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DereferenceMyPointer

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A member registered May 02, 2020 · View creator page →

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Yep, the harvesters generally all extract faster when covering multiple resource tiles. Sometimes it's not obvious because the transportation blocks have limits on how quickly they can transfer materials too.

Wow! Really pleasantly surprised by this. Really impressive how well everything works for being a jam game. Definitely has some scaling and balancing problems - but for this kind of game I think it's better to make the player become a god too easily than make it brutally hard (for average player enjoyment purposes). My recommendations for if you keep updating this: look at how Mindustry does combat balancing. Air units vs ground units, slower and higher damaging turrets to deal with tankier enemies, turrets that are really good but miss air units, etc. All good reference material to think about.

Looks cool but yeah, definitely needs more game.

It's funny but the ball simulation takes too long to finish and the event sound effect is ultra obnoxious. The scale mechanic also doesn't really make much sense or add much to the game. I do think it's cool that you made a 2 player game though, not enough out there.

Doesn't seem to fit the theme and has pretty one-dimensional gameplay. You also don't even have a score or anything and can clear the whole screen by holding attack and moving back and forth across the screen.

A bit difficult and not too clear how to succeed. It would be nice to have more than a fraction of a wave to figure out what each of the build items do. Stylistically really nice though.

Nice art style and aesthetic. Really missing some sounds and/or music. The controls are also kind of clunky feeling, and the shooting felt a bit unnecessary. For 48 hours, this is a pretty cool jam game!

I liked the concept of the block you need to scale up to be able to push! That was really cool and I think you should lean more into that mechanic. Otherwise, refresh button and probably also more responsive movement deceleration on the controls would be nice. Cool idea

The idea is cool and creative and fits the theme well. Unfortunately there just isn't very much in the game. I'd like to see variations in note positions and maybe even some kind of rhythm element to the new note placements. Nice concept!

I like the atmosphere and aesthetic, and I think the concept is fun. However, the camera clamping and angle make this very difficult for me to play. I also don't think the concept is too well related to the jam theme. Overall though, it's a cool game and the vibes of wandering around a dark museum are effective and well done.

I had fun with this and thought it was a really cool idea. I agree with most of the complaints the others had, but I want to add that I really liked the take off animation and sequence! It felt good and wrapped up the gameplay nicely. Also enjoyed the atmosphere.

I appreciate the thoughts and am glad you enjoyed! Turns out the "tutorial" of reading the item descriptions is somehow almost good enough

I really liked this game! Very clean and just simple and enjoyable. I think some more sound effects would go a long way in making it more satisfying to play.

Lovely little game! Very clean and straight to the point. Would love to see some more variation in the notes, maybe some countermelodies for example, and more dynamic enemies over time (it does get boring to circle strafe a huge amoeba after a little while). Great work!

I really enjoyed this! It's fun to see another building+tower defense game in the jam, and yours is definitely the more polished between the two of us. The music and sounds go well with the aesthetic and the interface is smooth and intuitive. One of my favorite entries so far!

Really chill and fun game. Intuitive and easy-to-use building mechanic with nice visuals and good feel. Nice work!

Thank you and I'm glad you enjoyed it!

Thank you! I appreciate the feedback. Explaining the resource extraction in game somehow is definitely at the top of my post-jam to do list :)

This is thoroughly unhinged for this kind of jam. Feels barely related to the theme, but it is also just an entire detective game. The dialogue is also very up and down in terms of quality, with some of it being very good and some of it being grammatically incorrect and having spelling errors. Can't help but be a fan of the level of detail and sheer amount of stuff in it though. I also do really enjoy the visual style. Overall, really nice product for just a few days of work!

Wow, this is so cool! The style and theme are really creative and really interesting. This is probably my favorite submission so far! My only critique is that there's not much feedback on how much it'll take to kill you, and I'd appreciate having some kind of visual for that. Great game!

Wow, this is so cool! The style and theme are really creative and really interesting. This is probably my favorite submission so far! My only critique is that there's not much feedback on how much it'll take to kill you, and I'd appreciate having some kind of visual for that. Great game!

Neat! I like that this doubles as ear training. Or maybe it's just ear training. Very cool! Reminiscent of coolmath-games or flash games.

Really cool! I love like the animations, especially the floor changing animation, and I like the music. I think it's kind of interesting that the upgrades make speedrunning easier but also makes it a bit harder to control. Once you learn the rooms it's pretty easy though, and there is some jank (expected for a jam gam). Overall, I liked it a lot!

Oh my god, I figured out what my problem was. You can dash through the walls, but NOT if you start the dash already in contact with them. Hope this helps other people trying the game or you if you're still updating

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Yeah, I've found there to be some issues with Godot's play-in-browser export. When I play in browser the music starts late, but everything else works perfectly (in Firefox). I appreciate the comment on the music!

Edit: I know a friend of mine was not able to play it without input issues on Opera. So those of you reading through this may want to keep that in mind.

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Thanks for the feedback! Yeah, the sounds being constant can definitely get annoying. I tried to tune the more bothersome ones down quite a bit but it probably wasn't quite enough. I was really worried when I only had the two saws at full volume at first. It sounded awful lmao

On the unintuitiveness: I really wanted players to have to experiment with the different items in the build menu, so I left a lot of the descriptions a bit vague for that reason. I think the most unintuitive part is that the mined resources don't go to you automatically; it may have been good to include a pop up or hint in the game itself to clear that up.

I'm glad you like the music! It's amazing what a little additive synthesis and delay/reverb can do for atmosphere.

Thank you so much!

Man this is so cool and such an interesting idea. Everything about this great, but moving the window around and resizing it is just kind of clunky and awkward fundamentally. Makes this a great jam game but not something I would want to play more of. I also agree with the others that the resizing sound is pretty grating. But the concept is really cool and innovative, and it works!

Yep, no ending for now (except the monsters coming and killing everything). The only way to kill them is by building your way up to turrets from the Defense build tab. Thanks for playing and for the feedback!

I really liked this game! The concept is unique and well executed. It felt like there were multiple ways to solve each level, but there was still some thinking necessary to do so. The atmosphere is super chill and works really well with the game. Overall, I really liked it! * I do agree that the launch button should also just restart automatically.

Wanted to comment before I rate this or anything but I couldn't find a way out of the tutorial area. What are you meant to do to get out?

Instructions unclear. Talked to a coworker and they started shooting at me.


On a more serious note, the concept is cool but I had a hard time with the presentation. The little intro cutscene at the board room was good and the sounds are pretty satisfying. I wandered around forever trying to find my "personal office" and didn't figure out you could interact with the crates by clicking on them until a few minutes in. In other words: I like the concept a lot, and the execution is good, but a little more clarity and direction would go a long way.

I really like the concept! I've been working on projects in the infinite-builder genre so it's fun to see someone else's take (on a limited time scale).  The art is nice and I really enjoyed the tower placement animation. The automation aspect is also cool and it's fun to watch the guys run around and do your work for you. There also some nice personality to the actual build items. Things I'd like to see: more tower defense elements, more expansion, and a cleaner menu (have the menu close by clicking "build" again, for example).

That was really cool! The controls are smooth and the visual effects and sound are satisfying and fun. Very reminiscent of snake in a somewhat new way. That being said, it is a bit easy and there doesn't seem to be any kind of depth to the gameplay (especially since you can't really choose or optimize the upgrades), which would have been nice to see. Also, this doesn't affect the way I view the game, but I started getting some pretty serious stuttering at around 20k score.

Really cute style, but definitely not quite complete. I would personally always try to make a menu and pause screen for a game jam. I think the physics-like camera movement is really cool, and the simulation aspect feels pretty good as well. If you had these in conjunction with a clearer goal or more developed controls, like in some of the more popular 2D driving games, I think you'd have something good going.

This is a game I'm working on for a multi-week jam that ends in a few days, and I'd love to get some playtesting feedback on the game's current iteration! Thanks for checking it out!

Link: https://dereferencemypointer.itch.io/korvals-curse

Very cool! I really like this reduction of the metroidvania genre. It doesn't feel much like a complete game though, but I can understand given this is a game jam. Try my submission!

Yeah, I maybe should have explained this earlier but the web-client build for some reason didn't scale the same way as the executable. So, for instance, the web one actually cuts out your health counter, so the game is much harder and makes much less sense (and it already made very little sense to begin with). It might be a little bit overly difficult regardless, but the boss is definitely possible to beat. At least, in the executable version.