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Bob5768

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

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Yeah the fact the frequency and speed of asteroids follow a linear curve seem to make it so the start is rather dull and things spike into chaos.

I'll admit that the various perks for the signs are probably just way too overpowered combined with the fact they always heal you to full health means if you get a bunch of Cancer signs you can just have so much max health and shields that you just can't die, and the way resistance is set up is also way too strong and means you also barely take any damage with the right streak of signs

Not sure what happened with the whole disappearing from the screen, the border "walls" aren't really thin so unless you got a REALLY high amount of speed, glitching out of bounds shouldn't be that easy but i also don't see another reason, so it's probably that

i need to learn the ways of the post processing stack indeed, among other things

Glad you enjoy it!

really neat idea, looks real nice, but a few things are a bit annoying:

-having no way to skip the timer between swaps and swaps being random means that you sometimes will be sitting there just waiting for it to be the right guy's turn

-the screen swap thing, while a good surprise at first, just becomes annoying as you get far into the levels

really nice job, idk if it's just me, but i had some issues getting the items to be selected on the first try, which was a bit annoying for the puzzles that required timing the placement of jump pads, but otherwise, real nice, and awww that robot is so cute i wanna give it a big hug after each level lol

yeah, it only did that when it was fully built and uploaded to itch which is always lovely... when i put the unity webgl window thing in fullscreen it seemed to work from my small panic check lmao (hence the little text in the desc telling you to play in fullscreen), good thing you managed to enjoy it regardless

it can be a bit of a pain, especially when you try to aim at a golden ball lol, but yeah, had to fit the theme, the original idea was instead of mouse aim + random offset, the arrow would just randomly switch directions every second, but that was just annoying and resulted in just waiting around till it pointed at the way you wanted, so i went for the current system

yeah i did notice while playtesting the RNG offset is maybe a bit too kind , but it already was annoying to be circling around a golden ball you're trying to reach as it is, so making it "meaner" would probably just make you want to tear your hair out of your scalp

it was just a bit annoying in some areas where you needed to land on a single block or needed to move very slightly forward to not crash into spikes or the glitch blocks

the room before the boss, i kept crashing into glitch blocks and wasn't really sure of what path to take to get to the exit, do the buttons in that room do anything btw ?

really nails the broken down/glitchy feeling as the stages go, also like the nod to This is the only level in one of the levels, couldn't get past the final stage but pretty cool, only annoying thing is that your character is really fast and has no acceleration (immediatly is at max speed), so making small, precise movements can be really hard

i kinda like the idea of the firing mode going more and more berserk as you or enemies take damage, a main menu would really useful so we don't get instantly thrown into the action as soon as we launch the game, also since bullets destroy each other you can just stand in front of an enemy and power through their bullets since you have faster fire rate and infinite ammo

Really cool concept, only mild issue is that sometimes towers can hit you from offscreen which is a bit annoying, but otherwise, roguelike chess is smart idea and the ability to skip turns is a welcome addition for if you're stuck as a terrible piece trying to take out a queen or something

okay ngl this is probably the last thing i expected out of a chess game lol, really cool tho, gotta be quick on your toes to not get rekt, i like it

really cool idea to use the platforms as controls, can make it almost like a puzzle as you figure out which controls to let go as you try to cross the level, could be a really cool small game if expanded on post-jam

huh, that's strange, i didn't really get to test the game when it was built since my browser didn't support webGL sadly, sorry about that...

normally red balls give you 10 if you dash into them and golden ones give you 250

i added the slowdown at first to make it easier for you to aim without having to worry as much over where you were heading but the slow motion is pretty dope regardless yeah

Honestly if you work on it post-jam and add more guns/maps and eventually actual mouse aim, i could see this being fun to play with friends on Parsec every now and then

Really neat idea, the glitches and random breakages kinda remind me of Eternal Darkness's sanity effects and how they really start screwing with you eventually, kinda like what this game does as more and more things start to go south as you go around shooting everything that moves

Really like the concept, it's a clever idea to have to juggle between the combined and split modes and having to line the robot up so that the halves can travel on the right "line" to get where you want

yeah, i stole this control scheme from Binding of Isaac cause i hadn't figured out mouse aiming at the time (and really didn't want to risk it taking forever and screwing me over) but it probably isn't the best idea, i'm working on a big patch rn (not meant for the context of the game jam, but to continue working on the game, since my friends apparently enjoy it) that replaces wasd with more classic mouse aiming