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20akshay00

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A member registered Dec 23, 2022 · View creator page →

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(3 edits)

Thanks for the detailed feedback :) I agree that the tutorial ramping up in somewhat an educative manner would be interesting. Will definitely try that if I work on this further. I’m not entirely sure if there’s a better way to deal with the controls, since I just co-opted the standard keys from graphical programs.. have to think about this.

Will also keep in mind the suggestion for the color scheme. I didn’t have too much choice there this time since I had to make the art on my own and I’m painfully unskilled 😅. I’m not too sure if it’ll perform well outside a jam too (quite frankly, not sure if it performed well within jam either, given how divisive the responses are!). We shall see!

Thanks for playing!

Love the concept and the execution. It feels sooo good to play. Since I’ve already let you know my thoughts, I won’t repeat them here again. The game just lacks a bit of polish but other than that, excellent job!

There should be algorithms that can simplify/decimate geometry. But I don’t think there are any built-in in Godot..

Yes indeed, you can morph the shape during and after you’re done drawing, just not once you’ve filled it in. I’m glad you enjoyed!

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Thank you for playing and sharing your thoughts! It quite helped me realize what the players generally missed (which seems to be able to utilize the transformations to their full extent since I provided no demonstration through tutorial levels!). Stuff like this for e.g. as I noticed you tend to try drawing with just the plain grid. image.png

I want to say I really appreciated your inquisitiveness into both details regarding the math involved in the game as well as to my research :P. In fact, I originally intended this game to have some educational value and I think you were the only one who displayed some interest in that side! So here is one resource that might help: https://xaktly.com/Matrix2Dtransformation.html . If you try multiply Kx * Ky, it’ll turn out to not be equal to Ky * Kx! Scaling on the other hand (like stretching the whole grid) would commute, because they can be written as diagonal matrices.

I guess this is not extremely satisfying tbh, more of an empirical way to justify it. A deeper understanding can somehow be understood by learning more about group theory and in particular the group of 2D transformations on euclidean space. It involves rather abstract ideas but incredibly generalized results. I’m sorry for the exposition xP this stuff gets me quite excited!

Simple mechanic but the puzzles were designed well. The game feels pretty polished as well, so I don’t really have any critiques to make. Nicely done!

Good points! The thing is, I initially planned to do exactly that and hand-design puzzles, but I ran out of time. So instead, the shapes are generated randomly and the goal is not to exactly match the vertices, but to cover the area as close as possible without leaking out of the hole. Its not as satisfying perhaps, but it was the only way I could crank out a functional game.

Thanks a lot for sharing your thoughts.

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Really well made! The tutorial was very good. The visuals are great and the game feels fairly polished. I agree with the other comments that the starting felt a bit slow where you kinda had to get damaged a bit to get started, but then it picked up. I still felt the difficulty curve, so couldn’t go past around 90k.

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Loved the concept, and was completely hooked for like half an hour. The visual style is very interesting too. Following is some feedback:

  • A tutorial would’ve been good initially since the UI menus were a bit involved. But I managed to get it by reading the itch page which was also well designed.

  • I think the progression is a bit off because I had to do multiple trips in the first area, and then after a single trip in the second one, I was able to max out all upgrades. But this is always hard to get right in a jam.

  • The bullets feel a bit wonky. I think the whole game just lacks a bit of polish although the core loop is super fun.

  • Initially there was a bug where I couldn’t pick up any of the currency rocks and had to restart.

  • Minor UI bug in the defense upgrade tab; if you use one option, say add new module, then once its done, I can’t select the other option to upgrade it. Instead, I have to come back to the menu and re-enter to get the selection.

  • Some audio and SFX of course would make it really immersive.

Overall, I had fun! I look forward to seeing this improved if you decide to work on it further.

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Wonderful interpretation of theme and absolutely excellent execution. The game felt super polished to play and the difficulty scaling was perfect. I loved it and I really hope this gets featured! I’m quite happy with my beautiful code base now :,) image.png

This is such an addictive game, my god! It hits the exact same notes as Overcooked! So while it does lose some points in originality, it more than sufficiently makes up for it in execution. I was constantly on my toes, trying to survive the night. Initially it was extremely hard and I raged UNTIL I got to know that you can change the placement of the ingredients between each day (I think this was a bit unclear in the tutorial somehow.. maybe some text would help). Once I figured that out, I managed to get as far as the bolognese. Here’s some minor nitpicks:

  • Occasionally, the collisions would break and I could place ingredients on top of other ingredients without them combining, or I could serve a dish and it’d just chill on the table.

  • The placement system is a tad too finnicky. Its almost there, but feels like slight adjustments are necessary.

  • The main menu is broken once you lose a game and try to restart.

The difficulty overall is definitely quite high for a jam game. But I would be lying if I said I didn’t have a blast! Nicely done.

Thank you for the kind words! I wondered about being able to resize as well. I do think being forced to skew as opposed to scale adds some challenge to the game. But I definitely have to play around with it to know for sure. Good catch with the 0% bug, I have not been able to figure that out yet!

Will keep in mind! You’re right in that the shapes are actually randomly generated, so you can’t find an exact match. Since the jam is nearly over, I might as well reveal the scoring metric: It computes how well you’ve filled in the area of the hole while not letting it overflow out of the shape rather than comparing vertex positions. This is a bit un-intuitive since I initially design it to be a precision puzzle to match the shape exactly but ran out of time. I will definitely keep in mind the suggestion about combining shapes. Thanks for sharing your thoughts!

Yeah that’s the best way for sure. The thing is, I hadn’t designed my input system flexible enough to get an algorithm to generate the shape by basically playing the grid. So right now it just randomly generates a shape, and usually you can still get around 80-90%, but the vertices won’t match exactly. I think I could’ve ramped up from 3-4 vertices initially.. right now sometimes it throws out a huge complicated shape for the first round.

There’s actually no levels, it randomly generates the shapes which is why sometimes it just really hard right out of the gate. I ran out of time to tweak this unfortunately.. I do agree that easing it in with simpler shapes is the definite way to go!

Simple but fun game-loop! I have a few pieces of feedback:

  • It would be good if the hand-holds highlighted when you could grab them. Its a bit hard to judge sometimes when you’re at the edge of grabbing them.

  • Score probably shouldn’t increase if you head back down XD Like another comment said, you could cheese it to rack up a lot of points.

  • There seems to be some wiggle room in where you can grab the hand-hold, but sometimes you grab it off-centre, then you slowly start drifting from the centre on subsequent holds until the next one is not reachable at all. I don’t know if this was an intentional design choice to punish the player for imprecise grabs, but just wanted to mention it.

Ah I see your point. In that case, having it expand a bit faster might help.

The puzzle design was still good enough IMO. Its always better to keep it on the easier side for a jam game, so you definitely made the right call there.

This is really good! There are a ton of wide and varied events, and the music and dialogues contribute really well to the atmosphere of the game. I think I am still unsure exactly on how best to arrange the initial modules to prepare for the scenarios.. so maybe some kind of tutorial for the uninitiated might be welcome!

Unique take on the theme! Although initially I thought this would be boring, I got hooked onto it soon after. I like the exploratory nature of figuring out/making educated guesses on the power scaling of the creatures. However, sometimes I found that none of the options would give me the right scale.. not sure if this was because I used up the right cards earlier by mistake, or the RNG is a bit off. Either way, I had fun playing!

Interesting mechanic! I think the puzzles didn’t necessarily have a unique solution, but it was still quite fun. The SFX and music were also quite fitting. Although, it did feel a bit unnecessary to have the player manually scale to the maximum extent because you couldn’t place/remove the blocks otherwise anyways.. Maybe when you go into expansion mode, it could automatically tween to the largest possible size and you have to confirm or cancel based on whether you want to change those blocks. Otherwise, neat entry!

I really like the concept and the atmosphere of the game. The idea of going around and taking scenic pictures in an abandoned wasteland is somehow very zen. I really wish the driving controls were more polished though.. I did not enjoy how floaty it felt and you kept tumbling around. It might also have been nice if there were environmental hazards that you had to navigate through to get a really beautiful picture; a risk vs. reward kind of thing.

Overall, I had fun but this holds a lot more potential I think!

I thought initially that maybe I had just gotten very good at the game and thats why I’m hearing so many people say its hard.. then I realized its the RNG! I just tried another round today and you’re right, it sometimes launches with a 7 vertex behemoth that is not friendly to the player at all!

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The controls feel really good, and the variety of mechanics implemented keep the game-play super fresh. I found it very addictive to keep trying to beat my high score. The SFX, music and visual aesthetic are all really charming and complement each other as well (beautiful cover art too!). I think the only gripe I have is that the motion blur along with the pixelated visuals feels a bit disorienting to play with.

I think I may have found a bug though. I somehow got a clump of placeable platforms form a make-shift elevator that started levitating upwards perpetually, clipping through asteroids and whatnot. I kinda just stood on it and admired the scenery while it looked like I kept going up :P

Overall, super fun game. Great job!

While the interpretation of the theme was a fairly common one, the execution is done pretty well IMO! The scale to jump mechanic works really well, but more importantly I want to point out the excellent level design. Once I figured out the scale-jump and went hopping across the platforms in the first room, I fell at the last one back to the bottom. I was annoyed that I had to do it again.. till I noticed the elevated path to the left of the starting area.. which I could now access with my scale-jump and went right back to the next area. Nicely done!

Very cool concept with some well thought out puzzle design! I think the window dragging and resizing controls feel a bit wonky and unresponsive at times. But if that were polished a bit, this is a pretty fun game.

Fun concept, but it really does need more content in terms of turret types and threats besides meteors. Here’s some more feedback:

  • Its very unbalanced initially as you lose a ton of health before being able to set up sufficient turrets, and then it becomes very easy to survive. So the balancing in terms of meteor spawns needs some work.

  • It would also be good if there was a UI indication along SFX to show that you can’t buy a turret with insufficient funds. General rule of thumb when considering user experience is that you should never make them feel like their input is ignored by the game.

Otherwise, good job in submitting a game to the jam, and good luck with future projects!

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This is such a unique idea! However, I didn’t realize for a while that the pillars in the second round were basically mirroring what I had played in the first round. Somehow it ended up way too easy to beat the second round though.

I feel there is still an interesting concept hidden in here somewhere. I hope you’re able to figure it out if you plan on expanding this in the future!

This is a really creative concept, I love the idea! The execution is even better.. its extremely polished to play. I think the contrasting priorities between the two scales adds great depth to the game play. I really don’t have much else to say, great job!

The puzzles were well made! I have some feedback though:

  • It would be good if the camera is zoomed just right to capture only the level and not the outer regions.

  • Holding down the mouse button instead of clicking to scale the blocks would immensely improve the UX.

Other than that, I crashed on the snail level, so I guess there are some bugs left to iron out, but that always happens in jams.

The visuals are gorgeous and the SFX seems adequate (but I think it could’ve been more fitting). The game feels fairly polished to play. I’m not sold on the fun of it though. I think it might need some additional mechanics or a time pressure or such to work better. It is really fun to knock out the rogue bots though :p

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The core loop is quite fun, but the execution lacks some polish. I think the mini-map is super useful and being able to clone an absolute behemoth of a horde is very fun. It might be better if the mini-map also color-coded the enemy types based on health though. My only other gripe is that when you clone from a dead enemy, the game looks like it just hangs. I only came to know from some of the other comments that this was just a slow cloning process. It definitely needs a better visual cue to convey this to the player. Otherwise, nice concept!

Fun concept! Very addictive. The music and SFX also fit the game play quite well. I did have some feedback though:

  • The drawing mechanic feels very clunky from a UX perspective. Initially I was very confused why the trail kept fizzling away, maybe a quick pop up message saying that it was too far for my current capacity or some such would’ve been very helpful.

  • The drawing system is also a bit buggy. When I drew a route initially, it just never displayed the outline to show that it created successfully. So I kept trying to draw one but it never worked (because there already was one there, just hidden to me unless I placed my cursor exactly on it.).

  • The initial world spawn felt like it didn’t have a compatible set of planets within my reach at all. I don’t know if you had checks in place to make sure this didn’t happen, or if I just didn’t look hard enough.

I think overall most of my gripes are just a lack of polish. Otherwise, neat game!

This game didn’t quite hit for me unfortunately, but its possibly because the enemy spawn rate initially is really slow. I have the following feedback on things I felt could be better:

  • The background is way too bright and draws too much attention. For a long time, I thought that I had to collect those background confetti objects to grow until I realized that you just grew over time by default.

  • The bullets could be a bit bigger. Some hit SFX would also be neat.

  • The camera could be more zoomed out initially since a lot of the enemies weren’t visible.

  • The dash ability felt a bit stiff.

  • I’m not sure if this was a bug, but one time I randomly collided into an enemy and we were just kinda chilling together.

The particle effect explosion when an enemy dies was quite nice though! I think the main thing working against this game is that the balancing is a bit off, but that’s always hard to get right in a game jam. I think this was a good attempt, just probably not my cup of tea!

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The visuals are amazing and the concept is super arcade-y, but I felt the controls were a bit harsh and could do with some more polish. I was using my mouse to steer (which felt much better than WASD), and I think it’d have been neat if it steered by lerping towards the mouse position smoothly instead of snapping onto it (but since you never mentioned this in the controls, I assume it was mostly a debug tool to begin with).

It also took me a while to understand the game, so I think an interactive tutorial was much needed!

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I love this game so much. You pulled it off perfectly in my opinion. Every level felt like a fresh concept because while the core concept was the same, the actual manipulation changed (scaling the blocks, scaling the players, scaling the freaking spikes, scaling the camera view while also morphing half the level!?). What an absolutely creative take this is!

The funniest part was that my only major complaint was going to be that when the shapes scaled, they kind of clipped into each other and slipped off. But then you basically exploited that ‘bug’ into a feature in level 15 XD. I really enjoyed the unique ideas in “Pit rider” and “Pythagorean theorem”. On that note, the puzzle titles were genuinely helpful in addition to being witty.

Coming to minor gripes; I think the simplistic graphics worked in your favor, but maybe a little more detail like faces on the circle would add more flair to the game. Some SFX would also be nice when you scale. Basically, just a little more polish would be neat. I have no other feedback! It really felt like you knew what worked, and you used it to its fullest extent. Awesome job!

I’m going to assume you liked it XD

Ahh, sad to hear that, but I understand! I do seem to having quite divisive responses. Thanks for taking the time to play!

Agreed with needing a timer or progression systems where you gain new manipulations over time. It really is endless now, more akin to a hyper casual mobile game so there is definitely a lack of depth there.

I’m glad you brought it up! Thanks for sharing your thoughts.

Valid gripe! I do agree that a smoother ease into the game would’ve been better. I didn’t imagine that a new player would get a 7 vertices horror lol, but I can see it happening.

Thanks for playing!

Glad you enjoyed :) Thanks for playing.