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Alder Blackthorn

32
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A member registered Sep 21, 2020 · View creator page →

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Here, I'll give you an extra one, free of charge!

5001: A leaf moved. You saw it. It surely couldn't have been the wind.

This game is a ton of fun! Simple premise but a pretty deep exploration of all it entails, exactly the type of puzzle game I like. While I didn't get stuck I had some "oh wait" moments, which was nice, and I felt like I discovered more with every puzzle. Great job!

Thanks a lot for playing! I'm glad you liked it!
The post-jam version that I'll release once voting is over uses space instead of middle click for weapon switching.

Thanks a lot for playing!

Yes, invulnerability frames are coming in the post-jam build, which has already been made. I am now just waiting for the jam to end to upload it.

Very nice one! I like the complexity. Oddly reminds me of maths and arithmetics classes

This was a fun one! Simple concept that's very clearly presented, with tricky levels built on top. Congrats!

This was a really fun one! I was a bit worried when I saw that the basis was once again two characters being linked together, but it turned out to be very inventive in how it applied the concept!

This was really good! I really like the concept, and while it was a time a bit much to handle, i had a lot of fun with it!

This was a really, really fun one! I appreciate a lot of the polish that was put into it. Whilst the armor sound felt a bit mismatched, the screenshake was a really nice addition, and the gameplay was very interesting and full of little tricks.

The ambiance reminds me a lot of hollow knight, too

Very nice! Really like this way of balancing weapon usage, definitely a queue to use in other games!

Thanks for playing!

Balance was not something I had to long to work on, but I did plan on the game being hard, especially given it's short and low-replayability gameplay.

Thanks for playing!

I wanted to implement pathfinding, but after 2 hours fighting it to subpar results I decided to go with very basic stuff, even if it would be subpar. Lesson learned, I need to sort out 2D pathfinding instead of keeping pushing it back.

Recovering bullets only gives back the health you expended on them.

This was pretty fun! Reminds me of an idea I had a long time ago, glad you were able to pull it off!

Okay this is something else. A very inventive puzzle concept, with good level design and brilliant presentation! Thanks to the sound it really felt like I was working some machinery to aligning with the stars!

Very unique and very satisfying! Kind of lost track of time playing!

Damn this was tough! The game is really good, and the presentation is super satisfying!

Damn, this was good! Some wicked level design in there, congrats!

Thanks!

While I do like that you can get whittled down over time (thereby also decreasing your bullet supply), I think picking up the bullets automatically between waves would have been good, especially for the automatic weapon, which is a bit of a hassle to use right now.

Thanks a lot for playing!

The bullets hitting multiple enemies would be neat indeed. In the heat of the moment I went for "when the bullets hit something they bounce off and become pickup-able", but there was probably a better solution to be found given more time.

As for the graphics, they're definitely not the best, but they came in very late as a result of coding going slower than I planned, so I had to make some quick decisions to save time.

I honestly don't have a lot to say on this one, I just find the way it works very interesting and original!

Reminds me a lot of GIRP, very interesting!

Whilst sometimes it can feel a bit hard to control, I really like the way this game exploits the idea of connecting different parts together (many games going for a much more traditional approach)

I like this, it's very interesting. Definitely giving me some inspiration regarding attaching this kind of systems to games where it's not necessarily the central concept.

Simple, but really really cool! I think with a couple more mechanics being added with more levels, this could become a full game!

This is a really cool game! And pretty fun to play to boot. I'm also surprised by the amount of levels, given the context of the jam!

Thanks! For the next couple of days I'll be taking a breather, but I'm definitely considering continuing work on it after the voting period.

Pretty interesting game! Combining citybuilders and dominoes was a neat idea, and the presentation is very nice.

Very interesting concept! I feel like squares would be less finnicky than circles, but I understand the choice of shape. I hope you get to make more levels after the voting is over!

It's like they didn't attempt it. Much like in text adventure games, they simply do not have access to that action.

I am using the High Definition Render Pipeline, applying to it some post processing in the form of lens distortion (do mind that I had to carefully tune it, so it might be annoying to make it suit your needs.

This is an excellent video on all the possible effects with post processing:

Brackeys - Every image effect in Unity explained

I did worry about move being hard to grasp. It wants cardinal directions, either in full ("north", "north-east"...) or abridged ("n", "ne"...)

Do you want to prove your piloting skills to the world?

Do you want to risk everything to win big?

Are you ready to participate in the greatest gladiatorial sport in the galaxy?


That's right, this is the Hyperspace Rumble!


Dodge hails of bullets, navigate dangerous radioactive fields, and slash your enemies in half with your hyperspace drive in my first game!


Download link: https://alder-blackthorn.itch.io/hyperspace-rumble