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CrankyCranton

70
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A member registered Oct 04, 2021 · View creator page →

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I loved the crunch to shooting bullets! At first, I didn't realize that when the enemies slide, they're dead, so I kept shooting the dead bodies. The bodies didn't feel like much of a problem until difficulty 8 when they would act as a meat shield for enemies. :D

There didn't seem much reason not to press shift, so using AntiMicroX, I made shift toggle to be always on.

The music wasn't bad, but it felt like it went against the fast-paced gameplay that the game supported.

Indicating whether a level was safe or not was a nice touch. Starting back at difficulty 1 when the player character died felt pretty bad. Maybe rough-likes get away with it because most of them have procedural levels, preventing the player from feeling like he's just repeating things he's already done before.

I couldn't tell when/why I got hit very easily when a shooting enemy would attack me. If the bullets were a different color, they would stand out more?

The water ripples looked good. It might feel even more like water if it slowed you down or something else to affect the game.

Difficulty 7: Starting right off with a bang was fun, except that for the first few seconds, it's hard to know where the player is.

Would love it if there were a downloadable version! (I don't have internet at home) Also, a full-screen option for the web would be nice.


A fun game which I still have yet to beat... Looking forward to future development!


EDIT: Just noticed the health potions in the castle level. It's a lot easier now.

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I had to play with brightness to the max cuz I'm a sissy (ΘεΘ;). The wording of the instructions was pretty good! :) I liked the look and feel of the map. The mix of pixel art and hand drawn art on the UI looked a bit strange. Sometimes I wouldn't take damage from hits, but it didn't really feel bad. Health felt like the most important score. Checkpoints might help. The hurt box sizes felt just right. I wasn't really satisfied with how the story ended, but the ending choice of music was excellent!


EDIT: Just remembered: Occasionally it would crash at random points. I was using the Linux export.

High quality art, and I loved the voice acting! It took me a little bit of time to figure out that space is thruster. The controls were pretty difficult to harness. It was hard to find out the objective of the game until my brother stumbled upon the cutscene area at the satellite. But the cutscene looked very cinematic!

Nice work!

Very polished game! The laser shooter didn't feel much like a threat, but I still tried killing it for fun. I really like how you implemented the theme! Also, the bombs blowing up in a square added to the glitch feel. The music supported the fast-paced game play very well! I guess this game just goes to show that you don't need an overly complicated game like the one I made to make a good game.

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Fun little game! I liked how it would jump for you in some parts of the level, but in other parts, it felt like I should have landed when I didn't. On the sideways platform, if I hit it at the right angle, it would bounce me away. Pressing spacebar more to jump higher was an interesting mechanic.

BTW, the Linux export only contained the .pck file, but I was able to run the Windows version using PlayOnLinux. Do you think you could add the .x86_64 file to the Linux download, or embed the .pck into the Linux executable?

The controls felt as smooth as silk. The overshooting made movement hard, but it still seemed fair. Losing all coins when you died by lava felt unintuitive. It was hard to see the lava. Maybe the screen could go down by a small margin to show the lava when it's close? Sometimes the character would get caught in a loop of ding at his spawn point. The story was funny, and I like how it was incorporated into the gameplay!  :)

Great game!

Thanks for the review!

I was going to put in a pause function with the controls displayed on it, but then I ran out of time. Will put it in the post-jam version.

Looked up Subnautica and realized that I've seen it before. Actually, while developing it, I was afraid I might be making it too similar to Deep Rock Galactic!

Just a suggestion, though maybe you could make use of the going through the wall. When I went through, at first I thought I found a secret passage!

The amounts of levels you made in just 9 days is impressive! The difficulty curve felt just right.

I liked how the lights would pulse. But placing them felt like a chore. Maybe if RMB only removed the last light, it would help that? I liked the flying mechanic, but when it was introduced, I had some trouble figuring it out because I thought the flying pickup was a mouse icon telling me to click. Crisp pixel art!

All in all, a very fun game! Thanks for sharing!

Loved the writing!

After getting to the studio, and reading the message on the canvas, I wasn't able to figure out what I was supposed to do after that. However, the characters could go through the wall in the back right corner of the room. Did I miss something there?

After clicking the "Turkey Feathers" can, the game crashed. But after that, it worked just fine. It also crashed in the studio after I clicked the canvas while my mouse was near the edge of the map.

The code was a fun mechanic & I enjoyed the smooth controls. And again, the writing was great! Nice game!

I liked the art style! It was kinda laggy, but it didn't bother me too much. The ending felt jarring. On the other hand, what a creative way to end! There wasn't a lot of difficulty, but the story made it interesting.

Overall, the game has left me with slightly split feelings. Good job!

Thanks for playing!

One of my alpha testers wanted fewer sharks, too! :O Might try making less sharks, the lower the rate of the player's score increase, to auto adjust difficulty.

Originally, I didn't intend it to work on the browser, but then I realized that I had to either export it to Windows, Mac, and Linux, or export it to the web. And as I don't own a Mac, I wasn't able to export to Mac. So I had to go with the latter option.

Woah, just realized I made a typo in the How does your game tie into the theme? Entry! Sorry 'bout that. (⁄ ⁄•⁄ω⁄•⁄ ⁄)

Thanks for the feedback! I'll put in Esc to exit a conversation once I get around to updating it. As far as combat goes, I made the game for someone who doesn't like combat, so I had to hold back on that.

Rule 4: "Create a new public GitHub repository to store the source code and any assets you’re able to share for your entry and push your changes before December 1 13:37 PT."

Because it says "public", I think so.

Awesome map design! It was quite satisfying when you would unlock a new shortcut with the fuses. The only thing I felt it lacked was a more in-depth storyline.

I got 65. :-D

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Nice & simple! Got back to the ship with 1% left. Not very challenging to the mind IMO, but soothing. I really liked how the astronaut would step to the music.

Thank you for the feedback!

The Piano Ninja was the music composer.

A mesmerizing game. The ending wasn't very satisfactory, but I guess that's the point. Putting up the help stand was a cool way to give instructions.

The graphics are nice. The gameplay was dull to me, but that's probably just my personal preferences. The first time through, I couldn't find out how to get to the trash compactor, but after re-reading 'How to Play', it was clear. After finishing a game and going back to the main menu, the buttons wouldn't pop out. They still worked, just no visual feedback on what button you're currently on. The mini map was super helpful.

Thanks for sharing your game!

Cute kitties! The intro text went by sort of quickly. Maybe tell the player to press a button to continue? I wasn't able to hit many of the actions. Good music!

Love the art! I used the spread gun, but didn't try out the other weapons too much. Sometimes when the bullets were fired, it felt like there wasn't any 'space' to doge them. The ending was funny.

Thanks for playing! The Piano Ninja made the music.

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1. The rules don't seem to specify that the games must be created during the submission period.

2. Under the Prize section: "Also,the winning game will be CONTINUED developed by other devs(Of course we will ask your permission) and will be submitted on another game jam." What is the other jam? Do the winners still retain full ownership of their game?

3. Is vector art allowed?

Thanks! I'll try it out.

The font wouldn't load on my browser:

Do I need to have a particular font installed on my system?

Another thought: The eagles come in less and at random intervals so that they feel more special when they do appear.

Hello!

The black and white art style gives the game a nice retro feeling! I thoroughly enjoyed slaying the giants, because of their size. Having to wait in the water was a bit boring. Would play the game through, but the game starts getting laggy over time, causing the player to fall off the map.

Oh, yeah. I forgot to map the directions for opening the vault to the WASD keys, as well as arrows.

Thanks for playing!

Cool game!

I liked all the shaders, but I had to disable the heat shader in settings because it was making the game lag. I enjoyed spamming the left mouse button shooting aliens. Tried holding it, but it seemed to shoot a lot slower (about 1–2 shots per second).

The fast movement in combination with being able to fall was frustrating, but I guess that's part of the challenge. The spinning earth on the title screen was interesting! I didn't get what the pickups did (except for armor; found that out after paying more attention to the health bar), but figured they did something good (perhaps more visual feedback would help?). The heat damaging the player slowly gave an intense feeling to the game.

Thanks for submitting the game!

Great game!

The art looks amazing, and the music fit the mood well! It took me a while to figure out how to use the fire bolt jump boost, but it was still playable without it. I don't think Orcus dealt any damage. I liked the large variety of different enemy behaviors.

The village was a nice way to make the story feel like it's part of the game rather than an independent chunk of text in the game description. A finishing touch could be to have a cutscene or something at the end of the hero saving the town.

Thanks for creating the game!

Bug:

This might be because an autoloaded script isn't being reset for the player's score.
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Making quick comment because the jam's not over yet.

Bug 1: Player can fall off the map to the left:


Bug 2: player can get stuck here:

This might relate to bug 2:

Bug 3: I think it crashed. Music is still going, but the game stopped:

It stopped when I pressed Q to attack in mid-air.

Hello!

I liked the billboard art style! The weapon switching mechanic was hard to understand, and it was a bit hard to see. Reducing the movement smoothing might make the controls feel more responsive. The giant boss was fun to fight. I wasn't sure what the weapon icon at the top of the doors meant, but assumed they told what weapon I would get by traveling through that door.

The music got a bit annoying. Maybe a longer loopable track that continuously goes on in between the levels? In the win/lose screen, it seemed as if the game was still running in the background. But other than that, nice arcade feeling!

I think art and sound/music are supposed to be credited in the same way.  with the love studios would know for sure.

OK. I messaged comradeBoogey456.

I'll team up with COMRADECHOnKy. If everyone wants to, maybe we could all team up! Not sure if the game engine compatibility stuff will work out, though. COMRADECHOnKy and I use Godot.

And I have a brother who's a game designer, but he is pretty busy with school, so he might not have the time.