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B Honeycutt

13
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2
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A member registered Jan 22, 2019 · View creator page →

Creator of

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Thanks for giving it a play.  I wasted many college nights playing tower defense flash games. 

So the wild man enemy only targets the cart, you will seem him pause when its destroyed or makes it to the drop off. The AI works off an array of tags, it prioritizes the closest target. That enemy only has the cart as an option. One thought was enhancing this to add priority list, so maybe the good guys rush to help the cart when it is attacked.  

Balancing difficulty is always a challenging piece in these short Jams. 

My son and I played through a lot of the games. We both enjoyed your entry. I love the creative use of assets. Its something I would have never considered. 

That is the fun part of the gamejam how much can you get done and how many ideas get left behind. These are some good suggestions some we had considered but not all.  I had planned for there to be multiple connections you would defend first the mine gathering resources then a tradesman moving a cart to the next town. Thanks for giving it a play.

This was a fun little adventure. The writing was well done, each soul feels different and unique. Would love to see the ideas here expanded on. It would be neat if some souls had a last wish for a quest reward. Who wouldn't want to go on an adventure with Orange. 

Thank you for the critique. All of which are valid points. I struggled with tuning the popups as the game was fast leaving it open for too long would obscure the players vision leaving them open to unseen perils. Better placement on the screen and longer timeouts in messaging would solve this. If time allowed I would have liked to implement tutorial levels without danger to better explain  the mechanics.  I'm glad you played it and appreciate the feedback. I am always seeking it improve and learn. 

That is a great question. I don't have any immediate plans but it would be fun to build on the foundation. 

Love the challenge of it keeps you hooked knowing you almost had it. Have different pieces of the environment surprising the player is great. Keeps you suspicious of everything. 

I enjoy the arcade feel of the game. The animation and us of the sprites I well done. Like others have said my difficulty was shooting the last direction you moved. Overall its  fun wave based game. Would love to see it with twin stick shooter controls

This was enjoyable to play. The animations work great with the art assets and the weather effects set the mood. Finding hidden passages felt rewarding. The campfire checkpoint system was clever and fun.

Graphics and effects were great. Love the wake of the ship and how it sinks. The sailing mechanics felt good. 

Love the concept. Upgrading speed is a must. You feel annoyed the zombies lose focus and move to a closer target but that makes sense as a mechanic. They are mindless after all.  

NES Open was my childhood favorite many hours playing it. Tired to take inspiration from that game.I did watch some videos and look at screen shots from GB Golf. I wanted the user to be able to see where the basket was so as not to completely frustrate them. It was a fun challenge.  I appreciate the honest critique. 

Thank you for the critique. Always happy to learn something new. Aim controls were giving me issues later discovered Transform.RotateAround in Unity too late, that would have helped make it smoother.