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CosmoBrain

70
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A member registered Jul 09, 2020 · View creator page →

Creator of

Recent community posts

Thanks! There are a few projects I want to work on before coming back to this, but I intend to fix the bugs and turn this into a full game in the future when I get time!

Nice and simple, and feel good to play. It would be nice to have some better art or some  better difficulty scaling but this is good for a 48hr game jam.

Very fun to play, and the only tabletop-style game I've found in this jam so far. I like how intuitive the controls are. My only problem is that the silver die looks very similar to the white dice when it's near the bottom of the screen (under the white light), though that isn't much of a problem as you can still tell the difference if you look carefully and holding the die away from the light makes it clear which type it is.

This is probably one of the most creative games I've seen so far. It's quite difficult (or it was for me at least) but still quite fun. I think I'll come back to this later and see if I can finish it. It's a fun game.

Beautiful game, with excellent, creative levels (I didn't expect a boss fight lol), wonderful art and visual effects. It's amazing that you managed to make such a complete game in such a short amount of time.

Very creative, and beautifully presented. I love the animation in the main menu and the "thank you" message at the end. The last level was a bit difficult due to physics issues, but the entire game was still fun to play.

Nice game, although I had to play the game before I understood exactly what the instructions meant (probably just me). I like the fact that you used the theme to make a puzzle game instead of just making a game where stats are randomised.

Thanks! We spent so long trying to figure out how to get physics to work that we didn't really have time to make levels centered / add a tutorial / add any amount of polish. We gave up on fixing physics when we noticed that we barely had any time left and just added some levels.

For future jams (and for an update to this game) I'll definitely use a physics engine (probably matter.js)

I love the creativity of the buffs/debuffs. This is a nice game in which the randomness does not make the gameplay experience frustrating, while still providing a challenge for players.

Yeah, there are lots of physics bugs lol.

Neither of us (me or speediplayz) are used to making physics based games so we don't have experience using physics engines. We wrote al of the physics code during the jam. I like this idea though, so I might try again later and turn it into a proper game (with working physics) in the future if enough people seem interested.

This project is awesome! It's amazing that you've managed to keep going for multiple years. Best of luck!

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I've finally added the ability to load/save levels! Sorry for taking so long. I kinda got distracted by a few other projects I ended up working on.

If you make any good levels, please send them to me! I'm sure they'll be fun to play.

press O to open the save/load screen.

Cool game. I love the screenshake and the effects.

Thanks for playing! I've been thinking about both ideas and I really want to be able to do both. I want to be add some sort of save level feature before turning this into a game. Once I do I'll ask friends to design some levels and send them to me because I'm terrible and level design lol. I don't think I'll be able to make something that saves and then automatically loads levels, but I can probably make something that produces a series of numbers and characters that you can save as a text file and that can be loaded by copy/pasting the code into a text box.

While I'm working on that , I'm also planning on doing some research on level design so hopefully I can make a full game out of this. Thanks for the feedback and thanks again for playing this game!

Thanks for playing the game! My best is 128 900, so you beat me!

yeah that's something to consider. If I ever continue this project, I probably will implement the towers-connected cap. Thanks for the advice!

Thanks for the in depth review, I'll keep this in mind. I made the music not loop because it didn't loop well and I couldn't figure out why, and the towers firing at the same time was a bug-turned-feature I'm proud of :). Thanks!

The difficulty curve does need quite a bit of work. I think I might come back to this project someday, but I don't know. Thanks for the compliment to the music! It's the first piece of music I've made myself. I probably should have made it clear that there aren't waves in this game (due to lack of time). Thanks for the advice!

Interesting concept, and I would rate this highly, but the mouse sensitivity is way too high and I found myself turning around when I intended to turn 90 degrees multiple times. other than that, great game!

please have a look at mine.

yeah that was probably the best idea I had for this game.

the music takes ages to load and I only added it in a few minutes before the end of the jam so I didn't have time to figure out why, I might try to fix that after the rating period.

I like this, the concept is smart and really makes you think. I like the jump sound effect, though some background music would be nice.

idk what it is about that music, but I like it. Also, the second phase is a bit easy, and the character is drawn in over the hands even if you dodge forward.

The rest of the game is amazing though.

Cool project. It would certainly benefit from a bit more friction to make precise platforming easier, but it's still impressive what you managed to do with this.

thanks for the feedback! I'll try to get sounds in future projects

Thanks for the detailed report. I'll keep this noted for future projects.

I found a game that doesn't use that for fullscreen. I thought you might want to see. https://simonknowsstuff.itch.io/the-sword

Thanks.

It would be nice to have some more space on the sides, and maybe a fullscreen button too.

Other than that, though, the polish is perfect, and the mechanic is excellent. I will be addicted to this for a while.

The card part is a bit confusing. It feels like I can just empty the field and fill it again with the warnings forever. Maybe a progress bar or something to show what the goal is would be nice.

That was great. I like how it makes you think. This game really made me feel smart when I figured out how to complete the levels.

Cool idea, but I think the controls could be improved. It's difficult to use WASD on one side of the keyboard with one hand, then the mouse on the other side of the keyboard with the other, then letting go of one of those to use the arrow keys. I think the arrow keys left and right should be replaced with Q and E, or with Left Mouse Click and Right Mouse Click, where the middle mouse click selects things.


Other than that though, great game! I enjoyed it, but I can't rate it because I haven't submitted my own entry.

Thanks for the detailed review! I might not complete this game, but I will consider these points in future games.

No, I've never used a library, just the HTML5 Canvas Element's 2D Context. I'll upload the source code soon.

Thanks. Do you have any specific feedback? (Good things I should include in future projects and bad things I should improve in a few weeks when I get back to this for a post-jam version)

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I need to update the tutorial box in the top right. You use Q to decrease the value of the bar and E to increase it. The value is the volume of the music & SFX. In a few weeks, I'll seperate the volume and SFX into separate bars.

Edit: thanks for the compliment to the artwork, but I don't particularly like it. I might draw some proper sprites when I come back to this project (probably in a few weeks)

I don't understand the 'there is no fix, trust the light in yourself' bit but it's an interesting idea and with some more work this could certainly become a great game.

as indiellama said, it's a bit too out of control. Otherwise, this would be a great game. I like the art.

Cool, the music is good, the game is fun, and the sfx are good and so are the animations. I love this game and will play it often. 5 Stars.

It's okay, this isn't Unity. Audio is just HTML5 Audio tags, sprites are just HTML5 Img tags, and the 'engine' is limited to playing audio, skipping to points in the audio, drawing images, and drawing rectangles and circles.

To get them to shoot to the beat, I just have to manually set the time between shots based on the music instead of having it be random, like it is now. I don't think that process would change much even if I was using Unity. Thanks for the feedback, in a few weeks I'm going to work on making a complete version (with better sprites and maybe improved music) and I'll play around with this idea and see if it works.

The only problem I can see with this is that the enemies might all shoot at the same time, but playing around with it should work. Maybe the enemies can skip beats? I don't know. I'll find out in a few weeks and let you know.

Thanks again for the feedback.