Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Connor Wolf

36
Posts
2
Topics
16
Followers
1
Following
A member registered Dec 01, 2017 · View creator page →

Creator of

Recent community posts

You're so right boss. I heard 14 days in your video and translated it to March 14th. My bad.

Really disappointed that the jam goes right through GDC. I would've loved to participate, but I don't think I can commit during that time. 

Oh well! We'll get to see folks outside the industry showing their stuff here. I wish everyone the best!

This is a good submission!

I don't really feel like I'm doing anything meaningful at a certain point. Once I got my build going, I'm not sure it could ever lose. Repeatedly doubling a value is a quick way to go to infinity. I think the game could do with a bit more balancing and a rework of some existing mutations.

Web build seems a bit outdated. I switched to desktop because I saw you had a sound designer but didn't hear any audio. 

Good luck with the competition!

Very fun platform mini-game!

I enjoyed the sound effects and particle effects quite a bit! They add a lot to the gamefeel and help the player see the results of their actions. The randomizing of the map suits itself well to an arcade-style high-score game, where the player is motivated to continue attempting new runs for the coveted godlike RNG. 

That being said, I do wish there was more to interact with in the map. Besides the jump-boosters, I didn't find myself really thinking much aside from "Go left... Go right." Aerial boosters, low gravity sections, black holes... Something else would've made navigating the maps feel more engaging rather than holding a direction and spamming boost/jetpack. Could've also helped lean a bit more into the "momentum" theme, which I'm guessing is what you went with here.

Felt super retro and nailed the aesthetic. Funny cover image. Good game! Good luck with the competition!

This game rocks, and I'd love to see it in one of the top spots.

I really don't have much advice to give about this game. It's got a short and understandable game loop that's easy to pick up and play. I think there could be a bit more variation in the gameplay, but all in all it's a nice little piece.

A bit of polish and flashy effects and you're looking at a great mobile game.

Best of the top-down shooters I've seen so far!

There's a lot of polish that is put into this game, and it feels pretty good! I played this game when you first submitted it, and it's impressive how quickly you polished it up during the jam! The arena felt unique, but I wish there was a bit more to do while waiting for the slugs. 

You thought you could sneak in a little adaptive audio didn't you? I freaking LOVE adaptive audio, and you got that going in a game jam? At first I thought I was imagining it, but then I realized I was right! When the slugs start spawning, the music gets funkier! Nice touch, that's a super neat detail!

I will say, the game felt pretty hard to me. I can see from your screenshot that you've got other arenas, but I wasn't able to make it to any of them. Unless I'm missing something core about the game, that probably means pulling back on the difficulty is the way to go. You always want to err on the side of players seeing all of your content.

Everything felt cohesive and fun. I wish there was more content, but that's always how you should feel after playing a good game.

Great job, and good luck with the competition!

Yeah, unfortunately the screen mutations don't work in the web build due to Godot not supporting post-processing for web builds. They should work fine if you want to see them in the downloadable version, though! Thanks for playing!

I am on Windows and Chrome. I was on a Surface Pro when I played the first time, but playing it on another machine I do hear the music. Kudos!

Thanks for playing!

We had sort of envisioned the final version of this game being for mobile, hence the odd aspect ratio. We'd definitely need to tweak some things, but hearing your thoughts about it being suited for mobile means we've succeeded a bit in our design. Thanks for the kind words! 

Glad you enjoyed it!

There is a mathematical peak you can get in this version of the game, unfortunately. It was a bit of an oversight on my part, but there are some clever tricks you can do to push your score even higher! 

Good luck on the jam!

Thank you so much for the review!

I'm not sure if you checked the instructions page, but the dodge mechanic you suggested is actually in the game! Press the space bar while moving left or right and you'll dash in that direction. I believe you can find that in the instructions page in game.

Glad you enjoyed the design and animations! Wish you the best of luck in the competition! 

Hm, it sounds like you might've encountered the UI bug from the web build. If you've got your browser zoomed at all, the game won't display properly. Sorry about that! It's a result of Godot+Itch working together poorly.

Alas, we are but mortal. This was our team's first step into Godot, and we thought it best to leave new concepts like online leaderboards for the future. Glad you enjoyed it though! Good luck!

We had a great time coming up with the subtitles, I'm glad you enjoy them!

Thank you very much! I'm glad you enjoyed it!

Thanks for playing!

The intent of the player hitbox was to give less-skilled players a bit of wiggle-room. If you've noticed it though, we've probably overdone it a bit. 

Good luck in the competition!

Very clean-looking game with crisp visuals and clear player-feedback.

I'm guessing this is supposed to go along with music, but you ran out of time or ran into a bug. In that case, I bet would've been super cool!

I don't really have much to say about the gameplay, other than there isn't much chance to swap your mutation during the game. If there was a way to switch between colors easier, it would make the game more interactive.

Neat visuals!

I liked the idea of having multiple player characters, but I would've loved to been able to switch during gameplay. I think that would've helped feed into the theme of mutation in an interesting way!

I think you could also focus a bit on player feedback. It's a bit unclear what the goals are for the player unless you read the itch page.

Great job submitting an interesting game!

This is a fun game that would great on mobile.

I'm a bit confused on what the lose condition of the game is, but other than that it seems very straightforward! I do wish there was a little preview coming off of your ball as to the direction you were going to fire. The two+ planet trickshots seem nearly impossible, but accidently hitting one was incredibly satisfying. 

Not much to go on here about the theme. Whether you went with momentum or mutation, I couldn't see anything that really stood out to me in that regard.

The game seems very clean and polished from an aesthetic standpoint. Everything seems cohesive and with a clear minimalist style. Great job!

The sweet sweet lore~

I love the cutscene at the beginning. Rat lore.

The style of the game has a very unique feel, and I love it. I do think that you could spend more time in the future on fine-tuning the gameplay, as it currently doesn't feel very concise. Each mutation feels... Odd. Controls switching during gameplay is also very odd. If you gave the player a heads-up, or streamlined the controls, I think it would be much more enjoyable.

There is a ton of content in this game!

DID YOU CODE A MINIMAP INTO YOUR GAME-- HOLY?!

Wow, you clearly have a lot of talent for quick creation and prototyping. This game has a lot of content and a lot of different systems. Personally, I think that half of the content you have would still be plenty. You could then use that extra time working towards things that your game is lacking in, namely...

Player satisfaction. There's not enough of it in this game to feel good. Getting an item is quick and snappy, but none of the items feel particularly powerful. Instead of adding more content, focus on fine-tuning the content you have and making it feel better. A flash when an enemy is hit or a bit of camera shake when a player shoots would go a long way.

Great game that with a bit of polish would really shine. 

As many folks have said, very pretty but no sound!

While the gameplay is fun, there is a lot to be desired as far as clarity goes. I couldn't easily tell what mutations I was getting outside of things like the pea-shooter or spike plants. I would've liked to see some text pop-up when I completed a mutation with maybe a little blurb on what I gained.

The game seemed to get too difficult too quickly, which it understandable. Balance is tricky during game-jams.

You're a very talented pixel-artist, and should be proud of what you've made here! Great job!

This game is fun, and bears a lot of similarities to the game Paper Plane.

The collectables are an interesting addition to the game, but unfortunately they are completely random. The fun of Paper Plane comes from the demand of precision, and you've captured that excellently here. The collectable addition seems more like an addition rather than an integral part of the game because the player really doesn't have much choice on whether they collect them or not. At the end of the day, the player MUST keep the bird alive, and they CAN get the collectables. That means that they're never really incentivized to go out of their way to get collectables.

I like this game, but I think you could add some more unique mechanics to spice it up.

Great job!

Oh, this slaps!

What a cool gameplay-loop! I'm sure I don't need to mention the difficulty. I would've loved to see some of the other mutations, but I'm just not good enough to see that content... 

Personally, I think that while the animations are crispy, there needs to be more of a telegraph on the Alchemist's attacks. I'm sure with enough time you could learn what each pattern does, but given the fact that this is a short game, players need to be able to pick up on them quicker. The hitboxes also seem quite unforgiving.

I was not a fan of attacking in the direction you're moving. I felt like I didn't have enough control of my character in an already movement-demanding game. 

The aesthetics of the game are top-notch, but there needs to be more attention to the polish.

Wow, this was a ton of fun!

This was a super unique entry that didn't feel anything like the others I had played. I don't have much to say about the gameplay, other than the fact that you could really benefit from quality-of-life improvements. Holding right click to clear blobs would help, as would something like a group delete.

No sounds was very disappointing.

This game isn't accessible to people with color-blindness, and also made me question if I had color-blindness. Defining what Red, Blue, and Green are without a specific range is very frustrating! I wish there were more colors and more leniency. 

Fleshed out and understandable!

I like the gameplay loop! While it's a bit simple, it's still fun! Something to think about is that the player will be doing the same thing the entire time. There's a clear dominant strategy, and nothing in the game ever changes that up. That would be fine if the game-loop was short, but game take awhile to get through, so something needs to change up how the player feels.

I would've liked to see more mutations other than just weapon adjustments. Player movement, auras, additional effects... If you're going for a Vampire Survivors vibe, look at what is interesting about Vampire Survivors.

Clear visuals and audio. Well done!

Incredible work!

This is a quick and understandable gameplay loop that steadily gets more difficult over time. It's satisfying to sweep your mouse over the enemies you were just being so delicate around, and it really makes you focus to dodge foes at later stages. It's fun, simply put.

Not only is it fun though. It's clear that you put a lot of attention towards player feeling and feedback. Each time you are hit, the damage sound effect pitching down is a way for players to instantly know around how much health they have. Each time your mutation finishes, there's a grace period where you can't be hurt. When the player is wildly flinging their mouse around, they're bound to mistime their mutation, and you anticipated that.

Simple and short, but incredibly well done... And as a solo-dev?! Way to go!

No doubt in my mind this is one of the winners.

Neat proof of concept!

I like the monochrome color palette. It's very clean. Honestly, the whole game would feel right at home on a mobile device. 

I'd say while the presentation of the game feels very polished, the gameplay is quite lacking. Assuming your theme is momentum, there isn't much gameplay incentive to keep a high speed. Sure, you go a bit faster, but as many folks have pointed out, going slow is much more consistent. The only lose condition is losing control of your car, so why would you ever go faster? A multiplier or speed gate (Be going # MPH or you lose) would help add some more importance to momentum.

The music is nice, and the sound effects are crispy. I particularly like the traffic cone noise for some reason. You should've added some VROOM noises though! As you speed up, hearing your car switch gear is peak aesthetic.

You need more gameplay, but what you've got is very polished and understandable. Nice job!

Wow, there's a lot of content here!

Your game is very fun to play and progress through. Skill trees are always a great way to help the player feel like they're making progress. That being said, once you complete a skill tree, gaining mutation points isn't super helpful. I wish there was something I could do with my upgrade points once I finished my tree.

I'm not sure how many there are, but I saw three minibosses! Each one felt unique and challenged me in a different way, totally outstanding! To switch between run-and-gun to bullet-hell to run-and-gun between the bosses was super interesting. The Thruster boss was so difficult! I wish I could shoot its missiles out of the air.

The color palette of the game was pretty difficult for me. I had a really hard time seeing enemies, to the point where I'd run into them. Changing the background to be darker would've benefitting this game greatly!

Finally, I was really disappointed at the lack of sound effects. Simply chirps would've turned boosted the tension of this game quite a bit. A hiss of steam when BOB slows down, or a big BOOM when the bosses are destroyed would've added a lot to player feedback and satisfaction.

This is one of the best games I've played so far! Great job!

Wow, there's a lot of content here!

Your game is very fun to play and progress through. Skill trees are always a great way to help the player feel like they're making progress. That being said, once you complete a skill tree, gaining mutation points isn't super helpful. I wish there was something I could do with my upgrade points once I finished my tree.

I'm not sure how many there are, but I saw three minibosses! Each one felt unique and challenged me in a different way, totally outstanding! To switch between run-and-gun to bullet-hell to run-and-gun between the bosses was super interesting. The Thruster boss was so difficult! I wish I could shoot its missiles out of the air.

The color palette of the game was pretty difficult for me. I had a really hard time seeing enemies, to the point where I'd run into them. Changing the background to be darker would've benefitting this game greatly!

Finally, I was really disappointed at the lack of sound effects. Simply chirps would've turned boosted the tension of this game quite a bit. A hiss of steam when BOB slows down, or a big BOOM when the bosses are destroyed would've added a lot to player feedback and satisfaction.

This is one of the best games I've played so far! Great job!

Interesting idea!

I'd like to see more variation in the gameplay. At the moment, you only can move. Giving the player another action like swinging their weapon with a button or even a simpler method of movement like clicking could help the game be a bit more engaging.

Upgrade tree is always interesting, but be sure to be clear about cost/reward. You use 1/50, 2/50 etc. to denote your shop, but that format isn't universal. I was confused my first few runs because I couldn't figure out what it meant!

Great job finishing, and best of luck to you!

Thank you so much, it means a lot!

Noir and Hyper mutations do not apply effects on WebGL build due to post-processing constraints in Godot.

Zooming in/out in the browser will distort the game, showing transition graphics and disrupting UI greatly.

A thread for posting feedback/bugs/requests as you play.

Sorry for the late response! The goal is to stay alive as long as possible. Click the "How to Play.txt" once you get in game.