Fun little game, basically the old Missile Command. I found it a bit challenging to shoot as I was expecting an area affect like Missile Command had but this is more of a shotgun affect and I would miss the target due to the spread. It was also a little challenging remembering that the shots all originated at the center bottom which resulted in me missing some of the lower targets. Overall a nice effort!
HungryCatGames
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What engine are you planning to use? Assuming you are... For three of the common ones:
Unity - C#
Unreal - C++
Godot - GScript (similar to Python)
But Unity and Unreal also have visual type scripting where it's more of a drag and drop as opposed to writing actual code.
Then the next questions, what type of game(s)? What are you planning to publish to? PC? Mac? IOS? Android? Consoles?
Without knowing your age, one option is that you can write a game in Scratch which is the dev environment, game engine, player and everything else all in one and all done online. You also can look into anyone else's game and see how they wrote their code. It's all open. If you're just learning it's about as simple as it gets as you can't code incorrect syntax or have typos. You could setup your logic wrong, but the framework is all drag and drop. One of my grandkid worked with Scratch in 4th grade as part of their curriculum. Of course this is never going to be something you could sell or publish (outside of the Scratch ecosystem) but if you are a total novice then it's a very low entry point for trying out creating a game. If you like it then learn more and move up to one of the bigger engines.
Have you seen the youtube devlogs for Farewell North? It's still in development but in the devlogs the author talks about mental health issues being a theme. It's been a while since I've see the older ones where he discusses this but I think it was depression that was his target. https://www.youtube.com/c/FarewellNorth/videos
I've got 3D maze/platformer sort of game for Android about 90% completed not counting the graphics. Goal is to release and then provide an IOS version. Game will be released as free download with ad revenue. Possible in game purchases (in a version 2) if the version 1 release goes well.
Looking for an individual to create 6 avatars with an idle and a walk animation. A step above low poly but given the limited screen size of these devices, doesn't have to be highly detailed either. Also will need a starting and ending platform, a few power ups and a logo for the game. My current (previous) artist picked up a full time gig and isn't interested in side work any more. I can share what the previous artist did as an idea, but this will have to be thrown out and replaced with different content as my agreement with them was an all or nothing and since they can't complete the work I will be returning what they have done.
Revenue sharing agreement with a negotiable percentage of gross. If we work well together I've got two larger PC based games currently in the concept and early development stage with plans for additional mobile games interspersed. The goal is to release a mobile or two each year to create income while working on the "big" games.
Development has been done in Unity and the game is fully playable with the stand in avatar. One of the 6 will replace the stand in and the rest will be earned on future levels. The game is designed as a quick play with any given level able to completed usually in about a minute. Procedural generation is being used so there are effectively an unlimited number of levels. I have a full design specification for the game which is available once we reach a serious discussion point and have an NDA in place.
Please let me know if you're interested and if possible include a link to a portfolio or sample work.
Thanks!
Really fun running around (well trying to) and smashing things. Wasn't until I read the comments below on the "alternate" control keys that I was able to get some movement. But the breakable stuff flying around was great! Song was perfect "office" music. Obviously tweak your controls and if you could add in a sound for hitting stuff I think it would hit all the check boxes. Nicely done!
Thanks for your feedback. Yep, solo developer for jams. I've gotten better at pacing and keeping the mechanics manageable for the given time frame. Future ideas would be to include power ups which allow you to skip a tile or rotate any one tile to a selected color. Putting them on a timer to auto flip might be an option too.
When you start a level, rather than guessing, do a few space flips. It'll cost you some points but should give a reasonable idea as to what the path color is (some of the later levels actually have two paths through). The initial screen is intentionally misleading, sometimes, as to what the "correct" color should be.
Nice concept. I'd love to see a couple of changes. Put the TNT where you click, not just right in front of you and apply some physics. I blew out all for "legs" and the second floor just hung in space instead of crashing down. If you can get that working I think the enjoyment at watching things blow up (and then the rest crashing down) would go way up!
Great premise to fit with the theme. Had some issues in that I could run into the water (not sure if that was by design) and the character didn't always face the way I was moving. Also kept getting stuck on any kind of debris regardless of size. Fix these issues and I could see potential for making this a sellable mobile game. Similar ones (like "Hole IO") exist and I think you could fit into that market.
Nice idea, battle room to room, good choice of assets. I liked it. Not sure if it was just me, though, but I had a few playability issues. The camera sometimes would zoom way in making it hard to see. Sometimes I could move normal speed, sometimes fast (which seemed to be a power up) but then sometimes I'd also move at maybe 1/4 speed... very tedious getting from room to room. Finally I ran into a room where no matter what direction I faced all attacks only happened to the right side of the screen. If you can resolve these glitches I think this could be a really fun game especially with your procedural generation making in unique and fresh every time
Thanks for playing! I've noticed that "bug" on rare occasions. The coding/design has a collider on each color face and of course the penguin also has a collider. Depending on what color you hit I either allow the move or prevent it. However if you move at just the right time while a shape is turning you have the possibility of contacting two colors. If this is done quick enough the "bad color" flag which is triggered will then get flipped back to the "good color" flag on the second color hit this allowing the move. With more time I could tweak placement of the colliders and or doing something in code to detect and prevent this. I mostly prevented this my holding back your movement while the shape is moving but the timers aren't quite in sync allowing for a bit of early movement.
Considering those with color blindness, the red and green might be hard (or impossible) to distinguish so I'd also consider something (maybe a "symbol" mode) which would turn on unique indicators on each square and make it easier for those individuals to figure out which squares could be moved to.