Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

iani_ancilla

79
Posts
12
Followers
13
Following
A member registered May 15, 2020 · View creator page →

Creator of

Recent community posts

aaaah! see, I AM dumb, and was not getting it ^^

that's definitely a way to do it, better than my analysis paralysis for anything to do with numbers in games!

Yep all you said makes sense, I guess my jam -addled brain didn't consider that. Trying to give it some more thought, I think what I actually wanted was not an undo button, but a way to understand "how the hell did I get to this situation". Maybe, if it doesn't clash with your design ideas, a replay button that replays all moves you took till now? It might actually also make for a nice end of level "reward" seeing all your light switching animated as a sequence?

Lovely! It could become addictive with some additions. More customers as you said, maybe difficulty that increases, and the possibility to invest your earning into automating something to face the increasing difficulty? I loved the aesthetics, very very clean and well done.

first level, the short pin on the lower platform did it a few times. Cannot remember where it happened after that, but also another pin did it. It fell on its own at the start of the level. Playing on WebGL on Chrome, hope it helps!

This is addictive as hell, and it is unbelievable that you did this in little over a week... not just the mechanics, but the BALANCING! Incredible. Do you have a dev log or anything where you say how you went about balancing all this so well in such a short time? It would make a very interesting read!

This is addictive as hell, and it is unbelievable that you did this in little over a week... not just the mechanics, but the BALANCING! Incredible. Do you have a dev log or anything where you say how you went about balancing all this so well in such a short time? It would make a very interesting read!

I love this, would actually buy this game. 

Imho it would be nice to also have an "undo move" option, not just reset.

the number of screens was decided because 12 is the buttons on a standard gamepad, and also it is 3 rows of keyboard keys for each finger. At the start we considered making this a typing game, in which to shoot asteroids in the right order you needed to type specific words, but that seemed less fun and chaotic, and was also kinda hard to make possible for different keyboard layouts, and definitely for pad.

For some reason I do not seem to be able to gather memories? Am I being dumb? Playing web version with keyboard.

Love the aesthetics and sound!

Bug fixing is where 90% of gamedev is at! :D

I love this, though I found it impossible to ship anything other than the tutorial weight.... The visuals and story are great, very polished and fun, and the little dialogues for losing my cargo were adorable.

I have a question though, does it fit the Last Stand theme in a way I cannot understand because I am having a brainfart moment, or there is no real connection?

I admit I was a bit confused at first, and then the controls felt a bit sluggish and unresponsive. I like the idea and visuals tho, and appreciated how well-curated the menus are! Good job!

That seems a LOT of work for a week, respect! Some clearer descriptions on the cards would make this better, as some of them are a bit unintuitive. Also, it seems most towers have a range that encompasses the whole map, which defeats the point of strategic placing, is that intended?

I like the concept, a lot! It would be nice if controls were a bit more intuitive. A few times I had some pins fall on their own at the start of the level, you might want to look into that :)

I really liked the art! I think it might have looked even better if the background had had some texturing or a different colour to really make the pencil-sprites pop.

I liked that there are different weapons with different damage values, but it seems that this is flat damage values that apply in the same way to all enemy types. Have you considered making each enemy-type more weak/resistant to some weapon types? I think it would add some variety and strategy to weapon-choice.

Since it is a game about quick reactions, it would be nice if it gave the player more feedback, say show an effect to understand the area of effect of explosions, or their timing. It is also a bit frustrating when money drops right on top of a bomb, maybe that should not happen?

Since it is a game about quick reactions, it would be nice if it gave the player more feedback, say show an effect to understand the area of effect of explosions, or their timing. It is also a bit frustrating when money drops right on top of a bomb, maybe that should not happen?

I read in comments you started with Godot a month ago, great job on getting something done in jam time in a new engine!

Nice, and very fitting to the theme, but I think difficulty increase is a bit too slow for a jam game where people have limited attention-span. 

Are you aware that you can reload while holding your "aim"? I mean, if you charge a shot holding the mouse, then keep it held and press R, you will reload but also be ready to instantly shoot. Not sure it was intended, as it's an interesting mechanic but does not seem to fit the theme of the action.

oh that would be awesome!

No camera nor controller speed bugs for me, all good on Chrome, Win10.
I like the idea! Would lend itself to some nice puzzling, with a bit more time for level design.

I am not sure if it was a bug, but music only played on the start menu and not in the game?

fellow 2-dimensional 3d-space investigator! Glad to see you made it to submission, though I admit the final result is a bit confusing sometimes. Maybe could have done with introducing things a bit at a time?

This is amazing, so cool to see similar idea to mine, but taken to such a different and great place. I love the writing, models and animations, exptremely satisfying. I think the near-plane clipping needs some more thought, and maybe frid-base movement to make this more puzzly and less platformy, but I am seriously enjoying this (not done yet but wanted to rate before time runs out ).
One super minor thing I would change, is add the ability to click to show all text at once during dialogues.

Nice idea! Sounds like you had fun creating sound effects :D

This is great! My brain is broken now, but very enjoyable!

This is GREAT. So simple, but so well done, and the art and looks are so great. Really REALLY well done.

Wow. 10 days. I am amazed, this is great. Played till the end and would have been happy to play longer. Skills need some balancing, but overall it's really impressive.

Like the concept and look, but it'S quite easy to bug out and lose your character =) Keep working on it, the idea is really nice

I did not consider that it could make anyone dizzy, I normally get that very easily so I figured if it fif not do it to me, it would be safe... thanks for mentioning it, I will correct that by adding an option as you mentioned!

This is lovely, very well put together and the animation when climbing is just too beautifully goofy, I love it. I also love the walking sounds, very fitting. Having some mechanic to lead you the right way and some time pressure might make it more enjoyable, at the moment looking for potions can take a bit and since there's no real way of being "smart" about finding it it can be frustrating (or maybe there is and I am not smart enough?)

I love the idea, and I agree with others who said adjusting throw aim would be a cool addition =)

Nice concept, and adequtely frustrating, just like in real life :D

Nice idea, maybe adding some parameters to give some extra control would have been fun?

Does not run on browser for me, though all other games do. Chrome on Win10, no idea why :(

Would greatly benefit from some tutorial, but nice idea!

Nice, we went for similar ideas =) 

Nice idea! It's relaxing and enjoyable, I think with a bit of polish, and touch controls, this could easily become a good mobile-phone past-time, actually. I could see myself counting planets before falling asleep =)

I like! More tutorial would have been nice, I was in doubt a couple of times about how I was meant to use things.

Great idea, but I have always been too stupid for rubik cubes so I just tared at it for a bit and gave up :D I think the control binding are not very intuitive, maybe mouse would have been better?