Yay, I got the gem! And had fun doing it.
Anthony J
Creator of
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It's a pretty neat little game, but it's hard to see when you are succeeding or failing. I think I would have went for colored projectiles and little explosions rather than the "falling to the bottom" thing, but maybe that's just my violent side. I think I would have liked it if the cubes were cleared on level complete, too. The actual gameplay is fun, and maybe a little addictive.
Very nice game with an awesome sci-fi vibe. I found myself stumbling aroudn a lot not knowing where I should go, shooting wildly in a mad panic trying to avoid enemies as they take pot shots while I go back and forth across the rooms like a drunken lunatic who lost his map! What must those robots be thinking?
Awesome little game, though I'm not very good at it. I played a few times, but only got 1 level. :) I think maybe I'm too stingy with using my reveal effect or waiting for it to charge. I think it would help if there was a sound effect that told me when it finished charging. Also an auto-reveal when you start a new level or lose a life would be nice, as it feels odd to have to still have to use my normal resources (time/charge) in that situation. In general, I love the game idea. I think it would work awesome integrated as a puzzle in a larger game, too. I thought the player piece itself could use a little animation -- if not a character or vehicle, then maybe some abstract goo or something? I realzie the attention and animation went to the board -- and rightfully so -- but it would have been nice to see a little juice on the player piece when moving. Congrats. And, of, is the theme SO on point in this game!
Nice game! I was a little confused on what my goal was during my first playthrough. I kept trying to shoot my way out or leave the hosue through the windows.
I loved the effect of throwing the coins. That was so satisfying to watch a swarm of zombies go after the shinies. So much more interesting than the usual grenade or rocket launcher....
Nice game! I was a little confused on what my goal was during my first playthrough. I kept trying to shoot my way out or leave the hosue through the windows.
I loved the effect of throwing the coins. That was so satisfying to watch a swarm of zombies go after the shinies. So much more interesting than the usual grenade or rocket launcher....
The gameplay on this is really impressive. I know how hard it can be to get a brick breaker feel just right, and I think you nailed that. The game responds as it should, the objects feel like they have some weight to them, the impacts are satisfying. I'm not crazy about the placement of some of the audio effects. I think the "boing" is great but happens too much -- maybe just one thing should "boing". Also, it seemed like the two walls had different sound effects. It's great to have a variety of sound effects, but they should also be used to convey information, give feedback, so some consistency is also important. There's a satisfying "thud" as one of the sound effects which I would have liked to see more. The popping of the bricks felt fantastic. Everything has a sort of vibrance to it that's fun and energetic. The game starts in silence, which I found a little off putting, but then the game feels great once you start bouncing off stuff and breaking things.
Operation Lifeline was a couch co-op game with spaceships, which includes two of the most fascinating things in gamedev. My contributions here were mostly in terms of physics tuning and lighting.
When different ideas got bounced around in our chats, I made a "workshop" scene that randomly made levels based on several controls so that the team could test out various design options, such as how physics should work, how quickly things should happen, how the controls should respond, how large the levels should be, etc., Every time someone had a new design idea in the chat, I updated the workshop.
I also helped with setting up the levels, the transitions between scenes, and fleshing out the game's story.