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Gan_HOPE326

77
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A member registered Jul 11, 2014 · View creator page →

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Weird, it doesn't happen any more to me. I think the first time I used it it disabled Dust every time I turned tiling off. Go figure. Thanks anyway, sorry for the false alarm!

Tiling also turns off some things, I suppose this is intentional because they don't support it?

Ah, thanks! It'd be really helpful for this to be made clearer in-game (I might be wrong but I think the tutorial never mentioned it?) and maybe having key bindings. "I" seems a weird choice - usually for something like this you'd expect it to be Tab or some other special key (or conventions like "M" for map).

Is there a way to do it? In general it'd be nice to have a better way to plan one's journeys, trade routes etc. even while in flight.

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Wait... is the anime that Kato has only watched up to episode 7 actually "SSSS Gridman"? Because from the description it really sounds like it.

EDIT: oh and Kato has also played Outer Wilds, it seems. A cat person of culture.

Yup, same.

Nice visuals, pretty standard Lights Out puzzle. I think this being a square grid should guarantee it's always solvable, but it gets quite long when the grid gets big. Very polished and stylish look!

Nice! The UI is quite minimal, but I enjoy how the questions can be varied and force you to be observant and try to remember all that has happened.

Nice, and it must not have been too easy to make on a time limit. Good job!

Nice, and it must not have been too easy to make on a time limit. Good job!

Amazing game for such a short time! It made me think of Papers, Please. Really fitting idea and clever gameplay.

Really nice! I found a few bugs with particles going off rails sometimes, not sure what triggers it though. I also think the controls are a bit uncomfortable - having to move the mouse around and click on those small buttons can get frustrating; this would probably be best if controlled by keyboard, so that eye-hand coordination is all that matters. But the concept is great, the graphics are minimalistic but polished, and it fits the theme really well!

Well, that's a great idea! Extremely original and well-made. I fully understand of course that it would have been too much for the jam's scope, but an improved version going full rhythm game with some faster songs and obstacles timed to it would be amazing.

Gameplay is good - the controls have a nice feel and make you want to try and get further. Also, I like the song! One bug I found is that for some reason clicking 'Exit' didn't do anything, so I had to close the window manually. Good job!

Nice! Gameplay's a bit simple, but the idea is cute, and the game looks really good! I can see this being a good concept for a city builder, maybe with less frequent meteorites and more diverse buildings of course.

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The game itself is pretty basic, but loved both the artwork and the sound design! Those wet noises the Gorger makes are quite unnerving.

Not bad but quite basic gameplay without much of a twist. Nice music!

Well, gotta give full marks to this one! It was great all around, but the music was especially amazing. Kudos for that, you should upload the OST on its own just so that one can get to listen to the whole songs without having to survive the actual levels!

Did you insert your name? You have to type it in where it says "Welcome, <name>" before clicking Play.   

Love this! Reminded me a lot of "Luftrausers", which I'm going to guess was an inspiration. 

Maybe you could add a better explanation of the controls in the page? I had a little difficulty at the very beginning. Also, the leaderboard seems to not work, I only see "BLANK - BLANK" as a world record.

Thanks!

So if I understand this right - it's fine if I don't want to use the engine, but make my own SIR/SEIR model or such as a starting point? In case I'm not working with either Unity or pure HTML.

Oh, then I was confused by the same number "box" being milliseconds, intensity, etc. depending on the command. That's not too clear. I'll try again.

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Nice idea, but the commands need some better interface. As it is, it's not very clear what happens because even if I put a 'wait' after a 'thrust' command the engine keeps going. I would have expected the commands to be executed sequentially, not all together.  Good idea, though, and good music!

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Nice idea! Basically a simpler take on something like Gratuitous Space Battles or Totally Accurate Battle Simulator. And I enjoy the art, MS-Paint-y as it is.

The idea probably isn't bad, but right now it feels confusing to play - there's not many explanations and the rhythm aspect of it isn't clear. Also, the song is clearly a pre-existing asset, but was the art made during the game by working as a team, or was that too pre-existing? You should make that clear in the description.

Too bad for the dev time, because otherwise I really enjoy this! The sound of the notes is also really pleasant, and the music coming out sort of makes sense, even if I assume it's randomly generated :D.

The game doesn't load for me, Unity's bar just stops at the last bit. Is it the same for anyone else?

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I've already started working on a second version for this game, because I enjoyed making it a lot and I think has potential! My immediate addition would be a level editor, because that'll also make MY job easier if I want to expand the game. Plus sounds, level stats, and other bells and whistles. But what you mention sounds also like a good idea - a sandbox/infinite mode. It should be possible. I'll put in the "things to be added after the fundamentals are down" list.

Ah, so it's a probabilistic cellular automaton. I'd love to read a devlog/post mortem on the details!

Love this one! I managed to finish after a while - the asteroids are mostly an annoyance, I'd probably enjoy a lot just the experience of playing around with the bots on their own. But what exactly is it going on? It feels like the bots behave a bit like a cellular automaton, but it's certainly not the classic Game of Life. I like their slightly erratic movements a lot, but can't pin down their rules.

Nice! The idea is very simple but you got the feel of it very well, especially the graphics. I like the shader that you used to make it look like an old CRT screen.

Oh, this is interesting. It's making me think about the maths of the problem, too - it's easy to come up with an optimal strategy for the ideal case (no lies), but this twist complicates that quite a bit, I think.

If Lucio Fontana could sell monochrome canvases with cuts in their middle, who am I to stop you from spreading your Art?

Obviously you're just too good at this, and even a low level of effort ends up producing a good result!

The graphics are pretty, the colour scheme is on point, and the gameplay actually makes its own kind of sense.

0/10 not low effort enough.

This was really nice! I love just how beautiful it looks with what are some very simple sprites. Style achieved through simplicity.

Pretty basic infinite runner idea, but overall, kinda nice! Could have used some less randomness in the distribution of carrots and candies (it's often a matter of luck, not skill, if you can even grab the candy at all). I like a lot the runner's sprite, that's very good!

Fun puzzle concept! Maybe would need a warning message or something when the mallet hits run out, it took me a while to realise what happened.

This one was a blast! The concept is silly but really fun, that you have this tradeoff between trying to reach higher depths but needing more skill to dodge or going slower but safer. This would be especially entertaining to play in local multiplayer, 1 vs. 1, whoever gets deeper wins.