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gloriousclover

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A member registered Jun 18, 2019 · View creator page →

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Super fun prototype, took me a while to understand rotate meant change pivot point. There's a lot of potential with this one. A lot of fun collecting parts and becoming more powerful.

Given the jam timeframe, in hindsight would've been a huge value add to simply spawn enemies with longer delays to give us time to actually build the ship. Right now it feels like a desperate scramble to kill everything first. That said, it also would've helped if I understood how to connect parts faster. Simply changing the term "Rotate" to "Change Pivot" would've been a huge UX improvement.

Would love to see more work on this scaled up with actual content. There's a lot of potential and so many directions you can go with this. Great work!

Indeed. If the items were to block off certain regions for shooting would be okay, but having them weave back and forth with the enemy targets felt sadistic ;)

Want to re-emphasize again how well you set the mood with the writing and the music. The game page black background green text was simple but effective. I look forward to seeing how you integrate some of those aspects into a bigger project in the future.

By the way, have you ever heard of Guardian Legend? It combined top down Zelda-ish elements with SHMUP sequences. It also had a really cool omnipresent mood of mystery since you were exploring a planet with a dead civilization. This game gives me similar vibes.

For screen resolution, I'm on 1920x1080. Attached below is what it looks like in full screen (scaled down to 0.25 to not be so large an image). I noticed when I start a fresh game in full screen, it looks good. But at some point after I start, it changed to this. Is this some sort of dynamic resizing code you have?

Good point on watching the bugs. If the wait time during buy phase is skippable, they probably don't have to be pushed in as much.

Necron is correct. In a lot of games, what they'll do is create a separate object which follows the player at a certain speed, camera will lock onto that object instead. Once it gets really close to the player, that speed also slows down a lot so you get much smoother transitions. One lazy implementation is to have the camera move 1/2 the distance towards the player from where it currently is per step (or similar).

You end up with a camera that trails behind the player if it moves really fast, while simultaneously it won't move much if they stay within the same area and jerk around a lot. I think a lot of tutorials have referred to this as "Smooth Camera".

Colors are pretty good given what it is, especially when solo-deving haha. Art direction becomes another hat ;)

And yeah, Goldeneye for sure. The mission briefing, the multiple objectives, the first level despite being small still gave me a sense of exploration. You did a good job with the number of assets you had to make it actually feel like some kind of small town. The trucks are probably my favorite, reminds you how big you are and that people might live there.

I played everything in FPS only btw. Felt more immersive for me.

I haven't played Titanfall, but this feels like an ambitious project with a very high skill ceiling. I got stuck here and there in the level design, but I'm sure they're placed in such a way that you can do lots of cool tricks. Would love to see a gameplay video of how it's meant to be played. I'm probably just not getting the meta, the traversal is very fun, more so than the combat for me.

Agree with the below comment on the cannon input , right click instead of holding Q would making hit and run a lot better. The main level is also way too dark in places, not sure what it is but it was visually uncomfortable at times.

Great work! Would be awesome to see the ambition more fleshed out!

Impressive amount of scope delivered for the jam. Character and level select, very well done. Between the multiple levels and the low poly aesthetic, feels a bit reminiscent of Goldeneye 64.

Lots of similar feedback as what was already said below

  • Music hit me hard and quickly dropped my volume. 
  • Level 3 felt a bit long by that point, after playing 1 and 2. The slow mech speed felt perfect up until then. 
  • Rocket launcher is a straight downgrade, as the DPS for all three weapons feel the same, but the rocket launcher has no automatic, maybe I'm doing something wrong.
  • I really like the level designs, my only nitpick is not my favorite choice of colors, especially the very prominent repetitive light gray for the buildings. 
  • The objectives are a really nice touch, would be interesting to see how levels develop with a bigger scope project. Again, Goldeneye 64 comes to mind

Fun short experience, especially levels 1 and 2

Good job pushing out such a quick entry despite it being a pain!

Not a fan of the content, the mech could stand to be a lot faster given the gameplay loop. Also, the jump is very fast and erratic, which in itself isn't bad, but given that we don't have a follow camera it can be nauseating. I was able to avoid the discomfort by just not really focusing on the screen whenever I jumped.

Visuals look great though, really like the NES style title screen, and the mission briefing sets a cool mood.

This is a great entry. Agree with below comments re: visuals and sound design. I really like what you did visually, with the limited scope. Making the surfaces of these simple shapes shiny and glossy is a really nice touch, as well as the interactable ones that pop up when you shoot them. Those are easily destructible objects, buildings, etc in a larger scope project.

Felt like you guys recreated your own little Mechwarrior, really sweet. The movement speed, cockpit, weapons heating, jump jets, great stuff. 

Like comments below, the turning could use some work. I would straight up make it even more MechWarrior like, and just have turning impact the upper torso/arms while your free aim is based on where its facing. Could get that classic strafe combat going.

Good work with the game, the UI for buying TD objects is nice, and I quite liked how the mech animation is setup with the subtle slow down as it reaches the destination. Maybe that's just default, but it looks cool.

Too bad you couldn't implement/balance everything you were hoping, but good job on having a playable finished entry! Some feedback you may not have gotten yet

  • It took me a couple runs to understand what was going on. Part of the issue is the height is cut off for me so I didn't see the barrier timer at the top. Full screen doesn't fix it either, both top and bottom are cut off. Basically would be a nice UX improvement if it was responsive as I assume you have a fixed height. Not sure how easy/hard that is to setup in Unity, but I found the best way to play was to zoom out in non-full screen mode.
  • Waves feel really slow. I think a very quick fix would've been to just put the bug spawns much much closer, and give an option to skip to the wave during buy phase. I spent 90% of the time just waiting for money to place an object or two
  • I do enjoy what we do have in terms of visuals. The little farm is a very nice touch, and I appreciate the placing of a wall around the area, even if it's a bit rushed.
  • I couldn't go into endless mode after winning, I was just on the win screen and didn't know how to proceed. Maybe it was a button cut off somewhere?

Overall good work for the jam! Keep on devving!

The concept is really cool, you did a great job with the music and sound design to set the atmosphere. Feels like an old school game. With a bit of polish and balancing this could have a lot of potential for a larger scope project. The game description also does a great job of setting the mood. 

Love and hate certain aspects of this. Because of the atmosphere, I had to play through to the end. I spent 40 minutes to do so. Would've just given up in frustration if the mood wasn't so interesting. 

First 10 minutes were fun, I almost won my first run. I thought I had softlocked myself because I blew up all the items and needed one more key. Then I discovered the secret of attacking a colony to farm them for keys. Sadly I died, and spent the next several runs in frustration as I got more and more impatient. When I finally got a winning run, it was a lucky seed and I got it in probably less than 2 minutes.

A lot of the same sentiment as below re: combat

  • I'm okay with having a ton of bullets fly at me, but having to do that and also not shoot the items is a huge pain in the ass. I think if we want to maintain breakable collectables, something more tactical/puzzle like would fare better than bullet hell where I have to watch where I'm moving and where I'm shooting at the same time
  • On the flip side, if the collectibles are indestructible, you could probably lean more into the bullet hell aspect, and make it harder
  • The braking is cool, but feels very unintuitive because it's an instant full stop. Might've balanced better with the acceleration by having a decellaration

Overall really great concept. Love the encounter area/exploration, but absolutely hate the item hostage bullet spam portions.

Thanks for playing mawo! The stuck thing is just unfortunate unresolved collision stuff. We were aware of it, but didn't have time to address. Maybe just a case where the faster velocity of two objects wins, not sure. Ultimately I left it in as a "feature" to encourage players to not let the bots get close.

Thanks Wolf! Lyndon did a really good job with the Mech legs. First time trying to do that via procedural animation. They didn't really like how it turned out since it's a bit jank, but the rest of us thought it looked pretty cool as is haha.

I'm glad you enjoy the chaotic aspect of it, that was one of the core goals for the initial vision, and I'm glad people can pick that out despite the limited time I had to playtest and balance the content.

Thanks dungeon! Also thanks for hosting, was my first Mech Jam

Thanks Wireframe! Dead Cells has a sweet pipeline. We were going more that old PS1 style. Re: the gameplay, I tried to make the lanes swap in difficulty for the first little bit, but they aren't too different. That said the end result being a bit more random/varied worked out well for such a low content gameloop :D

Thanks Necron! Yeah, all the content rebalance was done on the last day. That's a side effect of me putting too much variance on the bomb timer after spawn, there is no position check for bomb throwing haha.

The mech movement was intentionally made to be sluggish when holding down the fire, so in an emergency you can let go and move quickly again, at the cost of needing time to ramp back up your DPS. Everything certainly can use more polish though.

Appreciate the feedback and thanks for playing!

Yup, old school PS1 style lol

Thanks Lukas! The sprites are actual pre-renders based on models our artists built in Blender. All the assets are in fact. Would've been nice to flesh out the content a bit more, but we did what we could to get it decent. 

Thanks for playing!

I just want to add, that I would play a full game of this quality. Keep up the good work Zyphli.

I randomly played this game because of the funny looking 3D Harold, and wasn't expecting the game to be this good.

Everything is well put together, the pre-rendered sprites and assets gave a nostalgic Dink Smallwood/CRPG vibe to it. Combat is simplistic and well paced, more than I'd expect from a jam game. Most of all, the writing holds it all together, as it kept me interested, and chuckling all the way through.

Figured out the meta. Extended day bonus = useless. Get 2x coin bonus, run into guards, dupe money, and profit.

First try. The first few-several deaths I was adjusting the zoom. Fun short little game.


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Haha, I jumped into the upper right. Did I win?

I don't even like platformers, but I was compelled to finish this game after completing the first level. I'm impressed with how long this game is.

The music is really good, I especially like the first level track, and I liked the theme variations on the later levels.

The music/mood remind me a bit of Vagante too.

Haha, nice. The reaction I was hoping for :D

Good work Vintage! These certainly look like 3 day made assets, I'm guessing you did them yourself? They look great.

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Cool! Well keep it up! All it is, is just playtesting and development until you feel like it's "complete" to you, whatever that might mean.

Hmm, aside from the basic polishing, increasing difficulty over time, up to a hard but fair/sustainable speed would be good. Some of the obstacles feel a little too close together so the spacing could probably be tweaked a bit too.

You plan on working on this more beyond the jam?

Thanks Taylor! For sure! Appreciate the kind words haha!

Thanks psl012! Art practice and learning how to paint helps a lot :D

And yes, the kids are currently too crazy for ice cream. Will have to rebalance somehow but still keeping a hectic feeling.

Cool concept, this type of view feels relatively unique. Lot of potential here.

Peeked at your collection page, and I had to try this haha. Would be nice if dying didn't make you restart from the very beginning though. I like playing recklessly.

Feels great though, simple but awesome controls and concept.

Perspective on this is great, and the feeling of speed is really nice. I keep holding down W even though it doesn't do anything haha.

This game is freaking awesome, probably one of the more unique jam entries, and bluntly faithful to the theme. Some of these orders are ridiculous haha. 

It'd be awesome if you plan to update this, some audio would add a lot of value to what's already there.

Haha I getcha. That's probably the best thing about jams, is getting more experience with those crunches and improving your future scoping. Keep it up!

No screenshot, lazy file name, barely any info. I wasn't expecting anything from this game, but it's actually pretty fun and hilarious haha.

I liked the kid sound effects, the fast moving controls/dodging, and the shooting/knocking of kids into the air.

Noticed a bug where sometimes I'd freeze for no reason and stop moving forward.

Anyway good work!

I second itsohclay. I really liked the feeling initially of getting every single customer while dodging stuff, would've been nice if accuracy was rewarded. Aside from that, this played really well, the controls/movement/shooting feel pretty good. Only crappy thing is clicking outside the game, but probably not much you can do about that. I appreciate the effort put into making it browser playable.

Not very ice cream truck-y, but that was pretty fun, that last penguin's physics were amusing :D

This is pretty sweet, nice little mindless runner, the visuals are awesome. 

Would've been nice if the customers didn't spawn so close to the bombs at time, it took a while to realize I should just focus on the bombs first because I can sell to customers as long as we're on the same horizontal point.

This is one of those jam games where it's more fun to not do the objective. Things I liked:

  • Pedestrians pushing my ice cream truck when I'm in their way
  • The time I ran over the pedestrian and they flew into the sky
  • When I ran over that other guy and it dented the tire
  • Trying to drive into the water and failing
  • The repair shop which reminds me of GTA