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EngineerSmith

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A member registered Nov 28, 2019 · View creator page →

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(2 edits)

Public server was kept up for a week for the jam, now you'd have to start your own server with the instructions in the zips

To start a basic local version:

Windows: In a command terminal, run `BattleForEggIsland.exe -server`
Linux + other: In a command terminal, run `love  BattleForEggIsland.love -server`

Finally:
You'd be able to access the server on your local machine at `localhost:20202`

The server does start on 0.0.0.0, so if you port forward on your router port 20202 then you can share it with the world. Otherwise you can pick which port it uses by adding `-port <port number>`

(2 edits)

Public server was kept up for a week for the jam, now you'd have to start your own server with the instructions in the zips

To start a basic local version:

Windows: In a command terminal, run `BattleForEggIsland.exe -server` Linux + other: In a command terminal, run `love  BattleForEggIsland.love -server`

Finally: You'd be able to access the server on your local machine at `localhost:20202` The server does start on 0.0.0.0, so if you port forward on your router port 20202 then you can share it with the world. Otherwise you can pick which port it uses by adding `-port <port number>`

(1 edit)

Weird, you're the second person to say they can't see the build wheel. It should appear when the 2nd mouse button is held down

love.mouse.isDown(2)

Yup, you pretty much summarised it up. I didn't have win/lose states till the last ~6-5 hours of the jam. So there are massive issues with balancing; and I tried to focus on fixing known bugs to me (I wasn't able to get a playtest together due to the time constraints). Having money over time was originally for debugging, but I left it in the very end due to not having time to balance the amount you get per wave. Currently in the game the towers have the same damage over time, but the red ones attack the fastest; but I do understand needing more information (monsters just had various speeds, attack speed, and damage). There are quite a few bugs with readying up; but once you lose there isn't any SFX just some text telling you to disconnect and the server will restart itself (Usually after the 5th wave the bugs start building up + invisible monsters)  I wanted to add something like "hold alt" to drag place walls to make it easier to place them; but time

The source is open to all on my git https://github.com/EngineerSmith/love-jam-2022
I wouldn't call it clean code, but it got the job done for the jam with only 7 days to work with. I do agree with being able to drag out walls, I just didn't have much time to polish it up on those little UX features (I would of liked to have added a little semi-transparent grid so it would of been easier to place too due to the terrain height)

Thanks for playing it! I tried to design it so it can be played solo as it is a jam game so there wouldn't be people online 24/7 you could play with; but it's definitely more fun with others to share the experience with. We managed to get 10-14 people on day 1 playing together. I wanted to create a game where you could mess around a little with friends, in a friendly-working together gameplay rather than competitive that's been rather popular in multiplayer trends lately 

This is a common problem on ubuntu, the package manager doesn't include the correct version of luajit5.1. You can use the official app image of love which has the correct version packaged with it

I liked the overall game, but would of liked to have seen more of the theme. I don't think I got too far as I managed to get myself stuck on the trees on the far right. I enjoyed playing it

I managed to get a score of 8037, it was quite fun to play! I enjoy it a lot

Really enjoyed the short adventure, quite fun to play and felt different to what I've played so far

I liked the style of switching between scenes and exploring them to find points of interest 

Decent pong, however it needed to use scancodes for the controls than key constants so it worked for different keyboard layouts than the French keyboard (e.g. It uses Z for the left paddles up instead of W, which is in the same place as where Z is on French)

It's because it uses a French keyboard controls, so up is Z. It needs to use scancodes instead of key constants for the controls

I had to watch the trailer to understand that you had to hold down space bar than spam it to fire in a way that can kill the blobs. I was there pressing space as fast as I could and and first blob never died

Fun little climbing game. Hard was very hard as I got stuck under things haha, but I managed to reach the top in easy

Very awesome! I'm glad someone else did multiplayer too, very easy to connect to other players and just worked

Pretty interesting, I liked the UI and the overall art style. It is a clicking game, so the RSI is strong unless you get an autoclicker or turn on mouse keys to help reduce it. The text was fun, and the ending was great, the earth was well and truly yeeted 

Very nice! I'm not good at platformers, but I managed to get 569k which I'm happy with

Great work! I would of liked to have seen more things in the background, but decent jumping game

I found it fun! I managed to get to level 7 before dying. Maybe a heavier attack with a cool down would work better for a more skill based game. I don't want to start getting RSI from having to spam J over and over

Pretty fun; loved that you had a dyslexic option. I managed to get 192 before getting hit

The screenshaking was a little too much, found it hard to read the start which explained the controls. I didn't really understand the 3 different numeric values at the top, other than one went up when I helped someone. 

I found it quite challenging, I couldn't make it past the big room to reach the green orb to make it further. I just couldn't jump high enough to reach it; but I'm not used to playing these kind of platforming games. I could make my hair touch the orb, but that wasn't high enough apparently (In the cover gif, it shows you doing double jumping to it, but I couldn't do that)

Pretty Awesome! I only got to molly as I hit an error, but was fun to play solving puzzles. Love the mood it set. I would of liked to of seen a little more variety with the environment as a few different floor pieces with different rocks would of made it the environment less repetitive 

Should of moved your mouse too to make it more spooky

Quite good! I liked the shooting mechanic since normally these games are just run and jump

It loved the mood it sets, and everything came together to pull the mood

Pretty good! Good work

Very nice style for a mobile game, it was quite loud however

I'm no good at these types of games, I couldn't get past the 2nd block, but the art style fit with what it was going for so nice

Really well done, very snappy gameplay that worked well

Very nice, love the art style. Must protecc the fish

Pretty awesome, I liked the art and the music fit was good. It was a little difficult to know exactly where you was hitting, but you got used to it 

To let people know, there is a public server that'll be keeping up for 1 week. The default IP that's already in the clients should allow you to connect to it with your friends. Otherwise you can host your own server following the instructions in the zip. Quick way: `BattleForEggIsland.exe -server` or `love BatttleForEggIsland.love -server` on command line will start a server on port 20202

Awesome, we've chatted on discord before so - we can continue there; EngineerSmith#4628

Hi, are you still looking for a team? I'm looking for someone who can do pixel art

I'm glad you enjoyed what's here

Glad you enjoyed it, good suggestion! I didn't even think about it since I'm used to games where things just past through each other