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Calm Pewter Games

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A member registered Aug 12, 2021 · View creator page →

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Hey there,

had a lot of fun with the demo - great to see some fresh ideas being thrown into the Vampire Survivors type of game! The following is not an exhaustive list, I tried to limit myself to core points. If anything is unclear or you'd like to discuss further, please feel free to reply here or reach out via DM :)


Highlights:

  • Very cohesive overall dystopian 90s vibe, supported by great sound design with a thumping soundtrack and impactful effects, as well as the pixelated vaporwave aesthetic and grim story setting.
  • Fun lobby menu, twitch integration will be very interesting to see.
  • Starting out with a choice of weapons every run instead of the same pre-determined one is good.
  • Interesting mechanic of money being the sole resource required to purchase upgrades in-run and unlock new items, while also needing to be hoarded to win.
  • Having weapons triggered by players feels better than the VS-like auto-firing convention, especially with different input styles combining (like katana + revolver).
  • Recharging active dash ability is also a welcome addition.

Needs improvement:

  • Level-up shockwave effect could have a little more oomph, feels underwhelming with everything else screaming at your senses, especially lacking any sfx.
  • The arena could do with some variety, unless I missed something it's all just one big square of squares with no landmarks aside from the walls?
  • Fullscreen mode needs an option to limit frames and/or activate V-Sync, to prevent screen tearing or unnecessary 1k fps.

Suggestions:

  • Make more interesting non-standard weapons like the Bee Gun available sooner, and guarantee that you'll get to start a new run with a weapon you just unlocked from the vending machine.
  • Some small bit of extra feedback to let you know the dash is off cooldown would be nice (beyond the bar being filled).
  • Make things like explosions from motorbikes harm enemies too, so players can feel clever for using hazards to their benefit - classic exploding barrel situation.

Hauntingly beautiful!

Hah, "it came from the desert" looks hilarious! Giant killer desert ants, what's not to love :)

Thank you for believing in our vision, Andrew - it's great to see that we're not completely crazy for thinking this could be something.

Or at the very least, we're not the only ones!

That's so awesome to hear, thanks a lot! 

We're definitely going to keep working on it, poliahing away and building in new systems. If you're still interested in a couple weeks, hopefully we'll have a more exciting state to share!

Sorry to disappoint you Stinow, there is no way to actually combine the fossil pieces into a full fossil for combat in this build! I guess I should have made that way more clear in the intro :(

The good news is that we're already working on a build with systems that actually work as intended, so stay tuned if you're still interested!

Anyway, thank you for giving it a shot and commenting!

Hah, good catch! You just put up the very first bug report for this game ;)

Thank you for that and your words of encouragement!

Easily one of my favorite entries in the jam.
Incredible how much high-quality stuff you were able to include, and how close you guys got to achieving what you set out to do!
Since everything else is so good, I'm going to assume that the few gripes I had were due to lack of time or having to cut back on scope, so I'll keep those thoughts to myself and just say:
Wow. Really impressive work, everyone!
Congrats!

Wow, I wasn't expecting to love this so much but I had a great time!

What a fun, creative little puzzle room. Plenty of charm and fun things to discover, all with a great vibe of like... quirky hopelessness?
Really nice work!

Awesome, I'll keep an eye out for further developments!

Fun idea and cool take on the jam theme, fantastic name, hilarious sound effects!
I ran into a few glitches and found a neat little exploit allowing infinite knife spawns, thus letting me surf around on the hungry coons.
Overall, this was short and sweet for me, and just oozed charm :)

So many cool ideas in this one, and the art - especially the environment - was awesome!
A few things were lacking polish here and there, but overall I think it's a great concept and there's a lot to love about this project.

I'm curious if you're planning to keep working this after the jam, since it seems like a good foundation to build on?
In any case, hope you're proud of what you've achieved here!

Difficult platformers are totally my jam (sorry) and this one is executed very well, so it's easily one of my favorite submissions!
The difficulty curve was way off for me personally, with the cannon level taking me many, many tries while I managed most others without a single death, but I like how you introduced something new with each level and it all felt very tight and fair. Also, great choice of background music for maintaining a chill vibe.
Really nice work, I'd totally pay for a longer version of this with more levels!

A fun take on the vampire survivors thing! The writing and main character's design were a bit over the top for me personally, but the mech and projectiles were great and overall, I had quite a bit of fun trying to make it to all 4 corners.
It was unclear to me sometimes where the damage I just took came from since no projectiles seemed to be hitting me (might have been a bug?), and forcing me to get up close to each of the relic guardians to trigger the combat felt kinda unfair since they would immediately blast me with their massive close-range projectiles as soon as the dialogue ended, but otherwise the gameplay was solid imo.
Good job!

Great oppressive atmosphere and a cool take on the single-use theme. Controls felt tight, except that I personally would've preferred right click to aim and left to fire, since that's what I'm used to from most other games. Retrieving the arrow was sometimes kind of a chore, perhaps a greater pickup radius and some sort of glow or sound effect to find it if the player has lost track of it could help with that.

Unfortunately, I couldn't really figure out what to do. The crewmate behind the glass was unreachable for me, firing at the glass didn't do anything (though the broken glass on the other cells suggested to me that it was breakable) and there was nothing else around for me to do either. Running outside didn't trigger anything, so I'm guessing there's a sequence of flags and I was missing something along the way.
Also, restarting after death seems to only reset the first enemy, so I had to refresh every time.

All in all though, very nice work for a solo jam effort!

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Trying to work out the pronunciation of "Termineralatore" gave me a mild headache, but you brought me back around with the line about taking things for granite!
Top-notch puns and nice intro dialogue, awesome font, neat character ideas and great 3d models - all in all, I think you succeeded in establishing the basis of a fun and interesting game world.
I wasn't crazy about the gameplay as it currently stands, having to ready my weapon with each attack felt tedious, though I'm guessing you guys had planned to include multiple weapons, in which case it would've made total sense and potentially been very interesting!

All in all, I think this is a rock-solid foundation and if you guys kept at it you could totally shatter competing Vampire Survivor-likes :)

Edit: Forgot to mention the absolute banger of a soundtrack, great work!

I was confused for a while about how to control the character, who my character was, and what I was supposed to do.
Once I got going, I enjoyed the short little trading run, helping everyone out with their weird needs - reminded me of old Zelda games where you always had to find the next person in the chain until you finally got your master sword or something :)

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As I've said to Alex in the Book Club thing, I really dig the concept and think this project has a lot of potential! I could see this being a very cool strategic roguelike battler, with a little more time and attention put in.
Balancing is tough of course, and plenty of areas would need some tweaking, but as soon as you get a little more variety, effects, and audio in there, I'd love to give this another Single Cannon Shot :)

Edit: totally agree with Draekdude on the full-on misses, I've never liked that kind of mechanic and think there are better options out there.

I couldn't get any of the abilities to work for me aside from the speed boost, which kinda just messed me up because the base speed is already so high! The concept of weapon breakage could be super interesting, if the overall mechanics work a little more smoothly (controls, hit registering, etc.)
That said... the music is an absolute banger imo, having the announcer scream at me incredulously about my 5x multiplier was hilarious, and I'm a big fan of chain reactions, so chasing down explosive barrels in each room and watching everything blow up was a real rush!
Combined with the proc gen and overall game design, I feel like this could really go somewhere - nice job everyone! :)

With the single-use abilities, the short playtime and the speedrun timer, you certainly nailed the jam's themes!
The mechanics felt a little rough around the edges, especially the abilities which didn't feel very impactful to me, but I'm guessing you made all the models yourself and that's super cool! I especially enjoyed the enemies and their whole rolly polly movement vibe :)
Plus, great choice of soundtrack!

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Heh, thank you and yeah, scope management was really tough on this one. Our name was "Team No Scope"; nomen est omen, I suppose :)

I still think we could've managed it with fewer personal issues on the team, but factoring all that in and always having a plan B was a great lesson to learn from this jam.

Edit: to clarify, I meant individual personal issues keeping us from working on stuff, not interpersonal issues. The team members worked together like a charm, whenever possible!

Saying that the lack of polish is a bit apparent is a very kind understatement.

Thank you for your honest feedback, and for expressing interest in the further development of this - really means a lot!

That's very fair, thanks other Julian!

Thanks a lot! 

We would also love for you to see it once it's completed - hopefully sooner rather than later :)

Thank you for your kind words!

At least some of us will definitely try to keep this going. Hopefully, we'll be able to share something closer to what we were going for very soon!

Great game!
Intense, fun gameplay and difficulty ramping.
I'd recommend this to anyone who enjoys arcady action flow stuff.