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Dungeon Development

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A member registered Jun 26, 2020 · View creator page →

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I think the confusion is mainly the fault of people not reading before they start (including myself). The tutorials will definitely help with that. I know it's difficult to get things like that completed for a jam, but I'm glad you're continuing to develop the game, because I enjoyed playing.

yeah, I think that will work well :)

Makes sense, had to cut a lot of things from our game too... Game Jam time limits are tighter than you think.

oh, thanks very much. I will check it out!

Wow, that's a big install for a jam game!

It's a nice concept, but could use some work... Higher frame rates are a must - A few rame drops on a GTX1080... Although worked OK on my machine with an RTX2080Ti

A couple of suggestions though:
The buttons for playing the notes should be lines up better with where they come down.
There should be a penalty for playing notes when there aren't any to be played. (I got quite far by just mashing all 4 keys)

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Couldn't rate this because I don't have a controller, but thought I'd leave a comment saying that it looks great from the video! I hope that doesn't negatively effect your ratings!

"Keybind" is a strange word to use for a controller only game (but I do understand)

I think it's a good premise, but I found the "snap to grid" style of spring placement quite awkward, especially when I had to make a quick decision.

It's an OK little game...

Not keen on the fact you have to move to look in the direction you're looking, made the "boss" far too difficult.

Maybe add a drop shadow or something to make the plaforming bits a little more intuitive, was sometimes hard to tell where I was going to land.

Unusual game... Probably more Interactive Art than game... But I had a bit of fun with it and my "Time Player" in the itch.io app was longer than I thought it would be, so you've definately done something right :)

Well, that was all a bit confusing... I didn't have much of an idea what was going on to be honest and then seems to randomly get a "Perished" screen... Maybe a bit more instruction is neccesary 

I don't really get it to be honest.

I understand that firing is random and the spell effect is random, but I don't seem to take damage and I can only move right and jump... So where I get to the right of the screen, I can't do anything...

Maybe update the game description (if that's allowed) or just update the comment section here with a few more details.

If nothing else, you at least managed to release something to the jam, you've done better than most of the other applicants.

Very short, but I've actually played it a few times.... There's something very satisfying about burning everything down.

Really simple concept, but an excellent challenge. Excellent work!

That got pretty manic really fast...

As a suggestion for future development: instead of having the baby's need change, make it have additional needs as well as becoming more unhappy.

I was a bit confused initially, but once I worked it out it was a pretty and interesting puzzle game.

Had a problem where the nodes wouldn't register that I had clicked on them every time. I think you might need to have a minimum mouse distance set for the drag-to-move part, as it was probably me not holding the mouse quite still enough when clicking.

The crash was unfortunate, but I did enjoy what I did get to play. Hope to play a crash-free version if you update it after the jam

This was a lot more fun than I expected it to be when I first started playing. The controls not switching randomly was a welcome change, since I only had to get my head around the controls once per level. Great work.

Haha, thanks... As you should, he's a very good boy :)

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Thank you for the comment.

Yeah, it does get a bit tough from there.

There's partial code in there for a powerup system, shield recharge, more enemies and obstacles, and more AI interference (slow downs, speed ups, slowing your steering speed and gun failure - which is why the ship has two alternating guns). Unfortunately there wasn't going to be enough time to implement, so I spent the last bit of time on making a build that functioned around the speedup and modifying the spawn parameters, otherwise I would have missed the end of the Jam (which is also why the text alignment is wrong for messages and scores)

After the judging is complete, I will spend some time implementing the missing features and upload a new build.. probably only 5 or 6 hours to finish what I had planned.

Thanks for taking the time to comment. We're glad you enjoyed playing. This is our first Game Jam and we didn't have as much free time as we'd hoped, so we're happy that at least someone enjoyed it :)