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fatrobin

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A member registered Aug 19, 2020 · View creator page →

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Wave 31! I never thought getting that far was probable...

yeah I restarted my project after a day passed so I went simple, glad you had fun

I am more surprised that they didn't break the game with a spawn having a funky collision and firing off screen by then :P

I don't think I got past wave 7 personally... but yeah the ai is pretty brain dead as it just tries to go in a straight line at you.

visuals and music were premade assets admittedly but I did really like both

I thought so too... although i can't take credit for it as it was premade assets

not joining... but I do like the pick a name to inspire theme... had a laugh at a few of them.

yep made in Godot... And first attempt at a tutorial... Probably went a little overboard with text in that first level...

yeah it was my first crack at doing a tutorial, probably went a bit overboard with text box bits in that level...

yeah it was my first crack at doing a tutorial, probably went a bit overboard with text box bits in that level...

yeah it was my first crack at doing a tutorial, probably went a bit overboard with text box bits in that level...

Point 2a... Always descope.


But from my relatively limited experience in jams and game dev... I do agree with all of the above

I don't think Itch is setup in a way that allows that.

Godot... Because I tried unity twice and hated it. And prefer having an engine than going from scratch especially with short project times

Meh I only have about 2 days to do mine... Damn job getting in the way... 


I prefer short jams anyhow... Keeps the mind focused and is a great exercise in both time management and the art of descoping.

I read as feel of the console

for example Gameboy:

  • Resolution of 160*144 (upscaled to not be a postage stamp on modern screens)
  • 8 buttons (4 directions, A, B, start, select)
  • 2 bit colour

way back (page 2) on the discussion threads there is this one... https://itch.io/jam/historically-accurate-3/topic/848902/if-i-make-assets-myself...


Tldr... Yes you can make assets.

isekai is an anime / manga genre where the protagonist is sent to another world where instead of being a shut in / computer programmer / salaryman they get to be a (often overpowered) hero

again non clickable icons were a little confusing at first...

Also the tootip for upgrading the bread often ended up "under" my units so I had to guess the upgrade cost.


but yeah it has made me realise why I haven't done a RTS for a jam... RTSs are hard to pull off right :P but it was a solid effort and quite fun :)

Worked out what it is... because I have Windows UI scaling on the frame Itch uses is scaled up HOWEVER your game is trying not to scale (in menus and the UI aspects including the extra labels) but is scaling in the viewport (so I actually see further when playing...)

in my projects I (at the moment) always set "Display" -> "window" -> "Stretch" -> "Mode" to 2d and "Display" -> "window" -> "Stretch" -> "Aspect" to know what it is going to look like on all screen resolutions.

so not sure if it was "just me" but I did notice the labels for "Escape" "completed" "failed" and "failed reason" were visible from the get go. (it looks like the game was designed around 1 resolution and then uploaded in another...)


also not the biggest fan of the controls but I did get my head around them reasonably quickly although the aiming while it zoomed in and out was occasionally a pain overall I did enjoy it

still not worked out how to do the toast (the two times i have tried it appears a little off the bottom and then disappears off while being behind the UI) or the roll mini games

Note it does work on mobile... But is harder as you have to cover a chunk of the screen with your finger (and hold where you want the paddle to go)

thanks for taking your time playing and giving feedback. Watching someone play is certainly a very good way of getting feedback for even subtle things that are not remembered for written reviews.

actually already rated that one.


Thanks for playing and giving feedback

reminds me of some moon lander flash game I played way back ( I think ) ... the only feature I would have liked to see would have been a indication on if you were slow enough for a "safe landing"

Thanks for playing and giving feedback. I too have never really been a bit shoot em up fan especially of the more common "Bullet Hell" variety. The art is either from a Kenney pack, or resized and reskinned (or bashed from it like the boss).

Thanks for playing and giving feedback.

Thanks for playing and the feedback.

There is a little feedback (puffs of smoke) on hits but I agree it is probably too subtle based on the feedback given so far. if revisited I have some ideas on improvements on this regard.


Enemy health bars were on my could do list... But I ran out of time

thanks for playing and giving feedback.


Oh there are bugs... I just tried to sweep them under the rug...


Lack of content... I think my game win screen covers that...


Ship size... I did consider widening the screen resolution which would have offset that... But didn't because time needed to fiddle with the UI again...


Shot types. I as you can guess wanted various weapon types and for each to feel unique. But I understand that system works better if it is say in a level select / character customisation screen ( hmmm might do that if I revisit this...)


I did make sure to have some juice (smoke on hit and explosion on kill) but I do admit there could be more (many suggestions given so far)

given you had to re-upload I am not too sure if they will allow it... but my 2 pence is... I wasn't quite sure what was going on... I held the mouse button down, pressed WASD randomly and everything was on fire... :P

it was a nice relaxing experience... my only real complaint... the music stopped (either because I took too long... or went to 1 of the 2 places that had other sounds... I don't know)

Thanks for the feedback. Originally the powerups were going to be randomised but when I was testing the boss implementation I had the torpedo powerup and it was not as fun as the others... so I just made them fixed.


I will admit the wave bullet probably should have been a earlier drop as it is best in some of the mass enemy waves with maybe the spread shot being dropped just prior to the boss. but yeah the only current way to see that you hit the enemy is a puff of smoke oddly centred on the enemy and not where you hit them (which on the smaller enemies was fine... but not the boss)

Thanks for the feedback, will have a look at yours soon.

Thanks for the feedback

yeah one of the main feedbacks so far is that my smoke particles are not great feedback for hitting an enemy... I am considering in a "redux" version (i had fun making this... I might revisit it) is have the sprite flash white.


Also maybe having a "damaged" sprite for various stages of damage

most of the space craft came from a art pack (as credited) but thanks for the feedback.

Thanks for the feedback, and I am glad you enjoyed it.


yeah that shot type is probably not the best for the final boss... I should of left a spread shot just before... Partially because it's piercing effect isn't too helpful against the boss (best earlier when there are enemies that track you and line up for it...) And because of its type it doesn't disappear on hit (so it could hit more enemies)


Probably should have done a flash on hit for it too... But the boss was very much rushed 😛

This will be my 3rd Game Jam... 2nd one using Godot... which I only started using... 6 days ago now...

I will admit that it doesn't do much to explain what the weather does... And the main reason for that is not wanting more layers of menu and layers of screens as a GB screen space is pretty limiting.

If I was going bigger I would show a little more and probably enhance the weather and customer number mechanics (they are mostly random numbers here).

And thanks for your feedback.