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CodingCoon

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A member registered Feb 27, 2021 · View creator page →

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Thanks for your feedback. After reading some feedback I also think that the UI needs an overhaul or I'm working with images in the tutorial

Thanks for your feedback.

Yeah you are right. To give some pause time I added a pause menu, but finally I disabled it, because it forced to much bugs. Jam times are always to short. 

And I agree, at the end its kind of a slaughter and the game need more balancing or some kind of snowballing effect.

Thanks for the feedback. Yeah the UI seems to need improvements. There are always 2 numbers. The zero on the shell indicates, that no worker is on collecting shells. The -4 is the change you selected. You forced 4 shell collecting workers to collect something else, but no worker can do this, because there is none.

Good job, the simple art style looks nice and the environment is enjoyable. I need a while to figure out if I doing things right. Maybe a positive or negative sound effect would be nice to help me learn. And the speed boost is at the end really hard, maybe thats intended? If not add another booster to increase the effect radius. 

Overall well done, the game is a good foundation for more things to do as an underqualifier lifeguard.

Beautiful artstyle with a well choosen color palette. Unfortunatly I didn't manage to find out how exactly I have to move, getting speed and use the terrain for myself. Maybe a little bit more time at the beginning without the pressure would fix that. 

Nice Star Wars Vibes.

I like the variety between speeding over the landscape and the minigames. It could be a little bit faster at the beginning, cause I don't want to play the manual well, as much as it needs to get progress. Mini-games always reach a peak where they are fun, after which there should be a way to automate them and new mini-games or variations should emerge.

If you bring even more variety to the mini-games, fill the environment with more content, and avoid Disney lawyers :-) , this could become a really nice and relaxing game.

Yeah, I think this is my first completed survivors game. The beginning is a bit crisp, but after a while nobody can stop a full upgraded broadside of 7 cannons. 

Could be a really nice game if adding funny pirate themed skills. I mainly need a net, when driving close to treasure without hitting the hitbox to collect it.

What does the icons on the right bottom mean?

I like the mechanic of exchanging a shot for life

Cool pixel art and the style the camera movement has an impact on missiles and enemies, which allows me to make kind of trick shots.

The level of difficulty could be increased a little more or you could add more variety of danger.

Very cozy game and what a fantastic art style. I'm not sure if the phases between frenzy mode has a role, I only waited for this funny moments. :-)

You asked for feedback on the itch site, so here are some thoughts regarding game mechanics that came into my mind. 

  • it would be more pleasant if there is any kind of indicator that a fish will jump, maybe the fish starts to blink or there is a special animation
  • fishes could give different points, but more points means it is harder to catch the fish, maybe because they fly faster or not so high as lower point fishes. That gave beginner players the change to train on easy fishes till they have the skill to get harder fishes for more points
  • the frenzy mode feels to mighty, I mean it is fun, but the time in between is pointless, when I only try to avoid piranhas and wait for the time, where I don't have to react on a single flying fish and just run, getting points automatically.
  • The movement of the piranhas is unpredictable, so dodging is imo impossible. Here an indicator is also necessary. I know that will make things to easy, but you can add seagulls from the top, which want to eat your fishes. So players have to look up and down for angry animals.

Overall really good job and very polished for a first single person made game. Keep on going.

All this fish belongs to me. :-) Really beautiful game

I'm a bit fan of the choice of music, nice pirate flair with a touch of rock. Good job. 

The game was fun. It's a little bit tricky to hit the enemies, but if you made it it feels very well. Sometimes its quite impossible to hit somebody, while rotating and the enemy follows you. Would be nice if acceleration and decceleration would have more impact on that, or maybe I'm to bad. 

If adding some funny power ups and skills this game could be a really nice horde survivor with another setting as the known games.

Solid work, Pixel Art Environment and sound fits very well and gave a nice feeling. 

I would recommend to choose the key from the keyboard as attack button otherwise the player thinks there is a dependency between mouse and attack direction, which isn't. And yes I read the notice about the behaviour in the description, but it feels unintuitive. Or you could align the weapon around the player depending on the mouse and attack into that direction. That will give you more control about the direction, cause I had many trouble to attack with the spear on a crab that stands all the diagonal to me, without running into it and get a hit.

Really awesome pixel art. I like the switch between progress ui and battle ui.

Cozy game, which seems very polished. Good job for your first work.

Nice learning curve, with the enabling and disabling walls.

Solid work, I need some time to understand that it is a shell not a jellyfish (who can read has a clear advantage), so i was really confused about the movement direction. Maybe another animal could fix this confusing about movement direction. 

Sometimes I hit 3, 4 or 5 bombs directly one after the other without the chance to rescue me. Maybe a short slowmotion moment at the edges would fix frustrating moments and give the player a special moment of "puh that was close, but I rescued myself, I'm so awesome".

Nice, then I unlocked the education achievement. Thanks for your feedback and sorry for your crashed game, the voronoi calculation is a little bit buggy.

You are right, right click also to be used. I added it to the game description. Definitely it needs more feedback, I wrote it on my list, thanks for your feedback.

Wow, thank you very much for the great feedback. Yes, the animated changing of regions was planned, but unfortunately had to yield to more important matters in the end. I will definitely incorporate that because I'm looking forward to the challenge. The icons are still from the concept for another setting. I think they will be changed again as well.

Thanks for the Feedback, while reading this the scales fell from my eyes. I think I added only 5 images for the roman letter inside of the leader knob.

In addition the cell generation is a little bit vobbly when having lots of dots, which are close to each other.

Very, very cool visual representation.

Perhaps the hitboxes of the balls could be slightly larger, especially during jumps. I often find myself narrowly missing them to the left or right, and that can be frustrating when you're just managing to jump past the snails. ^^

The thing with the item that has an effect on the environment is a real nice approach to the theme of the jam. Would love to see more of this mechanic in the game. 

Impressive your diverse skills in sound, art and polished game development. thumbs up

Everything fits together really well. I like the style and the setting around a digital world. At the beginning, I was a bit overwhelmed by the text on the left edge, and I couldn't read it calmly. And I was unsure if it's worth shooting the small enemies or if it's enough to just dodge them. But the game seems very polished for 14 days. Well done.

Thank you

Thanks for your Feedback. Yeah you are right. I planned to show more information, but wasn't sure what exactly is important and what would be too noisy, so I disabled the panel for the jam.

Thanks for your honest Feedback.

I'll think about better fitting icons and in the long run the wheel will be replaced by cells as well.

Most of the time I tried to maximize the income when having a large area and move the leader when the position is bad. In addition I should add more Information, so it is more clear what is going on.

Thanks for your Feedback.

Regarding the strategy:

I think it depends on the situation, if someone is strong in the middle, I try to take over the big space on the edges. If opponents are on the edge, you have to stand as close to them as possible in order to take a large part of the inner area away from them.

Thank you for the friendly feedback. I also think that bug fixing is on the agenda now :-)

That is totally awesome. Nice music, nice art, nice gameplay. Man, thats a banger. Bosses are quite challanging but doable. Maybe you can switch the cartoon vfx to pixel styles animations.

Awesome how many art you created during the jam. Each boss feels very unique. Good job

Awesome art style. Creates such as fantastic athmosphere and it directs the focus to the battle. Well done.

I like the clear design and art style and the music and sfx fits well. 

As improvement I have only to say: when spawning the small octopus, I stand close to the mouth and clicked all the time. Maybe you could add another component like single tint balls to bring me to move or various spawn points. Otherwise the phase is wasted. 

Cool idea with the exchange of stamina/mana. I wish I could have tested it with friends. Maybe you could add an AI player. Alone it's too hard or I'm too bad. ^^ Nice crab and animations and of course the final explosion, lol.

What happened here ^^ Finally I beat the boss, but I'm not sure what happened during the game, Maybe its a bug, but my spaceship disappeared and the screen gets blue:

Overall, nice idea. Navigating in space is very challenging, but perhaps that's intentional. The sound effects fit really well, and the art style matches quite nicely too. Despite their simplicity, the boss attacks feel powerful.

Maybe a small indicator of where the boss currently is would help, especially if the shotgun knocks me back to the edge of the universe again. lol 

Starts a little bit confusing, but after a while I had a lot of fun to play the game. Maybe a tutorial will help to avoid frustrating first moments. Art style looks very nice and the exchange mechanism is quite cool.

Hey, I hope you're feeling better; getting sick during a jam is just awful.

Visually, your game is already impressive, and I believe you've made a good start here.

The controls take some getting used to; sometimes my character just jumps up, then again, and again. For noobs like me, it would help if the bosses somehow gave small signs of what they're about to do, so I'd have a chance to dodge, run away, or stop them with an attack. Unfortunately, I'm failing miserably.

Well done, seems very polished with the focus on a high quality boss fight. I love the various attack styles of the boss as well as the possibility to build platforms. The fight is totally balanced and the difficulty rises slightly. Good job. 

Thanks for the kind feedback. Yeah your are right, the controller needs a refactoring. One of the main things I learned from this jam is, that character controller for platformers are heavy as hell, especially when using slopes and a command pattern to record the movement. 

Thanks for the feedback. Yes its true, we had lots of plans how to work with the different skills and how to tell the player, but then the month end and other things had a higher priority  ^^.