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Carter15

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A member registered Mar 18, 2020 · View creator page →

Creator of

Recent community posts

Thank you for playing and your feedback! Many of these will be addressed in a full version somewhere down the line. 

Thank you so much for playing!

The movement being grid based is very odd, I intended to use real physics but had to reconsider to save time. The push command was intended to alleviate some of the problems with jumping. I understand why you had a tough time though, thanks for playing!

Thank you so much for playing! I'll definitely consider releasing a full version sometime, so keep an eye out!

Very nice game. I love the gravity gun as an item, but I didn't know what it was when I got it. Maybe I missed something lol. Otherwise, it was a fun experience and I'd love to see some more levels/mechanics.

Haha, thanks. That's a very good question. I guess I like the challenge and the ease of use? In my own engine I can customize things exactly as I want. (Plus I never got the hang of Unity or Godot, lol. My computer is weird so they run really slow.)

Thank you so much for your review! Looks like you missed the push command, that's why those jumps were awkward. The ending is where I had to quit and submit, which is why it ended so abruptly.  I appreciate that you took the time to try my little project!

Decent game. Some sort of hit indication would be nice though, I didn't know if I was getting hit or if I was hitting the enemies at all. Could be a sound issue in my browser though.

Really cool game. Probably too hard for me though lol. Skill issue fr. On my first playthrough I kept falling back down for a while without penalty, so I was like, "It'd be nice if they forced you to keep going up somehow" then I saw the mass of hands come up lol.

Very nice game. Presentation was easily its best feature. The explanations/tutorial could use some work though. Maybe a tutorial screen would've been better, since the one in game goes by so quick.

Very interesting concept. Better controls would've been nice, especially for people who prefer using just the keyboard. Maybe the sun and watering can could be Arrows and WASD respectively?

Neat concept for a game, but I had the same problem. At around 469 score ~2000 fruits  popped in and the game exited.

Simple, but fun! I didn't understand the red meter initially, but once I got the hang of it I had a nice time with your game.

I really appreciate that, lets just hope some other jammers see it, haha.

For a rushed game in a custom engine -> https://carter15.itch.io/cccc

Thanks again haha. Yes, its written from scratch using a wrapper for OpenGL called pyglet. All of the tiles and font were also from scratch, I made them without a paint program, so its all just in the code as text. My development approach is very inefficient, but I like the challenge of writing custom engines.

Thanks! I wish I didn't rush so much lol. I'll be sure to check yours out.

It may have glitched out on me, I couldn't equip the gun in time and got killed by ghosts. Otherwise a very solid entry. Love the 3d effects, but I think the text in the upper left corner got clipped by it.

Thanks for playing! Next time I think I'll try using an engine.

Very cool game. Loved the art. The whole thing reminded me of Downwell, which is always a good thing.

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Thanks for the feedback! I'll be sure to check yours out as well.

Edit: After playing your game, I see the benefits of using an engine, lol. Nice little Downwell-style experience.

Very nice! Dialog boxes got hung up a few times, but I think that's just my computer.

Thanks for your feedback! And the restart button problem has plagued every jam game I've made I think. The specific way I write game code makes it tedious to program a restart, so 5 minutes before the deadline I usually have to just settle with exiting. on death I'll be sure to add that in a future update though. Thanks again!

Stack Overflow will become a lifelong friend to you. I started programming when I was nine too, its been seven years since then and I just now feel like I understand it.

https://carter15.itch.io/miko

*NOTE*

This game cannot be played in full screen, 

if there's enough demand post-jam I can patch it to include upscaling to possibly double or triple its intended resolution, but until then its best to keep it windowed at 1x scale.

Thanks for your feedback. I started working on  tutorial towards the end of development, but I ended up not having enough time. I tried to compensate for this by writing out some instructions in the comments, but they may not be enough. Thanks again!

Thanks for your feedback. And yes, a retry button is absolutely necessary for any roguelike, however, there was some unknown problem in my engine that prevented me from doing that (It would just resume the same instance of gameplay without resetting.). Thanks again.

The concept is so simple, yet this game was very fun. Good job to you!

Very nice game, even though its simple. The art, in my opinion, is its best quality. I'd appreciate if you rated my game as well. And good job!

Here's my game. Its a roguelike where health takes up inventory (more items = less health)

https://carter15.itch.io/miko

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Here's my game, a roguelike where health takes up inventory space. (More items = less health)
Check the comments on the game page for instructions, its quite complicated.

Very neat game! The low poly art style really lends to the minimalist theme.

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Here's my game, a roguelike where health takes up inventory space. See the game page's comment section for instructions, its kind of confusing.

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Very nice game. The visuals and atmosphere are perfect and the sound design is great as well. The only thing I'd say is that the dialog (while it was funny) just didn't fit with the rest of the game. Polish this up and add some more gameplay and story and I see this doing very well.

Hey, this game is kind of confusing for most people, (sorry) so here's some helpful instructions. You can move with Left and Right arrows. Moving on to a space with an item will pick it up. This will replace whichever item you have currently in the square at the bottom (this item is the equipped item). You can change the equipped item with A and D or drop it with W. You can use the equipped item's effect with S. For example, the first item you get will always be the gohei (the red stick with white flail), which you can use with S to damage enemies. Item descriptions will appear near the bottom of the window.  To refill your health you can "charge up" with the Up or Down arrows, if you press that key five times in a row, an empty heart will be filled. This is necessary to beat the lower levels. Empty hearts and cursed hearts cannot be used as inventory space.

The goal of this game is simple, kill enemies until you find a key, then use that key on the lock at the end of the level and move on through the red gateway (tori) at the end. Killing enemies with the gohei or shuriken will leave an item behind on some occasions. This can be any of the usable items in the game or a key. Enemies cannot pass through komainu/shiisa statues (the red and white dog things at the beginning of each level). There is a pagoda/lantern in the center of each level that will spawn enemies when it is onscreen. This will ensure you have a source of key-drops the entire game. 

Hopefully this helps a bit, and hopefully this is legal in the terms of the jam. Thanks for playing!

Thank you for your feedback! And I totally agree, I'd never play a roguelike if I had to keep closing out the window and restarting, but something in my engine prevented me from restarting the program (I blame the locale settings, but i digress). I'll be sure to add that in a future release, once I figure out what went wrong. Thanks anyway, and I'll be sure to check your game out as well.

Hey, this game is kind of confusing for most people, (sorry) so here's some helpful instructions.

You can move with Left and Right arrows. Moving on to a space with an item will pick it up. This will replace whichever item you have currently in the square at the bottom (this item is the equipped item). You can change the equipped item with A and D or drop it with W. You can use the equipped item's effect with S. For example, the first item you get will always be the gohei (the red stick with white flail), which you can use with S to damage enemies. Item descriptions will appear near the bottom of the window.  To refill your health you can "charge up" with the Up or Down arrows, if you press that key five times in a row, an empty heart will be filled. This is necessary to beat the lower levels. Empty hearts and cursed hearts cannot be used as inventory space.

The goal of this game is simple, kill enemies until you find a key, then use that key on the lock at the end of the level and move on through the red gateway (tori) at the end. Killing enemies with the gohei or shuriken will leave an item behind on some occasions. This can be any of the usable items in the game or a key. Enemies cannot pass through komainu/shiisa statues (the red and white dog things at the beginning of each level). There is a pagoda/lantern in the center of each level that will spawn enemies when it is onscreen. This will ensure you have a source of key-drops the entire game. 

Hopefully this helps a bit, and hopefully this is legal in the terms of the jam.

Thanks for playing!

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Thank you for your feedback. I assumed this problem would arise since I decided to scrap any sort of tutorial in order to make more content and add SFX. If I could have changed anything about this jam, I would have added a tutorial. For now, I can throw some instructions on the game page (which I hope is allowed). I'd be glad if you take another shot at my admittedly confusing game after I add some much needed instructions. Thank you.

Edit : You'll find the instructions on the game page's comments or the jam page's comments.

Here's my game, a roguelike where health takes up inventory space.