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Aquanoctis

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A member registered Aug 15, 2019 · View creator page →

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Hey, thank you! For sure, an easier practise area at the very beginning would help ease people into it a bit more I think, rather than instantly barraging them with traffic!

Thanks for playing! Aha, sorry, yeah the game is a little too random generation, and not enough procedural generation so sometimes the traffic does just decide to make you miserable en masse!

Thanks for the feedback, it’s much appreciated! Yeah, the ‘acceleration curve’ for how much boost you get from each tier of pedalling could definitely be adjusted. With the way the numbers work out a ‘Great’ is almost just as good as a ‘Perfect’ in terms of how much acceleration you get, so I definitely could’ve tweaked it to more slowly ramp up in acceleration gain, with only a ‘Perfect’ giving you that big speed increase.

Brilliant artwork, really liked the look of this one. And I’m a sucker for momentum based platformer! Sometimes I felt the controls were a little finicky but that might just be me. Really nice entry!

Glad I checked the controls first! ;p Did feel like a QWOP type game trying to remember all the buttons but it was a nice idea combining gatcha mechanics with a tower defense. Unique and cute!

Glad you liked it, thanks very much for playing! :D

Thanks! Yeah, the camera can be pretty dizzying, apologies!

Tutorial gets a thumbs up from me. Really nice art and unique gameplay, definitely stands out from the crowd!

Cute style for both visual and audio. Sometimes felt like my jump input was getting eaten, but nice job overall!

Yeees, another pedalling mechanic enjoyer! Really nice art as well so that’s always a win in my books :D

Amazing art and super polished visually. Gameplay-wise I like the mouse based movement although it was often difficult to tell whether you would collide with something or not!

Liked the art and music but this monkey needs more potassium, he’s got no energy!

Had me going at 150-ish bananas/sec at the end! Nice idea for a game, and I liked the alternating A/D for pedalling (I used that mechanic too!) Nice stuff :D

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Definitely a little dizzying at high speeds but a fun little game with some nice art! EDIT: (Also maybe just on my end but the audio seemd way louder in the left ear than the right)

Managed to get inescapably stuck in the bushes! Higher turning speed might have made things feel a little tighter but a fun game nonetheless!

Echoing that it would be nice to have some idea of your stats, but honestly a really nice idea. I think I lucked out with my stats the first time I played because I never saw Chris once past the starting line! And the aesthetic of the racing section is killer, genuinely incredible vibe, would love to see it applied to a full game where you just get to cycle around this cool reto pixel landscape.

Yooo, this one is great! I can see this doing really well. Great vibe fun movement system. Definitely has a ‘just one more go’ quality to it.

Nooo, sorry for the crash and the loud music! Thanks for the bug report. When you say it happened ‘at the end’ was this once the race was over and you got the little ending illustration? Or was it just as you crossed the finish line? Thanks for playing though!

Visuals were cute, and the movement felt decently satisfying. There were bikes in the game! But could have been nicer to see further integration of the theme.

I liked the idea, the gravity flipping was cool, though perhaps a little tricky to time correctly. I guess a (motor)cycle technically fits the theme!

An idea like this could really become something you get lost in the flow of if it was expanded upon! Nice idea 👍

+1 for the tutorial! Really like the art on this one, and the implementation of bike physics for a platformer game like this was fun, if a little finicky at times! Nice one!

Simple idea executed nicely! Would have been cool to see cycling integrated more into the concept

Ah sorry to hear that. If I end up working on this more post jam I’ll try to implement some alternate control schemes. Thanks anyways!

oooh! so i was bad lol

but that makes sense, I can see what you mean now!

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Aha sorry! Yeah that’s an issue I found too late and there’s a chance with the random generation the road will overlap itself. Only way to resolve it to restart sadly.

Thanks for playing though! (The game just sort of…ends once you catch up anyway lol so you pretty much did it anyway :D)

Will echo that a little speed up button might be nice, but overall this was a really cool little game, I could already see ways you could take this concept further with different commands and hazards etc. Nice one!

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Cool concept, could definitely see this being fleshed out further! (I assume the game ‘ends’ once you hit that wall? Or am I bad and you meant to be able to get around it lol)

Yooo the style on this one is killer! Really nice work :D

Short and sweet! Felt audio was a bit out of balance, but I enjoyed the simple gameloop and sprites

Hey, really interesting concept! ‘Mount your friends’-ish with bike physics!

Works best in fullscreen. Cute sprite-work and a relaxed atmosphere

Nice, very polished! And honestly really unique to combine that kind of game style with a classic bike-physics platformer!

Sweet! I liked the ‘live’ theme, and the artstyle is nice and consistent! The model is pretty cute! Left/Right control felt a little stiff but overall really fun entry :D

A little tricky to get the forward/backward balance right, but definitely starts to flow more a higher speeds! (Also the foreground grass seems to draw over the player in Firefox, blocking the view. It’s okay in Chrome though!)

Hey, thanks for getting in touch. Sure! Sounds good to me, can you DM me on twitter and we can chat more? (@aquanoctis)

Did you make sure to interact with/scratch each of the objects in the first room?

Aww thank you for the kind words. I’m glad the game was able to connect with you on that level :’)

Thank you so much for the kind words, it means a lot!

Damn, this is great! Really well executed

Thanks for the feedback! Yeah, I agree, playing it again after the jam, a simpler mixing system would work better. At the moment the dice value controls both the saturation and brightness (from 0-255) which is definitely harder to manage.