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Bromeon

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A member registered May 01, 2020 · View creator page →

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(2 edits)

Very nice! Good job on the self-explanatory nature.

Combining jump with jetpack is very satisfying. However, apart from that, the movement is a bit limited in my opinion -- the jump on its own is very weak (no way to economize fuel), the jetpack is not great for downward/horizontal movement, and it can be difficult  to escape explosions in a direction other than up.

Minor bug: the game doesn't recognize when achieving the objectives out of order (e.g. buying the blaster before collecting 150 stones). The already-achieved objective then stays locked indefinitely.

Since the ore availability is random, it's  possible that in an unlucky strike, one needs a long time (=fuel evaporated) + flies a lot (=fuel spent) + blasts a lot of rocks away (=fuel spent) until ores are found. Sometimes it's barely possible to break-even with the returned ores. Maybe it should be possible to use less efficient ways of movement (or mining), saving fuel, but as mentioned current jump is not that helpful underground. Possibly something like climbing/ropes/ladders/...

All in all, very cool mechanic with a lot of potential! :)

Hey, a really nice adaptation of a factory game! Balancing is quite well done, I was first unsure if I'd manage in time, but with extra production capabilities (only resource cost is time) it was possible.

The art style and color scheme is quite cool. Only negative point: it was a bit cumbersome to toggle between different belts and the removal option, maybe right mouse button could have been used here.

The menu theme is absolutely epic, do you happen to host the soundtrack anywhere else?

A bit late, but thanks a lot for playing and feedback! In case you like challenging levels, my earlier jump'n'run Zloxx might be something for you ;)

By the way, I have been following your Youtube channel for a while now. Especially cool was the game with intentional bugs!

Thank you very much for the feedback! Glad you enjoyed and liked the concept!

Yes, there is unfortunately a bug with the respawn, which entered the jam relatively late, so I didn't have time to fix it. I'm considering to release a post-jam version.

It's my first 3D game, but not my first one ever. I've been developing games in the past: www.bromeon.ch/games, but devoted less time to it in the last few years. With Godot, I try to get back to it :)

Really cool graphics!

Interesting idea! I was also thinking aout locking only some of the inputs, but wanted to make it not too confusing for a jam...

Interesting realisation! The controls (and jump physics) are a bit unintuitive to me, but the tiny 2-pixel people are super cute:)

Cool idea, could possibly be evolved into some supply system.

The graphics are nice, however they make it a bit hard to read what's going on at one glance.

Is it just me, or am I stuck in the starting area after defeating the enemies?

Other than that nice idea which has some potential!

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Absolutely great, in fact one of my top favorites of this jam!

The animations are awesome :D

Nice graphics! Maybe the controls could be changed slightly, so that you can use 2 hands, and instead of toggle between the wizards, select each one with a distinct key. I don't think there's need for Unselect.

Very cool idea, combining building with movement.
I like the visual style a lot, only thing is that the pink/teal contrast is a bit hard on the eyes after a while.

The visual style is very cool! The contrast between monochrome and colors reminds me of this music video.

I also like the 3D top-down shooter genre, it's still rather rare.

Cool title :D

Nice game and visuals! It wasn't always clear to me based on what you can "assimilate" someone -- in later game you can easily lose with one bad coin flip, since the score of the person is high and you lose the rep. Esüecially liked the old-screen shader ;)

Interesting concept of outside influence. I was a bit overwhelmed at the start, too many things on the initial level. Also a pity that the beautiful pixel art is rendered blurred.

Otherwise a fresh take on the theme! :)

Nice! Turns out you can exploit the pistol recoil to get some control over movement back.

Also, aiming is secondary, with long bullet lifetimes and wall reflections ;)

Nice idea, especially that the same world is transformed. Also quite involved for a game jam -- you basically have to implement the logic for all genres...

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To answer your question:

The rules on https://itch.io/jam/gmtk-2020 say:

- Your game cannot require additional software such as an emulator, or a game like Super Mario Maker 2, Roblox, or Dreams.

So it should be self-contained.
Even if it were allowed, your game is then much less accessible and few people will probably download extra software.

Nevertheless, the screenshots look cool! :)

I think this ist the game with the highest fun factor I played so far! Also pretty cool way of indirect control!

The music and the Goblin Nailer are awesome, I really had to laugh when I got it :D

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Very nice idea with the mutations! I like how you combine purely visual (e.g. inverted colors) with mechanical mutations, and how they are stacked onto each other -- so it gradually gets worse. I also like the pixel art terrain!

The game is very fast-paced, i have to admit it was sometimes quite hard for me, especially with the recoil and the short interval between mutations. Nevertheless really fun to play :D

Very nice puzzle game. Reminds me a bit of the old flash game Company of Myself.
I also like the simplistic art style. The music helps keeping the patience :D

- a fellow Godoter

Also a bit frustrated by not knowing what to do, but great idea and humor!
Sad story though :(

I get an error while installing "unable to execute in temporary directory". Maybe a problem with AntiVirus or so.

Would it be possible to provide a self-contained ZIP archive next time? Installers get in the way of trying out lots of games quickly, and have the habit to do nasty stuff (admin elevation, regedit, startmenu entry...). Thanks! :)

Played the fixed version. A bit hard to control sometimes, but cool idea with the dancing! Also nice pixel art for the skeleton and environment.

Huge file size and doesn't run great on mid-end hardware, but both are probably due to Unreal.

Not sure if I got the objective -- why would i make the zombies more agressive?

The fortress looks awesome, and day/night cycle makes it even cooler.

Can't run unfortunately.

Very cool art style, especially the city.

I love the concept of weight distribution to steer as well. I was not fast enough though, after a few blocks I always collided. Could be because Unity doesn't run very fluently on the laptop I'm using.

It seems like you can go extremely far to the left and through ground (thus negative height). At some point it still collided, don't ask me with what :D

Insane amount of content for a jam. The models and lighting are very well done, and movement with keyboard and mouse is satisfying even if simple. There was a fun part, when I died and after respawning, was sliding on my back for half the level :) a bit annoying that you have to walk all the (now empty) way again though.

The relation to the theme seems a bit far-fetched ;)
And unfortunately Unity (or the graphics in this particular game) require quite a high-end hardware, on a laptop I tried it didn't run fluently.

All in all very impressive work!

Fun game, given its fast pace!

Some of the pick-ups' meaning were not clear to  me, and when you have the "out of control" moments, it feels sometimes a bit like waiting until the effect wears off/gravity reverts/etc, which can hinder the flow.

Other than that cool idea and the Bandcamp theme you chose also fits very well. Nice that you can play in main menu!

I think you took the theme a bit too literally :D

The approach in the description has some potential, however making the mechanics a bit more predictable to the player can make the difference between "broken" and "deliberately broken" :)

Good to hear it's just a little bug! Who knows, often jam games are developed further after submission :)

Same here -- the title sounds intriguing, but it's a bit hard to follow :/

Interesting idea, the concept of moving control to another entitiy definitely has a lot of potential :)

Unfortunately it's a sometimes a bit hard to see which unit is in control, or how control can be transferred --  but otherwise good approach!

Very cool concept, especially the recursion part.

Unfortunately at that 2-layer robot (the 2nd time I pressed X), I got stuck and couldn't move/interact anymore. Even R just reset the scene, but all other keys didn't work. Could be that it reset the first layer robot, but camera stayed centered on the 2nd, so I did move but not see it...

Nevertheless a nice idea, great artstyle and also quite a bit of content for a jam :)

Interesting puzzle and nice pixel art!

It seems like the concept "set initial conditions, then let game compute the rest" is very popular in the jam -- in fact, it made a puzzle game around the same principe, but with 3d physics :)

Idea is very cool, and graphics are very polished. It's a bit hard though to react with two characters fast enough, I could imagine such a concept would fit very well a turn-based game.

Also nice to see there are some other Godot entries! :)

Nice art style! Are the interactions of the AI purely random, or is it based on enemy presence?

Quite a nice idea with the limited controls -- definitely has potential for strategic decisions like "do I want to sacrifice movement flexibility for extra combat" etc. Nice work on the graphics as well!

Nice idea and I like the art style! Quite hard though, luckily you don't lose the already collected coins ;)

Note: as it's my first upload, I missed to pack both files in a ZIP first, hence the separate .exe and .pck files. Windows may complain about exe files downloaded, so you can try the ZIP instead (which contains the other two).