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

bwdevel

20
Posts
1
Followers
1
Following
A member registered Feb 16, 2017 · View creator page →

Creator of

Recent community posts

Ahh, I had assumed after several screens worth of empty levels I was either looking at an incomplete submission or a buggy one. It would be a good idea to inform players that they have a bit of a hike before they see anything. I really thought I was just dealing with a WebGL bug. Once I gave it a 2nd try and stuck it out for the empty trek, it turned out to be a fun little platformer; but the empty hike still seems out of place for me.

Really well executed game here. I love simple mechanic games with high amounts of polish. Great job!

The webgl version is missing all of the entities except the player it seems.

There's a lot of complete features here, great job. I love the level-up/skill concept. Also having to be ready for things to go bad in either direction due to a gap in platforms in the middle. Good job. The only thing I'm missing is sound effects for jumping, life loss, and skill coin pick-ups.

Really fun game, and I really suck at  it. Good innovation here. I have a hard time understanding why birds have to do with it all; but maybe I ask too many questions. Good submission.

Really cool concept here. I like the artwork and feel of the game. I bit more visual feedback and sound feedback on the state of the character would be nice as the portrait frame feedback just doesn't feel like enough. Regardless, you have something fun here to build onto. Great job.

There's a good foundation to a fun little game here. Adding a death mechanic due to the temp going outside of the boundaries of the temperature range would be interesting. Also adding in some sounds to help with identifying when you've hit the target goal (at least for me, I preferred to be watching the top of the screen for more incoming objects). You've got a powerup and the heatwave/blizzard mechanic was a nice level of complexity.

Good start to a game here. I guess you wanted to originally require that you hit the enemies with the correct ammo (I used a similar mechanic in my submission) but didn't get a chance to get that working; would be good to see a version where that mechanic is working.

I like the concept quite a bit, good use of the theme, but I couldn't get past the first challenge after the first checkpoint. Seemed like there could be some more forgiveness there; not sure how to implement it, but it just feels like you instantly go into hardmode. (playing via browser btw). But it could be just that I'm bad at platformers.

Good concept, I think having the moon collision shrink the sun rather than instant-kill it would make the game more approachable. Well executed and fun mechanic as-is, however. It would be nice to have a high-score mechanic so that I can compete with my previous runs.

I was really looking forward to seeing the implementation of the character art you came up with. I did hope to see that technique to be elsewhere in the game, but after playing I think it would have created a 'busy' look; so I think the toned down pixel art background was a better choice. I am missing a bit of a difficulty curve as the game progresses; so it would be nice to see some additional mechanic either associated with the time of the game or the speed of the meatball to have a rubber-band effect on the player to try and master past. Good results.

Games like this once you get the core mechanic down (text and response); the content can be quite extensible. Good job with getting started here.

I like the simple approach to the game of what seems like a simple concept but then turns into a a bit of a challenge to handle the balance. Really well done.

Ahh, I guess the "level up" helps to mitigate the performance issue a bit.

 Tier 6, (the first real 3d box), the game starts to really lag in performance around the time the first full layer is built. I would recommend to create a single box that is drawn in place of the layer of boxes and apply a dynamic texture to it so that the player still has the illusion it's still a box of tiny boxes.

Thanks for the feedback. Yeah, I really wanted the pick-up items to be a point of stress; where the play either needs to shoot them to keep the flow of the game going or risk being mobbed for the needed resource.

Thanks for the playthrough. Yes, the game still is in dire need of a balance and difficulty curve revision. If I continue working on it post-jam; that's the component that needs the most attention.

(1 edit)

Health and mana regeneration is still in the plans (hopefully getting it done today). I have a pretty good idea of how to do it that should ad some addition risk/reward mechanics to the game.

Thanks for the feedback. I'm not sure if I'll put up a test version as I'm going the wrong way about user acceptance here (hey at least I recognize it).  I've probably reserved too much time of the jam to work on internal systems; but that's because it's the one area that that always bugs me to abandon during usual 2-day jams. Let me see how things go over the next couple of days and maybe I can have something playable for testing to post.

I'm also looking forward to see how your project turns out.