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AlcatorGames

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A member registered Jun 09, 2019 · View creator page →

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Thank you, no worries.

Hi, are any of the backgrounds tile-able (i.e., seamless endless repetition in either vertical or horizontal direction being possible)?

Is it possible to pick and choose which layers we want?

(such as "only the furthest layer" or "only the foreground elements")

Thank you!

Game seems broken: 


The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)

Definitely a distinct visual style. Controls are a bit rigid, especially when there are multiple enemies attacking, it's somewhat difficult to escape.

Enjoy this asteroids shooter:

https://alcatorgames.itch.io/swarming-asteroids

At the end of the judging period, you will see your overall standing, such as "200 out of 1406" or so. The top X entries may then get special treatment, like being played by Thor on stream or something, and an overall winner(s) will be declared.

Paradoxically, the background IS moving in a parallax fashion, which is apparent whenever there is anything in the foreground, but yes, with only 1 parallax layer, you do get moments when you feel like moving through a soup.


Thank you, this would be an easy thing to add.

Thank you. We were supposed to make a prototype, I actually over-did it :-)

Eventually, I'd like to replaced this 'infinite, doomed-to-death' mode with something that actually results in victory of some sorts.

:-)

Thank you for your feedback!

We were supposed to make a PROTOTYPE. Most of us overproduced :-)

They are separated and move at the same time, and after 3 moves, the only two options seem to be "Move right, in which case the top blob gets killed" and "Move up, in which case the bottom blob is doomed into a dead end from which it cannot escape"

Yes, Coyote Time is a common thing, but it's not something that is required to progress (and definitely not on the very first jump), but rather, it's something that is there for players who mistime their jump.

How do you solve the level where you are supposed to meet up with the 2nd slime?

Well, it's your game, so I'm not going to tell you how to do it, but personally, unless a game is called "Coyote Time", it should not _demand_ coyote time usage to play :-)

OK, I tested it there, but couldn't make it over the first bigger jump. I tried double jump, but there doesn't seem to be any.

Which engine are you using, and could you try exporting your game as a web-playable version, rather than downloadable?

My prototype took a weekend to make, so go for it!

Could you make it work in a browser? I'm not comfortable with downloading and running executables that haven't been 'vetted'.

Great game, really like how simple and clear everything is.

Oh, this is beautiful!

Player can either try to figure it out before clicking, or they can click and see which tiles remain without love -- and then try one of those, because one of the remaining ones has to be the correct starting position. Rinse and repeat!

I strongly recommend that you try to export your projects as HTML (playable in browser) versions. It then gets integrated into Itch.io page and people don't need to risk malware by downloading and running suspicious exe files.

Your game is definitely visually unique!

Sorry about your job loss, I hope that with your skills, you'll be able to find a new one soon!

Thank you, very useful feedback! I believe most of the issues you mention should now be fixed.

It's kinda hard to tell at the moment, because the issues I've pointed out make it difficult to play your game; consequently, a player then spends most of their effort "fighting with the controls", and not enough focusing on the actual gameplay.

Perhaps once you have an update, it will be possible to inspect the gameplay.

Autoturrets (right-click deployed) must first be collected as a tool from a shattered asteroid. You start with 0.

Yes, received. We can continue via email.

Shouldn't be a problem, teams can be up to 5 people and I'm currently working on this game alone. Could you drop me an email at alcator@gmail.com? If you have some online portfolio of previous work, feel free to include a link :-)

You will definitely need to add some changing cursor (pointer), which would communicate what the current 'mode' of it is, and whether it is above a valid clickable location or not; consider making a 'ghost outline' of the different tiles and when the cursor is over a valid buildable area, display such outline (perhaps with a text over it saying "Click to add monster trail" and "Click to add Defender area" or some such); similarly, if I click "Water tower" or "Main tower", then I should be able to see what area it will protect/attack if placed where the mouse is.

Hello, if you check the Swarming Asteroid game, currently I'm only using a single sound effect for the laser shots, and due to its length, I'm only playing it at most twice a second, even though rate of fire can be as high as 0.08s between shots (so, ~12 shots per second). Would you be willing to produce a 'futuristic laser shot' sound (or several that I could alternate) that wouldn't be annoying if listened to at "machine gun" rate? That would be very helpful.

Please let me know.

Thank you! Could you specify what in particular was confusing for you? That kind of feedback is very useful!

Yeah, the 'window size' is a problem, I'll focus on that.

Hello, would you be so kind and try the game again? Bullets have been sped up and overall there's a ton of improvements.

Hey there, would you be so kind and test the game again? I think it's more understandable now and provides useful hint when you run out of ammo.

Hello, thank you for this amazing pack!

I've noticed an error on Small_Asteroid_Other_1 -- it has a tiny line on the left side (outside the asteroid's outline). No other asteroid has such problem.

Thank you for the feedback. Player's bullets will fly faster!

Thank you for the feedback. Your ammo regenerates when you are in touch with any of your bases. I felt it would increase the difficulty if you had to periodically return back 'home'.

Ammo is shown in the top left corner.

Dear players, your feedback is most welcome.

Do you like this? Let me know.

Do you NOT like this? Let me know as well.

Found a bug? Please, definitely let me know, ideally with steps to reproduce.

How's the performance? Is the stuttering too much? Feel free to say so and share your configuration.


Thank you, and enjoy!