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Darman

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A member registered Aug 31, 2018 · View creator page →

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Awesome entry! I spent quite some time fiddling around and had good fun! Some things I noticed:

  • Would have liked a keybind for Target/Clear all
  • More interaction while playing, maybe more movement abilities, currently I simply circle the enemy ships, I didn't feel like I could do much in terms of evading incoming shots.
  • You can never have enough different block types :D
  • Not sure about the Tactical pause. Certainly depends on your vision, without that the game would be a lot more action focused. Then again, one can simply choose to not use it.
  • Show the health of modules which are not at 100% without hovering over them. (Maybe only while paused?)
  • At some point the move controls got very unresponsive and I wasn't able to steer/accelerate properly anymore. Pretty sure it was because of my ships size, some kind of engine power to size ratio in the UI might have helped.
  • I found the "static" layer of stars that follow your ships every movement kind disorienting. The ones behind, which create the parallax effect were great though.

I could actually see me play a few rounds of this here and there outside of the jam, good job! :)

I'm wowed by this and how you achieved such a polished game with great mechanics, graphics and feel in just 48 hours.

Good job on taking an existing game and adding a fun twist to it. Really enjoyed it :)

It's good fun to throw around grappled enemies/objects and very satisfying to do so. Had to play a few rounds to get a feel for though, didn't feel 100% consistent, still good job!

For me the mouse didn't get captured inside the game, so i kept clicking outside the game window which was unfortunate. :/

Thanks for the feedback! Yeah, especially in the later levels the obstacles/platforms and ground floor blend together too much. Something we'd now change for sure.

Thanks for the feedback! We tried to introduce the player with very simple and easy levels to show the different abilities and how they can interact with each other. The difficulty curve in the later levels is a bit mixed up, we agree.

Thanks for your feedback! We agree, that the gravity ability in it's current state is not the most intuitive but we felt like it's too cool to not be used. :) Also a little "air control" could go a long way to make the overall movement more fluid.

Thanks for the feedback! What do you mean by "a little less passive"? Turned on and off by the user? Theoretically you can drop the ability with the corresponding number key, though the levels aren't designed for you to do so currently. :)

Sorry, that the sounds grossed you out :/

Thanks for the in-depth feedback! I completely agree that the controls aren't as tight as we wanted them to be, especially on walls. Currently the trick is to look at the wall you're currently on, then the controls feel more intuitive. Though that's never explained in game and certainly not how we wanted it to turn out

The functionality to drop abilities is actually in the game and can be used with the keys 1-5, as well as getting heavier and bigger the more abilities you obtain (and the other way around when dropping them) but it's very subtle. Unfortunately we didn't have enough time to properly use either in any levels.

Weird, it should come with everything you need and even a prerequisite installer from UE4. :/

Playing on windows, yes. The mouse is captured by the game indeed but I'm talking about leaving and entering the gray area of the current level. Nvm maybe I did something wrong on my end.

One of the best entries I've played, neat concept which fits perfectly! Glad this game was brought to my attention.

Only thing that felt weird is when your actual mouse (which you can't see) leaves the gray play area and you reenter at a different location the games pointer behaves strange. Would've expected the actual mouse to be locked in place.

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Fun concept which is neatly executed. Love the bouncyness. I feel like a soundtrack would've made it even more enjoyable.

However the rotation for me seems really slow, too slow. If i compare that with the gifs you posted on your games page, I feel like I'm missing something? I can't turn fast enought to get past the level of your second gif.

Fun game which reminds me of the old flash games we used to play!

If the movement and puck control (getting stuck in player) get a bit more flushed out it'd be even better, otherwise good job :)

hey there,
thanks for your feedback. I agree that the sharks get a bit too aggressive at the end. Though it is somewhat related to the theme, towards the end you get more and more desperate and lose control of the situation. :)

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hey there, thanks for the feedback. :)

there were plans to make a "happy ending" but unfortunately we ran out of time...

as for the score, you get awareded points on an interval, depending on the amount of babies alive. so you do have an impact... at least score wise...

Thanks for playing, will do!

Thanks for the feedback!

I certainly got too caught up in making the mechanics work and let myself too little time to actually think about and make more levels. As you can probably tell by the small number of them.

Neat concept, I really enjoyed the simplicity, yet there was enough variation to keep me interested to play for quite some time.

Maybe a one action back function would've been nice as I sometimes clicked instead of held the button down and had to restart.

Hey there! I currently only have a few ratings, I'd be awesome if you could have a look. I've made a rather short entry where you use your past "memories" of levels to, hopefully, succeed in the following.

I know I've made a mess while packaging and ended up with 400mb, which should actually be more like 80. Sadly I can't reupload right now, sorry for that.

Any feedback would go a long way, thanks for your time. :)
https://itch.io/jam/gmtk-2019/rate/461486

Glad you liked it! If you've got level suggestions in mind I'd be more than willing to here them. :)

For some reason I wasn't able to stand on the boxes midair at first, thought that was intentional and couldn't make it past the four long laser beams. Luckily I saw your gif and that made me realise it was possible.

Overall the concept is really neat and I enjoyed my playthrough.

I really liked this one. Easy to understand what each character does, especially after the small tutorial when recruting someone new.

Also I feel like i cheated in one level where I could just take my "key" guy to the right and unlock the door without touching any of the enemies running around. :D

Thanks for the feedback, I'm glad you enjoyed it!

I actually considered having the buttons onscreen all the time but went with them only being shown in the pause menu. As I'm also sometimes mixing up the buttons, it'd propably been better to show them more prominently.

I thought about that too and thats entirely my fault. But nothing i can do about it now sadly. At least I now know how to package properly next time. ;) Anyways thanks again.

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Hey, thanks for the kind words :) I already did, but almost everyone just posts their game and leaves :/ Didn't even result in a single view. :(

Hey there! I've made a rather short entry where you use your past "memories" of levels to, hopefully, succeed in the following.

I know I've made a mess while packaging and ended up with 400mb, which should actually be more like 80. Sadly I can't reupload right now, sorry for that.

Any feedback would go a long way, thanks for your time. :)
https://darman.itch.io/memories-from-the-past

Thanks for playing and your extensive feedback!

I tried to provide some help with a popup on the 3rd level, where you're supposed to make a mistake and need to reset. But it only tells you which keys to press and not exactly how the mechanics work. Probably should've provided some better insights.

I didn't even think about locking the movement after reaching the goal, should've definitely incorporated that to avoid confusion.

Fun game which I wanted more after finishing it. Nice concept and the controls felt real nice.

Nice concept and alot more thought went into this one than alot of the others. I won but the sad smiley made me feel like i didn't really succeed. (Which isn't a bad thing)

I pressed quite a few buttons but didn't hold them down. So I didn't see the bar fill once i pressed space. Also I was playing on an underpowered computer, so not entirely your fault.

The amount of different weapons is nice and overall the game is quite fun. Some hit effects would've been nice and the end after kill the enemy was quite sudden.

Simple concept, nicely executed. The music was a nice touch to the joyful theme. Enjoyable game, though quite hard.

Thanks for playing! Sadly time was running short at the end, otherwise there would have been more levels. Some kind of animation would've been a nice touch indeed.

Although for me the controls were not immediately apparent, I liked the simple concept once I knew how to navigate. The gravitational pull is a nice feature and the art is obviously amazing.

The game is quite hard till you get to grips with the mechanics. Nevertheless I really like the key orientation mechanics and how they're used to get to new places or prevent your death. Also the rope mechanics were introduced at the right time for some new life and to answer my question why there are so many green "things" hanging around.

Overall I enjoyed the game, you should give it a try.