On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

aSheedy

48
Posts
16
Followers
10
Following
A member registered Apr 21, 2019 · View creator page →

Creator of

Recent community posts

hey! Thanks for playing :) not unbeatable, but certainly difficult to defeat, tho I did it a few times during play testing. 120 seconds made us think of BPM which led us to focusing on the heart and the heart beat effect present in a lot of the UI, though perhaps it's a bit of a reach :')

hey! Thanks for playing :) it may have been too loose, but 120 seconds made us think of BPM which led us to the choice of a heart. But yes, perhaps a bit too far of a leap :)

that's probably what it was! Either way great game. 

Really fun! It would be cool if the numbers did their current value in damage and could be very fun with a bit of juicy polish but really fun overall

This must be the greatest rat type game of all time

lovely sfx

Really awesome concept! I had some troubles with the controls which with more time could do with fleshing out, however I enjoyed the presentation and the gameplay once I understood what was going on

thanks! The art was done by my partner and was her first time working on a game. We had a lot of fun

ahh omelet man! I won't lie I have seen you around the game jam and am VERY proud to receive my own authentic omelet man art piece. Thank you for your kind comments and your time playing the game! It was my first game jam and I was very pleased, and despite not being an artist I was happy with the visuals too

thank you so much!

very kind!

in the final level 'Hellish Hike' the prompt is indeed 'Dogs who are cute!' as it was simply too hard to deprive those cuties of getting pets!


Thanks for your time and comment, I agree that it would require more time and polish :)

Well if you wanna team up next time I'd be more than happy to, I know my way around a physic or two

Quite fun! Although, there is not much point in buying 'less shop travel'. If you buy more points, you still get to the shop quicker, but you have more money. If you just buy less travel, all you do is restrict the amount of points you can get before you're next at the the shop. And since points dont carry over, and the goal is to get 10k, this would take way way longer if you bought less shoptravel, since you'd be actively fighting against yourself every time you upgraded. Compared to the cumulative gains of more points, less shop travel is harmful to the player. And for that reason I love this game!

Incredibly satisfying, would love to play version with more fleshed out physics. Is this a 'real' game (as in can you go to a funfair and play it?) because it TOTALLY should be!!

Ah a fellow dev of culture

Thank you for taking the time to play, it was my first game jam submission and sadly I ran over time but I'm happy for what I did in 4 hours and excited for the next one!

(1 edit)

Hi! If you read the description you can see a short sentence relating to how I interpreted the theme! I'll copy-paste it here for you:
The theme was 'Push and Pull', and in Good Dogs you have to Push and Pull your hand across dogs to pet them!

Edit: I guess markup for code blocks doesn't work! Changed quote to italics

well that is just so well polished!

I see you've added in the W Jump! 👍

really fun!

yeah, you can also move with left arrow and right arrow but would've been nice to jump with w too!

One of the most fun games I've played maybe ever

I enjoyed the train even though I am not a train.

Thank you!

Thank you! Whilst I totally agree, unfortunately it is a university project game, and I simply ran out of time and focused on polishing what there was over creating more. Thank you for playing!

This is actually really fun to just play round in! Wish I could control more but love how quickly new buildings are generated

Thanks! Unfortunately it's a university game due on monday alongside 2 other programs that I still need to finish the documentation of- but I would love to re approach the game later. For now though, it has to be finished! I would've loved to double the six be a nice even 6 chapters (like the name)- but alas! Pretty much spent every day since about mid Nov working on this one with a few exception for xmas etc so looking forward to the rest. Totally get the bosses thing too but wanted it to be at least accomplishable by lesser-skill gamers (testing had quite a few unable to get past even the first guy! hence the addition of invincibility too). A full release would include difficulty- in face some basic framework for that exists but only really effects enemy speed, bullet speed and damage, and I felt that was just superficial so cut it. Glad you ejoyed!

Hi! This game was made as part of my coursework and cannot be updated after Monday 17th January 2022. Your feedback is greatly appreciated!

Personally I'm a big fan on any game with horn physics

Ah I understand now, thanks.


Yeah there's definitely some I would rather stay a bit mysterious so I suppose it's about finding the balance between the two. The hint to that one is also split between his and his brother's dialogue.

I also do like the idea of having to guess a bit as it was inspired by games I played growing up like Granny's Garden that required a lot of guesswork haha


Thanks again for the feedback!

Hey thanks for the feedback and glad you enjoyed!


Out of interest, were you aware the journal shows a description of each active job? If not it may be a case of making players more aware of the journal, as that can be accessed from anywhere and cuts down on back tracking.


Thanks again and happy new year :)

Thanks again, and actually that's a really good point. I suppose I need to consider how I wasn't paralysis to effect the overall priority, if it comes in after the move speed priority or before etc. Lots to think about. thanks again yal!

(1 edit)

Hey yal, I'm adding in a move speed stat for each move, with the intention of using it to multiply the user's speed so I can create a sort of move priority (with most moves having a move speed of 1 so it doesn't have any effect, but a quick attack-like move having a speed of 2 so the users speed is doubled when using it for who goes first calculations) 

I'm just wondering if you know where is best to put it? at the moment I have changed line 421 in the battle control step event to:

(monster_get_spd(action_monster.amp_id)*global.move_data[a_comm,mvd_MOVESPEED])

but I get an error since a_comm isnt defined yet. I think this is because the engine doesn't actually check speed. on a turn by turn basis, right? So what I'm doing wouldn't be possible (at least the way I'm doing it). Any help would be much appreciated


Edit: just to let you know I have sorted the constants and everything else for move speed, as well as the init_move changes that were needed.

Oh maybe I'm not as stupid as I thought, cos I tried something super similar and couldn't get it to work, but I also made a custom barbs script for self buffin so it was a bit messier I suppose. Thanks for this Yal!

Hey Yal, is there any way to make a buff effect the user of the move whilst damaging the opponent? ie, you hit the opponent for x damage, then your speed gets buffed by 2?

true true! in this case, it's for the first person the trainer fights in the game, so they probably couldn't trade it etc, but you're defo right long-term

thanks pally :) Trying to make someone with a tram reactive to what you pick. I guess another method could be to attach a flag to whatever starter is picked?

Thing about being able to check if the user has a monster tho is like you could have an artist who goes 'oh I want to paint a picture of monster_a, could you show me one?' and then if you have it you get a reward or something :)


Thanks fer yer 'elp!

Hey Yal... I'm so sorry to ask another question.

How does amp_has_monster work?

I'm using it to gauge what starter they selected in the following way, but no matter what starter I choose it returns the first option (I,e if I choose plaugsprout, they still summon Draquatic)


Thanks, and sorry again


if amp_has_monster(monster_DRACHNID) {
return [[monster_DRAQUATIC, 15, NONE, move_TACKLE, move_BOOMBUBBLE, move_DIVERGE,]]
}

if amp_has_monster(monster_PLAUGSPOUT) {
return [[monster_DRACHNID, 15, NONE, move_TACKLE, move_FIREWEB, move_DIVERGE,]]
}

if amp_has_monster(monster_DRAQUATIC) {
return [[monster_PLAUGSPOUT, 15, NONE, move_TACKLE, move_LEAFSHOT, move_DIVERGE,]]
}

LOL re item evolutions: I just found the script for them and it's just '//todo' XD