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FlyingStupid

78
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A member registered Feb 18, 2024

Creator of

Recent community posts

Sorry you ran into collision issues. It sucks that you had to lose progress due to it. We wanted to add save/load but it got cut due to time (as so many things do). I think its important and so we'll probably get it in post jam. We'll take a look at the camera. Its probably just a matter of limiting the pitch a little more but maybe we can clean it up a little so you can still use the high camera to nail jumps.

Jeffula does in fact read a lot. I mean he is like super old.

Thanks for playing!

If we ever put this game into a box I think we should have your opening line on the back of it! :p

Thank you for all the kind words. I think we all really feel like this one came together well in the end. I'm sorry you missed the bit about turning in books. We really needed an in game message (it was even on the task board) but just didn't get to it in time. Collision issues have more or less been sorted out in our current build but didn't make submission. 

Again thanks for playing!

Thanks for playing. We fixed a lot of the collision issues post submission but it wasn't really a game breaking bug so we just rolled with it. I'm glad you felt the tension of being high up there with a big stack. We wanted to communicate more that you could cash in books by going back to the bookshelves but again ran out of time for an in game message. 

I'm really glad you like the book stack. I spent probably too long on it but it really felt like its own character in the game and so we wanted it to feel good. I'm proud of how it turned out with the animations from our artist combined with the dynamic book stack movement.

The art style is really neat. I wasn't really part of the "look dev" for the game but its pretty neat how it all works. 

Thanks for playing!

Yeah the twinkling comes with the territory of this style. We wanted to try it with more of a free camera this time around and it defiantly has its pros and cons. We really wanted to get more level sections done but ran short on time and didn't want to just slam out sub par levels.  Thanks for playing!

This was such a cute 2D platformer, and I loved that I was climbing a cat tower. Great interpretation of the theme.  Meeting the kitties and having them give the fun cat facts was a great idea. The puzzles added a nice challenge, and the acrobatics with yarn made it even more entertaining. I really enjoyed the journey, but had some difficulty with the rope jumps. Overall, a delightful experience

Thanks for the game!

This was a lot of fun and was well executed. I tried to get the physics to break and was only able to manage it a few times. I was a little sad I got a tower roof piece only once and it was the first piece in a level. Really solid game.

Thanks for the game!

This was very cute. The art was well done and having the opening sequence was quite good. The biggest problem for me was the length. I was hoping for more. I imagine all of the custom art per screen made it very difficult to get more in such a short amount of time. All in all a very beautiful game. I did have some struggles with the controls. Some of the item cursors it was hard to determine where to click. Timing was a little long on acquiring an item and getting the popup for it.  Escape brought up your pause menu but close it.  These are all pretty minor things though. 

The puppy was super cute and I was sad when I could only pet him once. 

In conclusion more levels and more puppy! Thanks for the game!

First time Jam entry! Welcome. I agree a bit with some of the other comments. Your use of lighting was neat but the platforming is super hard. I'm not sure if the difficulty was intended. I wasn't able to get very far. One thing that I have to remind myself when making a game (even for a jam) is We play the game over and over, testing new features and fixing bugs. We tend to get really good at our games because we have that forced practice. Tuning in the difficulty can be really difficult. In a jam its good to go even a bit easier on the player because folks are trying to play a lot of the entries and don't always have a lot of time to master difficult games. 

Some unsolicited suggestions:

  • Give the player a bit more time to master the controls in low stakes situations. Your single block platforms are tricky to land on and even stay on once you've landed. If you miss you fall down a long way and have to perform a bunch of jumps to get back to try again
  • Coyote time will help the jumping feel more responsive. 
  • It felt like your collision shape for the player was a pill. This made landing on those small boxes very hard. You could try some flatter shapes
  • Sounds can help a lot to get the timing for things right. Landing and jumping right away, etc.

In any case good job on your first GWJ hope to see you next time!

Thanks for the game.

The teleport was a neat mechanic. The hand drawn style endearing. I wish there was a bit more and maybe some animation. There was one level that took some struggle to figure out. I think you could have added another learning level before that one that had lower stakes. Over all a good job on your first entry in the jam!

Thanks for the game.

Ok I went back and played again and finished the game. After the potions puzzle they were a lot more straight forward.

I got two towers as well. I continued after winning on the end.

We wanted to save state but ran out of time on the jam. I think this is something we might add after the voting is done

Well keep at it you've got some fun ideas already and experience helps. You spend less time figuring out how things work and more time building your idea. I wanted to keep playing but had no idea if I was just a few levels away from the moon or 100s :-p. I mean the moon is relaly far away.

Interesting concept. It wasn't clear why I couldn't add more towers but it seems like there is a limit based on tower height. I would have liked some clearer indication as to how close to the moon I was. Bit more time and you'd have a nice incremental game going

Enjoyed this a bunch. The glitches almost got me! really solid concept and game. Keep up the good work!

Ok so I played this for a long time (I got to wave 25 and the wheels were not really a threat still). I like this. I really like Tower Defense games where you can control the path of the enemies. I think it adds a cool layer to the gameplay. My frustration with your game was that the turrets would track the closest enemy even if they couldn't shoot it. This meant that creating an elaborate maze of turrets and walls not really worth it because my turrets would track through walls rather then shoot at enemies they had line of sight to. I'm guessing this is a bug and not a deliberate mechanic. I ended up building a two high wall all the way around the boarder of the play space and having column of turrets down the center with the flag opposite the entrance. 

I understand that you want this to be a mobile game and in that context the controls still aren't super great. You are going to need to refine this a lot to get the interface smooth on mobile. My frustration is when I am on mobile I have two thumbs and 8 fingers meaning I can be interacting quickly with two or more things. This was PAINFULLY frustrating with the mouse and only having a single interaction. I would encourage you to think of the user and the interface that they are playing with.  Adding keyboard hotkeys wouldn't break your mobile interface and would have made the movement and placing of things much smoother on keyboard/mouse.

I wish there was more here because in spite of all the rough edges I had fun messing around in your game. 

Thanks for the game!

Bugs:

  • Enemies don't path well when there is a full wall around the edge of the play space. I had to restart because they enemies were stuck.
  • If you have the flag placement button selected and start a wave you can continue to place the flag during the wave.
  • It seems if you delete a tower the cost of the next tower doesn't go down so if you want to move stuff around you can't. Ideally you refund the full amount spent on the turret (including upgrades) or allow folks to move them around.
  • I felt like the placement got a little rough nearer to the edges of the screen. I suspect there is something going on with your ray cast math there that is making it a bit off?
  • Enemies were really hard to see as they were almost the same color as the ground.
  • Turrets track closest enemy even if they don't have LOS and can't shoot.
  • There is a race condition with loading during a wave that I hit only once. Left me in a state where I couldn't build and there were enemies but the enemies weren't moving. Refreshing the page resolved it.

neat idea with the memory game but it was a little unforgiving. Making it shuffle on a timer and then the cards taking so long to flip back over that I often found myself not getting any matches for a board before it shuffled. I would say change that to finding a number of matches so I can gather some info on the board and get the resources I needs by using my memory.

All in all a good game that I would come back to if you continued development

THanks for the game.

I really liked this concept. You might want to provide more feedback to the player on what "code" is being entered when they play the music. I sometimes didn't know if I had done it cleanly enough or not. Great first jam submission can't wait to see what you do next.

Thanks for the game

This was fun. Controls were a little tricky so I had a hard time placing a building where I wanted. Can you rotate? The scream is a bit loud. Made mu jump and then laugh. probably good to turn it down a little :-p.  Over all fun and simple and on theme

Thanks for the game.

Ah that makes sense. We're all pressed for time in a jam so things are bound to not get finished. The movement felt pretty good but sometimes I wasn't sure if I would be able to wall climb up or if it was going to shoot me back. I think with some time and understanding of the controls you could get pretty good at bouncing up these towers.

I really liked the FPS/Tower defense mashup. I didn't notice the enemies coming in the first wave at first so I took some damage but once I got the loop down I was able to push them back and win.

I never had to go back to old towers so having multiple of them wasn't too interesting. Might as well have been upgrading the first tower. I guess it does provide that sense of pushing the enemy back and gaining territory but it wasn't a bit player in the game. Not much time to explore the area so I never figured out what the big tower in the background.

I think with some polish and and a bit of a separation between the gathering sections and the tower sections you'd have a solid game here.

Thanks for making this!

Got a solid start there. The fundamentals of a tower defense game are there you just need to dial it all in. Tower defense is about the balance between your resources and the difficulty of the level. You only had one wave and I was never worried about resources. There is a moment in the beginning where you only have one tower and are worried you might not get enough money before the enemies make it past that tower but you just make it and place the 2nd tower, beating back the line and getting a breather. That is what you are chasing as your peak tension. You never got back there for me. 

All its going to take a time and balance of the enemies and cash they give. More tower choice helps as well.

Thanks for the game

Game hard locks when you die. Took me a bit to figure this out because one of the bot types kept sneaking up from behind and killing me. I thought the game was just broken. I got to the boss but did not beat him. Theme seemed a little forced but the game was alright. I didn't know I could reload until a few play throughs (its not called out on the page where you list the controls) 

I think with a bit more content this would be fun. Neat Doom style shooter. 

Keep it up

Solid game but where's the theme? It felt very forced which sucks because you made a cool game. Perf got bad during some of the battles and combat was happening during dialog so that could be cleaner.  It was hard to know what I needed to be shooting but fun to blast things when I figured it out.

Thanks for the game.

I really like vampire survivors and I this concept excited me. I would have like to have seen more platforming to move up the "tower" and I Think that could have helped sell the theme more as well. Powers are cool but the game gets pretty laggy as it progresses . Perhaps a exe version would hold up longer. I got to level 12 but didn't know if there was an end or how far it was so I stopped. I would have like to have know levels of my abilities and perhaps what upgrading was doing. The orbs should spread out from each other. I had like 10 all smooshed to one side. 

Thanks for the game!

At first I was going to pass this one by. You aren't being shy about it being a flappy bird clone. I ended up deciding to give it a try. Got through a few towers and then stopped thinking "It is what it says on the tin". As I scrolled down I to comment I saw: "A flappy bird clone with a witch who can teleport." that stopped me and I went back to figure out the teleport. With the teleport you've got a little more of a game here. I think the theme is a little forced but I think you could mess around a bit and find something flappy bird but more interesting. Your Icon for the teleport just made me think it was saying left click to use the broom to do the flappy bird bounce. It's lucky i caught the teleport comment.

thanks for the game!

Speed is king! Rockets and warp all the way! Full turtle is way too slow for not having that big of a health/armor buff. With full rockets the boss can't even hit you! Was really fun anyway could be a fun game to push a bit further. Got a real Octogeddon vibe!

Thanks for the game.

Fun game and it sounds like you started late in the jam so good job with less time! I agree with some of the other comments that the letters were hard to manage. I also wasn't clear if I lost a furball forever if it rolled off the screen or of the tower just keeps producing them so its no big deal. I spent a lot of time furball herding :-p.

Thanks for a fun game.

I loved the pixel art. Very good work there. Puzzles were a bit hard. I discovered the lights and the interaction and most of the sequence without the book. There wasn't really any indication that the lights would open the door so I thought I had found cute little interaction with the environment rather than a puzzle. I was completely lost in the potion room. I have an understanding of the puzzle elements from the book now but no idea what I need to interact with in order to solve the puzzle.  More feedback for the player when they are clicking about and some more direction as to what I'm supposed to do in the puzzles would go a long way.  

Nice job over all!

Man is this game hard right off the bat (no pun intended). It would have been nice to have a little more of a ramp in difficulty. The platforms disappear even if you miss them so it makes sections with lasers and timing tough.  I wasn't able to get very far so I'm not sure if abilities or powerups help with the platforming or not.  I think some additional time for level design would make this a decent platformer.

Great work for a first submission!

This is a very cute game. The game is really hard though. It might have been nice to have some ramp up on what colors could come from what directions. Right off the bat I had two ships on opposite sides from their destination. This meant I needed to stop one boat while slowly leading the other. Before I even got done with the first one more boats spawned. Small thing though because with some tweaks that could be sorted and you'd have a fun little game here.

Very Chill and relaxing. I could see myself relaxing and playing this.

Got to the top and nothing happened. Menus seemed to suggest it would have timed me or something but maybe that part wasn't finished?  Over all fun

really liked it. The playing the two characters against each other and good use of the betrayal felt good. Ghost speed was really spot on. I felt like I could get away but ultimately couldn't. Some of the text hints were confusing on where they were saying to go. Not sure if that was the intent or if you needed some other indication of direction the message was intending.

This was good fun. Over all I like the concept. Controlling the slope is a neat take on a physics game like this. Refining the physics simulation would help this game out a ton (not easy to do in a game jam time frame). I was actually surprised with how well it did function. These kinds of games almost need a nearly deterministic sim or you are going to get different results almost each time you run it even if you don't change the starting params. You did a great job of minimizing this and making the game fun even in the short time frame.

what part did you have the most trouble with. We'd love some feedback. Our intention was to limit the difficulty to make it approachable but there are defiantly some sections that are trickier than others.

I am on windows using Chrome. I was hoping it was something simple like the UI taking control of the mouse or something. Hopefully you'll be able to figure out what the difference is. I was Still able to get out so it wasn't completely a loss. I did not try moving the mouse a lot like was suggested above so I don't know if that works. Once the inner monologue finishes you regain control of the mouse

the blood bags save between playthroughs but yeah a level select would have helped so you didn't need to complete the whole game again. Thanks for playing

The game would completely freeze and never recover. I didn't download so it might be something with in browser.

We ended up just using a few ray casts to do the light detection. It worked a treat and we could do some fudging to make some things a little more forgiving. We thought about using the actual light data like you did but the look dev for this game was all done this week as well so we were a little stretched there. thanks for playing