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E_net4

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A member registered Nov 16, 2017 · View creator page →

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Sorry to hear it wasn't quite what you were expecting. The gameplay principles were simple enough that I felt needed no explanation. An Op is just an operation performed in the cloud service. You may think of the total at the top as a score. Clients requesting Ops (and your machines fulfilling them) creates revenue depending on how much each Op costs. Changing the price affects demand, and so does the services' visibility (an estimate of which is unlocked by a project card).

In the end, it's just another clicker built in a restricted time span. Usually when I participate in this jam,  I only get so much time to fine-tune and tweak the game's mechanics after having done the essentials.

I played this 1v1 with my wife, great implementation of the card game, with nice aesthetics and great mobile support!

One thing that surprised us was the length of a game session. We got both to 25 points and it was still going, so it might be the case that it's using an unlimited number of decks?

Thank you for playing! Background music was in my plans, but I could not make it on time. I also notice the "spinning around" phenomenon, I ought to at least keep the issue recorded.

You are right, that would have helped a lot! Thank you for playing!

Cute Lemmings clone. :)

It looks adorable and the concept is great! Maybe with additional time you could have included an interactive tutorial and tuned the gameplay mechanics to be more forgiving. This would have made it excellent.

Perhaps I enjoy these clickers.

And perhaps I enjoy Win95/98 aesthetics too much.

One or the other, all I can say is that this might well be one of the most memorable games of this year's GitHub GameOff.

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It is an adorable concept with lots of potential, but the array of nasty bugs in the game makes it close to unplayable in the long run. A few problems which I detected:

  • In the tutorial section, as Pixie tells us to go to the computer, I always ended up being faster than Pixie and opening the computer screen before there was a cat guest request.
  • Sometimes I could not move existing objects to new places at all. I was able select the object and position it on the new spot, but pressing the X key (as described by the game itself) would do nothing. I would end up cancelling it with Z instead.
  • More than once I got stuck with the transport cage in the protagonist's hands while at the same time the game thinking the cage was not picked up (a "C pick up" pop-up would stay on it despite it already being picked up), and that made it close to impossible to release it.
  • Then at some point, when one of the cats was ready to leave, I dropped the cage but the cat wouldn't get in it. Trying to move things around would either not work or hang the game.

Combined with the lack of game saves, losing all progress because of them is frustrating.

Still, all of this can be fixed if you do go through with the idea of making it into a full game! Do consider it!

Certainly very original and creative! Great work!

You were clearly up to something with these horrible controls! xD

Peculiar mood and graphical design. Gameplay reminds me a lot of Ghouls 'n' Ghosts (featuring nearly unavoidable projectiles xD). It was sufficiently enjoyable, although picking more convenient key mappings would have gone a long way (I'd constantly mess up W/E/R/T).

There is hardly anything more cliché than a platformer with double jumping and dashing. :))) Although I could not identify how to beat the back&forth level, the rest was sufficiently challenging. Assets fit the theme well too. Great work!

This was a peculiar experience, albeit quite repetitive. Some procedure generated fighting and gathering levels would have gone a long way, plus making them longer and larger.

I also could not trigger the end game condition even after obtaining 25 of all resources, could be a bug. :(

Thank you for the feedback! Admittedly, with a bit more time invested, the scenery could have been more diverse.

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I almost always enjoy a nice wave-based hack 'n' slash game, and this was no exception. After I got the controls right (I figured out that I had to use the T key rather than G to select the second item), gameplay was smooth and sufficiently challenging.

It's a bit unfortunate that most of my play sessions led to a crash with a segmentation fault on my Linux machine. This is probably a bug in the Godot engine, but with all the crashes I could not get to the ending, if there is one. Can't look further into this without the source code either. (Note that participation on GitHub Game Off requires you to upload the code to the repository as well!)

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The concept is awesome, and the graphics and audio assets are well made and suitable. The execution and learning curve was upsetting though. It could be something about how commands were placed, but when a dwarf felt unable to proceed for some reason, he'd get stuck forever without even trying to do anything else, there forcing us to restart. Either dwarfs were not prepared to cross the tunnel to grab resources and back, or they  just felt like not doing it for a reason not presented. Once a construction request was placed, it could not be reverted to work on something else.

This is a pity, because one can see that there is immense depth and possibly many opportunities to master the game, making it interesting for long sessions if it weren't for these minor gameplay issues.

I really appreciated the direction of this game, and would be looking forward for more!

A minor caveat: I was originally trying to run this on my mobile phone (the game allegedly supports this), but one cannot right-click on a mobile device, so eventually I just got stuck! Maybe some temporary buttons to pick the intended action would have worked here.

Thank you for playing! Truth be told, it is still a good strategy not getting hit by explosions, since that makes you lose points. :)

Thank you for playing! To clarify a few things: 1) the hero is invulnerable! But taking explosion damage stuns him temporarily (more time for bombs, less time for dynamites). If the hero disappeared entirely at some point, that might be a bug. 😶

And yeah, making the game Web first and mobile first was part of my aim for this year. :)

Thank you for playing! Plans for adding more entities are a bit out of reach now, but I may keep this in mind in future gamedev endeavours.

This was nice to play for a few minutes, works well on mobile too. Perhaps making it have increasingly more difficult rounds would have made game sessions more enjoyable. It was also not very clear what my final score was when the time was up.

This is a curious one, with a nice atmosphere. Act 3 gets overwhelming rather quickly!

A  nice idea, very fitting to the theme, and rather well executed! And the assortment of levels was just right! Simply great!

There is an ending, but it might be unreachable, so yeah.

Well, although both of those issues were reported, I could not reproduce them while I was working on the game. It does not happen on every Firefox and Chrome environment.

The project is open for pull requests fixing those bugs, if it bothers someone that much.

Perhaps reading the blog post on the subject will help clarify what I was going for. https://dev.to/e_net4/10x-sprint-master-a-technical-and-social-experiment-ahp Not because I disagree with what you said, but while I had intended the game to be fully payable, some design decisions were strongly driven by the concepts I wished to portray in it.

Thank you for the bug report! Alas, I could never reproduce this one to this day. 🤷‍♂️

Thank you for the thorough feedback. :)

The score lingering was indeed designed to be unintuitive to the player, since it was meant to be a rough approximation of the clients' receptivity to the product. It slowly takes hits depending on the quality of the software. While you never know how many bugs there are, the end of each month gives you a qualitative measure of technical debt.

The developers popping up was just a simple mechanism to facilitate dragging a task onto them. Making it more sofisticated would require a lot more effort than it was worth for the jam.

As for reviewing, I agree that it is a bit frustrating. The task under review by a particular developer is always the topmost one assigned, although it might not always be clear which tasks are under review at a particular time and how much time have they been under review. One idea that I originally had was developer profiles, which would give team members some personality and freedom to decide what to work on.

And ultimately, the game would need some more polishing to have a fair difficulty. I suspect that reaching the winning condition is next to impossible. 😅

Thank you for playing. I agree with the tasks feeling a little bland, there were plans to give each of them a generated description, but that had to be dropped for the jam submission. And yes, that last thing is by design: once merged, it's merged, with or without bugs. :)))

This was an impressively atmospheric experience with a well designed theme and a thrilling story! Great work!

Absolutely funky game!

The main issues were just that the game could definitely use some polishing overall. Moving around was a rather slow paced experience, controls were a bit janky, visuals were rather dark and made the enemies hard to spot. The All Time scoreboard overflowed the screen... Well, overall the kind of stuff that would have made the game better with some more time.

At least it makes up for all this with a unique theme and music!

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This is a fun game with a nice tower defence kind of vibe. It started plain and simple, but got harder quickly. The main issues I had were with the game's camera and panning. Without reading the instructions, it is not entirely clear that you are expected to move it in order to kill all the bugs (seeing the other comments now, I imagine other people fell for this trap as well). Using the WASD keys was much more convenient than the directional keys, so IMO the former should be documented before the latter. 

Overall, it was pretty good! Lost with a score of 78k. x)

This is one of the best games I found here in the jam! Crispy fitting graphics with a unique gameplay mechanism. I had even followed some of the development progress on Twitter before I was even aware that it was going to be submitted here.  Written with Rust, no less! It also has so much potential of becoming a full retail game just by adding more levels. Excellent work!

Thank you for playing!

The game uses local storage to save the current state each month, but it might only work on itch.io by allowing cross origin resources in the browser (shields down). Later on I might host it on GitHub directly, so as to not have that problem.

A nice looking snake game! I tried to play it on my phone, but the directional buttons were a bit hard to tap on. Enlarging them would greatly contribute to the experience!

Thank you very much for the feedback! Idea 1 was something I had in mind at some point, but developing that topic further would have been too much for my timeline. For what it's worth, the developers do gain a bit of experience over time in the current version. Idea 2 would be interesting to have as well, perhaps in a "Jones in the Fast Lane" kind of story at the end of each month.

This game was honestly described: it is very hard! But fun nonetheless.

I liked it! Worked well on mobile too!

Glad you enjoyed working at my fictional company playing my game!

A space shooter is always nice to play. :) This one was simple but playable, challenging, and with unique artwork. Nice work!

OK, this was an unexpected experience. It sure feels like I'm stuck in a low budget CD-ROM interactive application. The graphics are so surprising, I thought I was in a cut-scene before I realized it was not and I was already playing! The game would also get stuck unexpectedly, but that might be part of the experience. :)