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Gamepopper

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A member registered May 12, 2013 · View creator page →

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Brilliant! Shame you didn't keep on running till you passed out. ;)

Best game I've seen from this jam! The visuals are bloomy and clean, great choice of music, and the sneezing mechanic is really clever since prevents you from simply camping in one spot for ages. Would have been nice for some rare health pick up, particularly on the last level where I died several times (first time I played the level I even died the same time as the boss!)

Really like the concept of a platform game with ball physics, really adds to the challenge of dodging bullets when you can't fully control the bouncing. Also got some pretty good VFX in there too. Great work.

You capture bullets by holding then releasing the fire button at the right moment, any bullets touching the circle get captured.

You did your best, thanks for trying.

I've rated your game.

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Love the bloom, not a fan of the 10 seconds per bullet mechanic but it works well. Also really neat idea highlighting the bullets that hit you, that is a good design choice.

Thank you and well done! I've just rated your game. :)

The game looks nice and the stock music sounds very nice, but I think the concept causes the concept to drag since you cannot control when you shoot. It's especially bad when bosses can easily be beaten by getting it to touch you in a blind spot where it cannot move or hit bullets at you, the smaller standard enemies are much harder by comparison.

Hey, so this is my first time doing a BulletHell Jam, and this was rather fun. My entry is Bullet Hell Exam, where you do a specific set of challenges with the aim to get the highest grade possible.

When you get your grade and return to the title screen, a screenshot will be saved in your game's location. How about people post a screenshot of their best grade, and I'll happily rate your game.

Nice and straightforward, really liked the bosses and the minimalist aesthetic in this.

I've made a PostJam Linux build. See if that plays any better.

Dammit, why didn't I think of adding a weight limit? XD

There should now be a Linux build available for you to try.

I do have a Linux virtual machine, I can see what I can do.

No problem, I've updated the PostJam build to support lower versions of OpenGL. Shouldn't have much effect on the games since the shaders support OpenGL 3.3 at the latest.

Sorry about that, I've repackaged the PostJam build so it can be extracted now.

The error message from the original version tells me that the render target is failing to be created for some reason. Does your machine's GPU support OpenGL 4.5 by any chance?

I can't find your game on ldjam!

Those cubs are cruel. Fun game once you get into the rythem, plus I dig the bonus stage music. Not to mention, the way you Game Over is hilarious.

This kind of game was not built to handle such a slow resolution, there was a lot of flickering both from the lighting and the blocks moving around on screen. Still a fairly straightfoward twin-stick shooter.

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Love the soundtrack! Noticed it lagged a bit, but performed much better (and looked weirder) in high quality graphics mode. Also noticed the coins in the garage would respawn every time (including garage visits) which might be easy to exploit FYI. Also the menus don't seem to handle analogue sticks well.

Gee, I thought this was a normal relaxing game of Tetris with random blinking until the screen flipped... I thought I could be cruel with the games I made but you two take cruelty to a new level.

Really clever use of physics, it felt really smooth and easy to handle making yourself go higher by taking advantage of the buoyancy. The way the rubber ducky rotates while maintaining a pixel aesthetic was also a nice touch.

Man this game really is addictive! Brilliant concept, just wish the pieces weren't as random. Do you think you could have tried either the 7-bag or 14-bag approach for the pieces?

This game is slimey in the best way! It's a really creative puzzle game and it was worth going all the way through. music felt a bit repetitive and would have been nice to have a bit more detail on the pixel art, but it was easy to get into and the levels got progressively more challenging and fun. Great job, totally worth playing all the way through!

Hello, I'd like to submit this game to the bundle: https://gamepopper.itch.io/fursuit-run

You may not need to use the operators, but you'd only get the bare minimum amount of life back. Using the operators gets you more health back to last longer.

It's endless.

This is a Mathlike, a Roguelike that uses maths for combat. Each action you take costs you a hit point, and you can only regain hitpoints by killing monsters. Each monster has a number, and the only way you can kill them is by attacking them with a matching result from the calculator. The more difficult operator to use, the more hit points you earn.


Go PLAY!

This is a Mathlike, as someone on the Roguelike Discord once put it. You use maths to defeat enemies, who can only be killed by getting the number correct.

I started work on Friday evening so I should be submitting it ready for play on Friday.




If Roguelites as a genre name is bad enough, there is Rogue-lites?

The screenshots suggest a "behind the vehicle" perspective, and yet when I play the game its in first person and there are no options to change the view.

I definitely like how this game looks and sounds. although the first level feels a bit too cluttered. The keyboard controls feel a bit awkward, might be better to have movement with one hand (such as A/D whilst having colour switching and verticle movement with the other hand (such as O/P) because it's difficult to change colours whilst moving, combined with regularly pressing space to keep at the same level.

A bullet hell! This plays great!

I can't cancel the voting period but I've unchecked the locked uploads during voting so you should be able to update your page.

Yeah, it's a shame after 8 people joined, including a couple on the last day.

I have made an update that changes the shaders to use version 1.3 , and the game to set the context specifically to OpenGL 3.3. See if that works?

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I'm sorry to hear that. It it a completely white screen from the moment you boot up the game or from when you try to play a game from the menu?

Also what kind of graphics card do you have? The game uses a minimum of OpenGL 3.3.

Nice story so far, hope you continue with it!

MascotJam community · Created a new topic Forming Teams

Need a programmer? An artist? A musician/sound effects person?

Post what skills you have and who you'd like to work with.

This was really nice, a game that told a simple story clearly with nicely drawn art. I did have an issue with the toy store game, as it was hard to match gifts up with the line, but other ones were pretty straightforward to figure out!

Aww this game is really sweet, the characters remind me CLANNAD and it's nice to see more of the happy ones with colours as you travel on.