also think not knowing what will and what wont explode is a fun link to the theme :)

Thank you for the great questions!

Then if their movement is below a certain speed for a certain amount of time, it sets them back to Static.

That's really clever and it worked really well!

I also think not knowing what will and what wont explode is a fun link to the theme :)

I agree :)