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DamianLDF

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A member registered Jan 13, 2020 · View creator page →

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I felt like a fly in a room filled with sticky paper 😆

I only made it to level 9, I think, but I didn't have enough time or HP to deal with all the guards. At first I was trying to kill the first 3 ones, so I had full health, but only 15 seconds left to take on the other 4. I wonder what the winning strategy is there.

It was pretty fun and challenging

I didn't expect any of that 😆

The controls are something new, but easy to learn and use. Good implementation!

The race tracks are wide enough to make it easy to avoid colliding, which is nice to have in a fast-paced game. I only do not agree with the hitboxes on the round corners in, i think was level 2? But the track being wide compensates for that.

The AI seemed so fast at first that being able to catch up and leave them behind is pretty satisfying. The only bug that I came across is on the second level, where even if I was half a screen ahead the others it still displayed that I was 2nd, and only changed to 1st after being like one screen ahead.

Another problem that I had, but is more a design thing than a bug, is that in the last race I was holding down the mouse button when I reached the end, but instead of continue running, my character went for the cursor and from there it didn't go down anymore. After that, the next time I released the button before reaching the end, but maybe once the player reaches the bottom it could continue running instead of following the cursor in that specific case.

I liked it, specially the last race and the ending. Nice one!

The colors and the car sound makes it look like a GTA demake for the Atari 2600.

The controls are simple, and yet driving the car feels pretty smooth. That shows that sometimes a simple solution works quite good. It is also a nice touch that driving on the grass is slower than the street.

After I delivered the first briefcase, the second one spawned inside a house with no way to get it. I explored around and found a couple guns, but I wish there were more things to do. The map is big enough to have some kind of side missions, like random people to talk and other items to pick up.

Overall it is a solid base game that can be expanded in a couple of directions.

I agree that the sprites are too small to appreciate. Also the camera is quite behind the player, so it is difficult to see what is ahead when walking along those long corridors. Having the option to play fullscreen would also help.
The sound and music made it very clear when I was detected and when the stopped looking for me, so that is a big plus.
I got caught once or twice, but most of the times I could run by the enemies unharmed when they chased me. That felt good to pull off, but maybe there could be a punishment for doing that a lot to prevent abusing it, like making the enemies shoot or run faster after the third time they miss hitting the player.

Overall it is a bit short, but a fun game.

Such a fun game! My strategy was to bounce of the side of the platforms instead of landing on them.
Maybe my only critique about the game is that the bright green background with a white font do not make a good combination.

First of all, congrats on your first submission!
The movement controls restricted to only mouse are interesting. For me, controlling the speed and direction while running was difficult. Standing still and then jumping felt the best, more so because the speed can be controlled mid-air. Maybe by tweaking the controls a bit you could make a first person jumping platformer, kinda like Jump King, but 3D.
The fish were a bit difficult to find, but not impossible. By the way, the game resets when I grab the fourth one, so I think there are 4 instead of 5?

I was getting stuck near buildings quite often, but other than that, the controls felt pretty good.
Hitting other cars was satisfying, I wish it'd give me money for that 😅 . You could totally reuse this to make another game where the main goal is to hit things with your car.

Nice puzzles! Some of them got me thinking for a while, but I managed to successfully escape ;-) Good job on making the levels feel challenging!

I see it is heavily inspired by Shatterhand, from the title screen to the combinability of the power-ups, except with a more approachable difficulty. I wouldn't have minded it having a second loop 😉

Endless Mode is a good addition, given how satisfying is to send the enemies flying

I played until my creatures were around level 30, then it crashed. If it helps, It was when I used the last item in the inventory, and when I got back to the menu, it was pointing at the last position where the last item was.

Anyway, I liked the game a lot, I'm impressed by how much you did in 2 weeks.

Thank you for the feedback! I just now realized that the music is slowed down in the browser. Anyway, there is no canon on what happens to the pigs that are brought inside, it's up to the player's imagination 😁

I'm amazed by how you managed to pack so many actions to the limited buttons of the NES controller. It took me a while to understand everything, but I managed to craft a couple things before the difficulty curve could overwhelm me.

The NES feel is totally there. The graphics and music are awesome, like straight out taken from an actual NES game. The gameplay also had its moments. For example, a couple times the turrets were hitting zombies and launching them over my defense walls. It was hilarious because I can 100% see that happening in an NES game.

The only issue I ran into is that at some point I crafted so many things that some of them dissapeared.

I would have liked that it was longer, the game has a lot of potential.

First of all, thank you for letting the player hold the fire button to fire, I am not a fan of button mashing in shoot 'em ups.

One thing I noticed is that the hitboxes are bigger than the sprites, so even when I saw I was dodging one of the enemies, I was hit with a ~5 pixel gap between the sprites. It's usually a good practice to keep hitboxes inside the visible sprites to prevent that. For concave sprites (like the X shaped enemies) I think that keeping the corners of the hitbox inside the sprite would be enough.

Aside from that, the controls and the gameplay feel pretty smooth. Good job!

Nice controls and lots of secrets 😉. I had 2 bugs with the frog boss, first it slided towards me and killed me, which didn't seem intentional. Then it froze mid-air on the right side of the screen, so it was easy to kill, it balanced it out in the end 😆.

I also expected the full screen button to make the game window bigger but it is still small in full screen, nothing some browser zoom can't fix, though.

I liked it overall, well done!

Thank you for the feedback! The pig AI was a bit complex to code, but to be honest I had way more issues with simpler things 😅

About your suggestions, the very next thing in my ToDo list was adding the timer, around 1 minute for each level. Ironically, I ran out of time to implement it. Adding more time for each pig caught is a good idea maybe for later levels, with less time at the start.

Adding a chicken that would chase and peck the farmer was another thing farther down the ToDo list, it even made it to the title screen 😄. Another obstacle that's in the game sprites are patches of muddy soil which would have made it harder to stop or start running. Having some rocks or fences making paths would be great and easier to code too. I can see them used mainly near the corners where pigs usually get trapped, as coming from one side would make it easier for them to escape.

Thank you for the feedback and the video!

Awesome game! Even though the graphics don't look like a NES game to me, the gameplay is very NES-like. And having played a couple of NES Beat 'em ups in the past, finding out that I can interact with objects, go into the corridors and enter rooms blew my mind.
I also found one buddy who died almost immediately to one of the nurses. Great mechanic, though.
One thing that is a bit harsh is having only 3 lives, that's something I do not miss about the NES era. But this time it worked on me, I want to beat the game, so I will save it for later.

I thought I might have missed something, it's my first NES game after all 😅

Thank you for your feedback! Why wouldn't it work? I actually coded it in assembly for the 6502 processor and compiled it with NESASM3. Even though I don't own a real NES with an everdrive, it works on a couple of emulators, so I think there should be no problem in real hardware.
By the way, if someone owns an NES with everdrive and can play it there, please let me know how it goes 😉

I liked it, but it was strange that the first level is the most difficult. In the second and third the enemies take too long to appear, so I can easily kill them (only 4-6 every 20 seconds or so).
I noticed a bug in the second level, where a group of archers got stuck in the buildings on the south-west area, so I couldn't finish the level until I found and killed them.
In the castle I killed the vampire hunter, but nothing happened after that. I went around shooting and scratching the walls in case an enemy was stuck and hidden, but to no avail. Is that a bug or does the game end there?

Solid gameplay and cute music. There is some difference in sprite resolutions that is noticeable in pixelated games, but I can overlook that.
I also had the problem or jumping over the wall on the far right side and then jumping off into the void. I thought the game was incomplete until I read in the comments that there is a second boss. A way higher wall and an arrow sign past the treasure chest would solve that issue.
The enemies' hitboxes are way too big. It is not that difficult to avoid them, but it is a bit annoying getting hit from what looks like a safe distance.

Overall, it is pretty enjoyable, I wish it was a bit longer.

The controls are simple enough, like in old racing games. There are no car physics, but it drives good enough for a game jam.
The chill music is a change of pace from the usually high BPM, intense music racing games have; and here we have to slow down to dodge the cones, so I think it sets the mood for it. But the lack of an engine sound is very noticeable when driving a car, it would add a lot having it.
The car model is awesome, the cones are good and the track is ok, but the emptiness on the sides makes the game look very unfinished. Adding simple trees, bushes, walls and/or fences here and there near the road would help improve the visuals. And may also discourage players from going off the road at some points to avoid the cones (I'm guilty of doing that).
And I also tried cutting from the first curve through the middle to the last curve, but the lap didn't count. Good job with the implementation! 😋 Then without cheating, my best time was 179.2339

I don't know why the game is full of references to Terminator, but it's a nice easter egg. I'd say you should add Mouse and Keyboard to the controls in the game description; it took me a couple tries to understand that I can move the flashlight and that I need to type to fix the broken power boxes. I liked the art and the atmosphere.

Cool! I gave it a try and now I can tell you it took me 32 turns to perform the ritual. The information on the left side is way more clear now.

I won by placing TNT outside the walls 😋 💥 Pretty fun!

I shot a battery by accident and everything started exploding as soon as it appeared for the rest of the game.

Thank you for the feedback! I struggled to come with different ideas for the puzzles, so most of them ended up being very easy. I can see why level 11 might seem that difficult at first. For those cases is why I added the option to skip the levels. Anyway, there are only 14 levels, so you got pretty far.

I liked that it is easy to balance the resources at first (thanks for the tip on collecting food), but I would have liked more of a challenge after a while. Having random events that affect the resources as you mentioned is a good idea. For example, there could be storms that destroy the shrines, or rats eating the excess food.
Even though there is a lot of information on screen, there are some data that I would have liked to have, like the number of turns (to compare how well one did after winning a couple times), how many followers/prisoners are free out of the total (no task assigned yet in this turn), how much food is produced with the current amount of farmers and how much food is needed at the end of the turn to keep all followers alive. Some data, like how many of the farms are occupied in the current turn out of the total, don't even need to be precise, a progress bar would be enough.
To make it more appealing, I would keep the left panel with the general information and actions, but replace the main screen area with a simple map with the farms, a forest, a delimited empty space where you can build the mines, other space for the shrines, etc. So you can, for example, click the farms to see the farm information in a popup, and there add farmers or cultivate more land, and so on for the other places.
Overall, I liked the take on the theme and the genre choice. Also the game works and I could not find any bug, so well done!

The use of the limitation is kind of a stretch, but I'll let it slide (no pun intended).

The gameplay felt very smooth. I liked how I could speed up and take the corners at full speed without slowing down. And if I had enough resources, I could hold right click to keep building and going through the new path, so satisfying. Then I tried using an autoclicker for shooting, and as there is no cooldown, I could shoot like 30 bullets per second, which was awesome.

On the down side, I think the bullet spread was too much. I had to get pretty close to the slimes to hit them. It would not be a problem if I was able to improve the accuracy later in the game.

This is more personal, but I don't like stretched pixel art. It's a shame because the sprites look good and consistent, but the stretched sprites for the core and some UI elements make it look a bit unpolished to me.

Also, the game froze when I tried to connect the core to the other bases, so I had to play avoiding that.

Overall, I liked it a lot. I wish I could expand the base more and maybe have some new buildings unlocked.

Just a small issue I had: I needed to change my screen refresh rate from 144Hz to 60Hz for the jump to work properly.

I also had so much fun making the game that I didn't see that the game itself was not so fun. In the end, I join game jams mainly to experiment and learn, and I did just that. Thank you for the feedback!

Cool game, reminds me of Creeper World.

I agree, I focused too much into the simulation aspect, and by the time I had it working I realized that it was tedious getting to the point you can attack other networks. If I had to do it over, I would go full RPG gameplay, attacking random devices from the start in turn-based battles, taking control of them and using them to attack again.

Thank you for the feedback!

Fun game! I can see how it would be very easy to create new levels, but difficult for the player to figure out how to win them 😋

Such a good idea, nicely implemented, simple and cute, satisfying to slowly grow the roots and watch the tree grow. I agree the only thing else it would need is music.

I could swear that half of the lines I drew disappeared right before stopping the comet 🤣. I think it would be easier if the third and fourth clicks drew a new line with its own timer instead of extending from the first one, or that each section of the line had it's own timer for disappearing.

Sure thing, I also could not finish my game in time and had to upload an update the day after the due date (luckily this jam allows doing that). It was just my opinion, though, maybe I am just slow at precision clicking.

Anyway, congrats on submitting on your first jam!

As cryptic as it is, I solved both cases alone and I'm still not sure what was I doing. Playing it with another person would have been hell 😆. Maybe you should also include in the game page's description that it is intended for 2 players, at least I don't usually click on 'More information' before playing a game.
About the limitation, I guess one of the players would be immobile? Kind of a stretch, though.