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chitchcock

10
Posts
A member registered May 07, 2022

Creator of

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I LOVE SNES Bomberman and I can say with certainty that this is a decent clone because my progression in the game mimics it perfectly. Bomb some walls, take out an enemy, become emboldened because I took out an enemy, die to my own bomb in a fit of hubris. At least this isn't multiplayer and my friends can't laugh at me for it.

The game worked fine and played well. The scrolling background wasn't seamless, which threw me off a bit, and I didn't realized the pigeon had animations because they stop when moving and I was constantly moving. Otherwise, my only real quibble is that the infrequency of spawns means birds are easy to avoid and coins are easy to collect; speeding those up might make the pace more exciting. Also, I would have enjoyed a proper end screen that told me my final score. I eventually intentionally died at 420 because "haha funny number" and was a bit disappointed I just got booted back to the main menu. But it's fine and does its job!

The concept reminded me of my favorite Flash game on Neopets (may it rest in peace) back in the day, so I was immediately sold. However, the bubbles jitter back and forth in an erratic pattern and I don't think it's possible to avoid them. The inevitable loss screen also seems glitched, as my score continued to go up and the bubbles multiplied and began to vibrate so fast I got worried my computer had started mining dogecoin without permission. Aside from the dogecoin-related fear it induced, I think this could be solid if the bubbles drew more consistently. It's really, really close!

I wasn't able to get this game working. Initially it failed because the JS script was in a "JS" folder and kept looking for js/resources/[image], but after I moved the scripts out of their folder and into the main directory, it failed to run with this:

roadGoaler.js:137 Uncaught TypeError: spikes.disableBody is not a function
   at Scene.crashSpikes (roadGoaler.js:137:12)
 at World.collideSpriteVsGroup (phaser.js:62884:41)
  at World.collideHandler (phaser.js:62749:29)
 at World.collideObjects (phaser.js:62676:18)
at Collider.update (phaser.js:58605:20)
 at World.step (phaser.js:61886:26)
  at World.update (phaser.js:61837:18)
 at EventEmitter.emit (phaser.js:2357:33)
 at Systems.step (phaser.js:41029:21)
at SceneManager.update (phaser.js:81023:21)

I hope this can be fixed because I think the idea is really interesting. Good luck!

I like quiz games, and the background music was soothing. However, the fact that the questions were the same each time meant that you could trial and error your way to a perfect score. I also didn't love the interface because it felt a bit messy. 

It's the basis for a super solid quiz game that I could see getting assigned to kids for a fun class hour, though, and I think that says something!

The story is really cute. The areas are a bit wide for the amount of enemies they have, and some sort of enemy counter would have helped a lot because without it I ran around in a circle, went to the door for the next level, and went back to running in a circle to find the last guy. It's a solid foundation for what could be a much bigger project and I think that's neat!

Add me to the list of people who aren't sure how to collect the balls. I pressed every key I could think of, and also tried to goomba stomp them, but I consistently failed. I also accidentally ascended to Cube Heaven by mashing the space button during my attempts and stacking jumps so high I don't think I managed to fall back to earth before the time limit was up. However, I did enjoy chasing the balls, and if there was more feedback on the controls I think this could be a fun little game.

I thought this concept was super well-executed and enjoyable, though I do have some quibbles. When I tried to play like a stealth-shooter and avoid enemies on patrol, I found myself taking damage and having no idea where it was coming from because an enemy behind had spotted me and started shooting. It's probably outside the scope of the project, but an indicator of where I was being shot from would have been a lifesaver (literally). Ironically, once I said "screw it" to stealth and just ran in like a madman, I realized you could dodge bullets and had a highly enjoyable time just booking it to the vault in each level and sprinting out. The second option is definitely the more fun way to play and I would dodge bullets again (as long as I knew who was firing them).

I loved the title screen; it was really cute. The bright blue of the first maze was a little disorienting. It felt like I was moving at double speed, although it did answer the age-old question of "what if Pac-Man, but Sonic?"  Once I got used to the movement of the enemies I had little trouble collecting all the pellets. (I sidestepped the ghosts.) The second maze, however, was white, and since I was already feeling a bit motion sick from how fast the camera was moving I decided the first level was fun enough for me. I had fun; if the camera/walking speed was a bit slower and/or smoother and there was more feedback when you died/changed levels, I could lose a lot of time just running around and eating balls.

I like the idea a lot! Tower defense games are always fun.

Once I defeated the first wave of enemies, no more seemed to spawn (even after waiting 20 seconds) and I didn't get a win/loss message so I'm not sure if I did it correctly. I was also surprised to realize I needed to click to place the tower after pressing a number key.  However, the towers seemed to function as expected and I enjoyed watching the archer tower fire arrows. I would've been happy to keep playing if the enemies spawned.