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JJHE / blobeee

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A member registered Jul 11, 2020 · View creator page →

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clarification: Version 4.2.0 is "version 1".

Whoops I forgot to mention these (correct as of Proton Experimental ver. 12th January 2023):

  • Sound effects cannot play again until they have finished playing (that's why I edited the vine boom to cut abruptly).
  • F4 fullscreen view mode is correctly blurred in Desktop mode, but not in Gaming mode.
    • This bug might be intentional in SteamOS Gaming mode. Otherwise, certain GameMaker games with pixel art and/or tiny resolutions (e.g. Undertale, Princess Remedy in a World of Hurt) would end up horribly blurred by the built-in fullscreen mode.
    • Even then, you could change the scaling to Integer/Pixel in the (...) Button -> Power settings menu or just rescale the game window in OBS Studio.
    • F8 scaling mode in Ninja Numpties 1.1.0 was added to take advantage of the F4 fullscreen mode not blurring in Gaming mode, so you could have massive, crystal-sharp pixel art with perfectly square pixels!

Tested with Proton Experimental (ver. 1 August 2023)

Gaming Mode on Steam Deck

  • EPILEPSY WARNING: On the first time you press F4 to go fullscreen after each room transition, both sides of the screen will have strobe flashing until you press F4 again
  • Room transitions only happen at intended speed while in F4 fullscreen mode
  • Strange graphics appear in the letterboxing mattes when you re-enter F4 fullscreen mode, such as an image of the game before you went fullscreen

Desktop Mode on Steam Deck

  • Letterboxing mattes in F4 fullscreen mode show the wrong colour (black) unless you resize the window.
  • When windowed, the letterboxing mattes show graphical smearings over the intended background colour (light blue).

In a word: Whee!

It's fun to fly around, dodge then shoot foes and even repairing yourself (because it's funny seeing your plane spin around).

Only nitpick is that it's too easy to cheese the levels: you can just hold trust to propel your self to where the last enemies are then repair while you wait for enemies; you can also shoot enemies from miles away, so levels are easy to beat without ever seeing every opponent.

For 'better difficulty' (make it a tad harder), I recommend that the player's bullets despawn when they are off the screen, so players have to hunt down their enemies rather than picking them off in the distance. Also, showing all red arrows (enemy indicators) simultaneously when there are a few enemies left would make them easier on the eye (rather than flickering between a few different arrows).

Hilarious take on the "Twitch Plays a game" format.

Although it's fighting against the NPC commands is annoying, it fits the 'out of control' theme well, and perfectly resembles the hectic chaos of games played by stream chats.

Just needs a few more things to interact with (i.e. a sink, plates, a phone to call the fire brigade), then it'll be the best thing since sliced bread!

A unique take on the bullet hell genre in terms of grid-based movement and aesthetic. It feels fun to play, with the various cookie patterns and speed ramp-ups.

However, text scrolling feels too slow when reattemtping a day and does not word-wrap.

I recommend word-wrap to improve readability and a dedicated "skip dialogue" button so you can get back to playing the day you failed. Other than that, this game is sweet!

Couldn't get past "Hangar" level because enemy line-of-sight extends forever past their torch. Lifespan of infected enemy feels too short for you to hide from enemy line-of-sight until you can engage the next target.

Love the concept of this puzzle game and the ZX Spectrum aesthetic.

However:

• Puzzles are too easy to figure out

• To solve the problem without killing pupper, you need lighting-fast reflexes, i.e. start moving the cursor immediately when you (re)start the level

• Difficult to pull off perfect timing due to travel distance between R key and WASD

Overall, great game! You've got the basic mechanics covered. Just needs a quicker cursor (or mouse input) and trickier puzzles. Maybe E should be reset key to help players pull off perfect timing (considering a QWERTY keyboard).

There feels no point in keeping the miners or villagers alive because the knight is vital for keeping for prolonging the kingdom's life. "Strategy" is too simple: focus on the knight, or else everyone dies.

Although I see the numbers increase, I cannot find any incentive to keep upping them. For the sequel to this game, I hope you add the option to hire more kingdom peeps (i.e. defenders, miners) by spending materials to deploy them. This would make the strategy more interesting because you would need to decide whether to prioritise your mining or your defences!