Skip to main content

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

Quinten

115
Posts
18
Followers
A member registered Jun 11, 2024 · View creator page →

Creator of

Recent community posts

Was it on Progz stream? Or did someone else also check it out on theirs? Would like to know. <3

Thank you for playing & checking out the game! Glad you liked it :D

Thanks! <3

Had a lot of fun working on this project! ( - figuring out why CSS & JS  were anti-aliasing & gpu-interpolating :P )

We tried our best making all our classes unique enough so there's not a clearly more OP character. Happy we pulled it off :D 

At this point I'm unsure if its possible to make a web game that you can't exploit in some way :D

Thanks for the spinny gif, we kinda still needed that xd

Warlock was cut in the last 2 days, there's some code for it left as it was easier to comment out its keybind than removing all references. 

He had repelling blast as a support ability, knocking away all enemies from the tower.

But I guess looking at the bind value and seeing him referenced in code might be an easter egg in itself? :D

Am a bit surprised you didn't try hack in via the upload function xd

Thanks for playing!

We try to make sure our CSS works across all browsers & platforms, by testing on base Chromium, Firefox and Safari Mac&IOS.

Do really like the idea of crew banter happening, we might look into that. We don't really have a dedicated writer, but Yutami did a great job with the intro sequence.

I passed the music / sound question on to Ethan, as it's less my expertise. 

As long as its not hp bars right? :P 

Maybe we should make it a setting to render them though, the code's there, just not rendering.

Thanks for playing!<3

Thanks for playing!

To answer your questions:

When the tower gets attacked your character gets adrenaline rush, buffing their ability. Wizard sprays fireball, witch has no cooldown on her frogbombs, and succubus has way more hearts and charm chance.

Wizard is mainly single target DPS ,whilst witch is meant as crowd control by turning enemies into explosive frogs. Succubus is support by charming enemies into attacking each other.

You can upload a custom map with a high tower hp from the main menu to test stuff out, I posted an easy mode map in the discord <3

Me when getting to the last level: "wait I can choose what the guys do" xd

Reminds me a bit of old Fire Emblem, I like.

UX/UI can use some work though, as people mentioned a proper tutorial, volume & control settings, and "who am I vs who is the enemy" + and don't make people go through the credits & intro every level would be a few huge points to tackle.

Besides that, the music is great and you did a nice job with the art too. <3

Thanks for playing! Would love to see some custom maps built by the community. <3

Personally have posted 1 longer but easier mode one that passed the "dev can beat it damageless" challenge after a few tries :D

Thank you! Happy you noticed my lil' wobble programmer art dudes :D 

I posted an easy-er mode in a few discord such as the 1 bit & my own, Feel free to share your map too :P

It's a really fun challenge to make a game without a game-engine you have to make a lot for scratch yea, but once you get the ball rolling there's almost nothing you can't do. <3

Thanks for playing!

For the shortcuts do check the options and try setting the buttons manually, not all keyboards are made equal! 

My AZERTY tells the browser it's pressing & é " instead of 1 2 3.

I also sent you a more easier version of the campaign you can try out by uploading it to the main menu. 

<3 Hope that helps :D

Thanks for playing! <3

You could try making a custom map & uploading it on the start menu to lower difficulty. :D 

The beauty of it is you can make/download & upload custom maps from the main menu! :D 

Was really fun working on a very micro-animation & sfx heavy game! 

Glad you enjoyed playing as much as I did developing. <3 

OOh Didn't expect to get a comment before the jam even ended! :D

Glad you like our game & the upload function <3

Also yea the font we using here has no lowercase. XD

Wanted to match the games font, might change.

*Meanwhile frantically bug fixing*

Thanks for playing <3

Will post a update a lil while after the jam ends that has the option to control the map with WASD & +- & scroll.

As this was a bit of feedback I got by a few :D 

This small game is very polished for a jam title, only had slight troubles climbing ropes.

The wind mechanic reminds me of a few desert lvl's in mario bros, nicely done!

> I will try the patched version as well!

Awesome, I'll ping this comment when the update hits, (if thats possible still) it'll be mentioned in the Discord for sure.

Water / Bricks can be a runtime killer if you didn't invest in boats :P

The lighthouse art, boats & villages got done by Cel. I'll forward the compliment to him :D & Fog VFX overlaying it is done by me. 

(1 edit)

Gratz on beating the game in spirit! 

Hope you enjoyed it as much as I in making it! <3 Working on a from-scratch Javascript engine is a challenge for sure, but its super rewarding in the end, and each jam the workflow improves. 

There's a small 1 line variable typo that you need the 500 coins in the boat instead of the lighthouse sadly., got this mentioned in the Discord.

Never caught this in testing as I always put in my coins last thus triggering the cutscene condition when closing the UI. XD

Already fixed that in the patch that I'll post as soon as editing opens up!, Also been working on the general flow, as you mentioned the really slow start, making the first boat faster; but at a lower capacity. Stuff like Z-indexing on boats & having a button to select a stuck ship is also ready for to get posted :D

Edit: There is a small final dialog with sfx & showing ur final time for the leaderboard.

An interactive tutorial or a blob of text telling how to game works would help a lot!

Few puzzles made it a quick game, after testing a construction once the nails just don't work anymore that was a bit frustrating. 

Try focusing a lot on the UX for a next gamejam or the update of this one. :D

Thanks for the additional feedback means a lot to me!

>  “Current Objective” in the UI or pause menu,

This is something we haven't thought about yet, but it looks like a great idea we can add to the game!

> be able to move your camera downwards the dialog can get in the way

In earlier builds we had the dialog be forced so it was not an issue, but that felt horrible gameplay wise so we disabled it. We will see if there's a way to make the buttons not clip behind it.

>  it’s comfortable to play

That's the goal! I'm not much of a "pro gamer" myself and usually do reviews /& lots of Discord chat, I know it's not meta for jams, but.. This is a type of game I really like playing. 

> going to the left can be hard since you have the item table over the arrow.

I'm looking into redoing that entire top-left overlay to be more accessible & less overflow-y.

> it can get tiring for the hand/finger, so would be nice if you could put a number and buy/pick that amount,

Here I was thinking of adding a Terraria-like "hold to keep buying / selling", that should work nicely I think :D

As of writing you hold the #2 leaderboard spot gratz on that!

Thanks for playing!

> but you are not really told what supplying will acompish which seams fishy

You supply the lighthouse with 25 of each material & 500 coins in preperation for the storm, this is the "win condition" of the game, It'll list your completion time when you do. Had bigger plans for it but scope creep & time got the better of us.

> I would love a fast forward button

We were thinking of making the first ship way faster & hold way less cargo so you can get a 2nd faster boat more easily. As soon as you hit 4-5 ships there is almost no waiting time / downtime anymore.

The team and I will continue making cool engine-less Svelte/HTML Typescript/Javascript (S)CSS web games :D

Thanks for the feedback <3

We will try address the speed of the intro part by making the beginning boat way faster but much less capacity to try balance the speed early on. We don't want to make the first boat too OP as to not make the game easily beatable with just one ship though :)

>  I'm sitting almost blowing at the screen to make my ships sail faster.

Had me laughing a bit ngl, We had to slow down all boats a lot because there was no point in buying more boats.

But in hindsight we should have given the player the ability to get a 2nd boat sooner as this speeds up the game exponentially.

Theme wise is purely subjective interpretation, we have more of a "calm after the storm" lore-wise, but a new storm is on the horizon, so it became the new "calm before the storm" where you prepare the lighthouse keeper for the upcoming storm.

Thanks for playing & the feedback <3

The map design is made by doing flood simulations on Europe ( 700m to be exact xd )

Developing games without an engine just using webtech has a lot of challenges but also a lot of perks, it's a great time :D 

As of now story hints you need 25 of everything & 500 coins to complete the game, but I agree this should be displayed in some other way too.

Thanks for the feedback :D

Thanks for playing! 

Our current idea is to lower the first boats capacity and double its speed so you can get to a multi-boat stage of the game way faster.

I have never played Rimworld would have to look into its speed mechanic, but a speedup mechanic might be possible. Would just need a way to properly integrate it without the game being "1 boat-able".

Thanks for the feedback <3

This jam we tried to focus a lot on story & interactive tutorial as this was lacking in my previous 2 jam games.

I also agree the artists Cel, Ducky & Tibs did a wonderfull job with the artwork!

The game speed goes up exponentially with more boats, but to balance it out we think a future update should make the first boat a lot faster but significantly lower it's capacity so you can get a 2nd proper boat faster.

We are continuously looking to improve our engine-less gamedev craft :D  

Thanks for playing & beating our game! <3

Thanks for checking out our game!

The post-jam update already got some huge quality of life updates such as boats having a bigger Z value than ports, and the ability to select boats from the sidebar.

We want to continue joining more jams to improve our engineless gamedev workflow. :D

Thanks for playing <3

Thank you :D Appreciate the compliment!

Ooh thanks for letting me know, space would indeed be a much better button to use :D 

Thanks for playing! WASD / arrow keys to move the camera has been a quite suggested feature we will look into adding in the post jam update. :D We mainly were looking into making the game accessible and playable on both mobile & desktop :)

The hitbox on the ship is pretty generous you can click around it and it should select too.

You can click the ocean & press TAB followed by space to force select it again.

The post jam patch will have a proper way of unstucking boats & will try adding ways to prevent it from happening in the first place :)

I won't pretend I'm any good at rhythm games but did end up finding out that there's no penalty for spamming  Q! 

Was a bit confused when pressing A it just quit to main menu again for me, Q seemed to be the correct button to use, would not make them so close though, made me restart a few times by accident! 

I did really like the music with the real-time instrument changing based on the customers present. Might try something like that in a future jam myself :P

Aze-qwerty issue's & my inability to do any rhythm  aside, it's a very pretty game, gratz to the artist!

 Also liked the text-effects on stuff like text effects when hitting perfect nodes too :P the few times I managed to get them.. xd 

Also good job on the itch page simple, clean and easy to look at / read.

I really like the art-style on this one, very fun style! 

The game-play was innovative too, being a sword-smith, making swords to fight off the mob :)

One thing I would suggest is up the time you can have things in the furnace for, I never was able to use both at the same time. Also during the start give an infinite time for making your first sword, that gives the player some time to figure all out, before they get attacked.

Music was chill, overall the game has potential.

Good job!

This is a fun little creative tower defense game where the enemy is a snow storm of all things! 

I love this concept :D Some items like the fireball sprinkler felt way more OP / worth it than others but I did still really enjoy it! Did think the music got a bit repetitive after a while but you did add a slider to mute it and just relax & electrocute some snowflakes! ❄️⚡

Good job!

Happy you enjoyed playing our game <3 

Did you by any change screenshot your completion time? In that case I'll add you to our leader-board :D 

We really enjoyed working on this project, and I'm already working on a polishing update to push post judging <3 

Thanks for playing the game on stream!

Looking forward to seeing you on the leaderboard :P