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Idle Worker Games

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A member registered Jan 13, 2016 · View creator page →

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Solid entry. Plays decently. I didn't understand some of the mechanics inherently, but shooting enemies was pretty satisfying. I'd tone down some of the SFX, and maybe have an option to toggle only 4 directional firing instead of 8. Good work on getting this completed.

Solid entry for a jam. Looks like a lot of work was put into it and I like the attention to detail. My computer did not like it too much so it kept freezing, but I won't downvote for that :D. 

I could not get on that leaderboard. :D

It's a unique concept for sure. Pretty well polished, simple gameplay. Great jam entry.

Thoughts:

  • Hit boxes are too unforgiving. I would clip enemies that didn't even look like they were visually touching me.
  • I'm not sure what I would change here, but I kept mixing up what buttons did what. Maybe try directional controls? Pressing upwards relative to your position is flip, forwards is dash, and down is shrink?
  • I kept losing track of what abilities I still had and what I didn't. Maybe some color coded dot indicators on the player in the direction of the motion?
  • My biggest frustration is when enemies would spawn immediately in front of me with no time to react and it was just an insta death. I'm not sure if you have a spawn range or not, but adding or tweaking it would be welcome.
  • Some abilities would trigger in the wrong direction as I approached corners. I'd do a 1-pixel sideways dash when I meant to do an upwards dash. Adding some sort of threshold for the dash that either takes you around a corner or leaps off of it might help.

All in all it's a fun little game that has potential to be even better. I hope you do something with it!

Took me a moment to figure out the controls even though I read the instructions. Once I figured it out, though, it was fairly entertaining. Has an old school arcade aesthetic paired with more modern controls. Not a bad entry! More variety in enemy patterns could make it more interesting.

This looked like it could be an interesting concept. Might check more if it gets updated.

The mechanic looks there, but unfortunately as a game it feels a bit unfinished. If you really want to jazz something like this up, my advice would be to increase the pace by a lot, have boards just moving in constantly, and have the meter rapidly moving up and down and you have to keep hitting it just right at random levels throughout. Difficulty ramp could pace upwards by making the pace of the game move faster and faster.  Congrats on getting something in!

Was this the intended submission?

Gorgeous. Great gameplay. Well done for a jam entry (or a casual game in general). Playing on a touchpad was a bit obnoxious, I'm going to have to try it again when I get back to my mouse.

Fun gimmick, I like the theme interpretation. I had difficulty with the controls, and was sad I couldn't sign in with my own hyplay user for the leaderboard. Reaching some of the spawn points was a bit difficult. Good polish on the visuals and sfx. 

Solid submission. I like the simple monochromatic art style and it was a good choice for a quick jam.  Felt a bit sluggish and knowing where the hit boxes were was tough sometimes, so making it a bit faster paced and maybe color variations on the parts that hit vs. those that don't work improve things. I'd also like to see a version where the web doesn't shorten as you swing, but that might just be a design choice. Good job overall.

Congratulations on getting something completed, that's always a victory in jams. The guns worked pretty well and the game was pretty straightforward. I would like to see more variety with the terrain, maybe staying on paths allows you to move faster, and you can hide behind things? More juice is always welcome too.

Interesting concept, and not a bad entry for one day's work. If you want to make it more interesting, I'd like to see some collision and obstacle avoidance, as well as ways to be tactical with gathering enemies. Right now I just keep forming Ls forever and they just keep coming without being able to touch me.

Very fun. Took me a bit to grok the concept (I was trying to get every single dot and didn't realize you took damage) but once I did I progressed faster. Polished and well designed.

Tiny and arcadey, well scoped for the jam. Controls worked well, though I think making use of orbits as a gravity slingshot could have been more interesting. I think my biggest gripe was my inability to sign in to see my display my name on the leaderboard. Not a bad entry for a tiny jam.

Fun concept, simple execution. I agree with the other reviews that you need to put the interaction on pointer down instead of up. That would really make this come alive. A larger board would be welcome to make it feel like I can maneuver, and would also allow for some pickups that could be interesting.

Great concept, and a solid start. Visuals and audio are pretty solid and the game is pretty well scoped. Animations unfortunately do not really align with timing, so parrying was extremely difficult to time and I pretty much just spammed the button. If the timing could be addressed and made to feel less sluggish overall, this would be more entertaining. I did feel compelled to at least claim my initial spot on the board!

Excellent work. Very polished, well scoped for the jam, and arcadey. Hyplay integration is pretty seamless too.

100%. There was so much I wanted to do to differentiate it, but lost  a week to the hurricane. Fortunately this entire project is actually part of a much larger game where all the current art (a free art pack on itch) is going to be thrown out and rebranded to a different IP, and hopefully that's when I can start adding the differentiating factors.

Fascinating take on a shooter. Decent visuals and audio. It played a bit slower than I like. I think things paced much faster and the ability to be more tactical with your time would be more motivating for longer play times.

Yep, my daughter hit this too and I was like oh, no, did it break? But it turns out the leaderboard service was having some sort of outage or hiccough briefly. Post-jam I might add some scaffolding around this to make the UX better in case of service outages since it doesn't give you any indication of loading progress.

Very good take on the theme as a concept. Has a rough difficulty ramp. To encourage more leaderboard attempts, you might want to accelerate the game over animation. For the difficulty ramp, I'd probably open up in a much more easily navigable space with easy to kill enemies, then ramp up the terrain difficulty as you reach the outer edges. Fun little minigame.

I like the concept of a single arrow you have to fetch. If this game was more complete, it could be pretty fun. I'd ramp up movement speed and give more objectives to make this really stand out.

I'm not entirely certain if it's one-shot, or maybe I'm just playing the game wrong, since I can just keep charging up as many times as I want to spam enemies. Seems a bit unfinished and the buttons are missing text. I think with some adjustments it could be fun though, maybe more high level direction about the controls and intent?

If you spent seven minutes playing it, you couldn't have hated it that much. :D Thanks for playing.

Not sure how this meets the one shot theme. It's an okay little game with a bit of work. I was a bit confused about what the goal was.

Not sure how this meets the one shot theme. It's an okay little game with a bit of work. I was a bit confused about what the goal was.

Neat idea, though plays a little slow. Ramping up the speed by a lot could help. Could use some more cash in the beginning, or maybe some quantity of smaller items to show you how to use them since I didn't realize you had to earn small amounts of money with multiple launches before needing to buy them. Not bad for a quick entry.

Nice little addition with a great take on the theme. I got a bit lost when clicking the directional arrow atom didn't do anything. The screen was cut off on the top and bottom for me so maybe I was missing some instructions somewhere?

Nice little addition with a great take on the theme. I got a bit lost when clicking the directional arrow atom didn't do anything. The screen was cut off on the top and bottom for me so maybe I was missing some instructions somewhere?

Fairly well put together for a jam entry, but needs a lot of physics work. I was unable to get punches to work at all, but throwing things at enemies was satisfying.

Points for creativity. A bit too difficult for my taste, but that's personal preference. It was a bit difficult to see everything at once, so maybe some camera zoom controls and more obstacles to allow you to avoid ghosts would help.

Good looking, well-scoped, arcadey. Good theme match. Scales well. Nice polish on leaderboard visuals. I don't really have anything bad to say about this. I'd welcome a max time so if you miss a shot and it takes more than the time threshold you simply lose.

Not a bad entry for a jam. Perhaps try to scale the UI to match the viewport and make the challenges more difficult earlier on. I was sort of expecting to die immediately when hit by the wrong color (one shot), but it seemed pretty easy to keep continuing on.

Extremely well done. I love the style, plenty of juice, and attention to detail. My only nit would be to make motion a bit smoother as there is almost zero time to respond to an incoming attack. Maybe add a difficulty mode for the less abled of us :D.

This looks like the good start to a game, but is more of a concept than anything. I'd be interested to see what you do with it. I was very amused by the music.

Good effort for a jam. Tower defense games are tough.  I think I mostly got it, though it was hard to determine exactly how placement worked, and I don't think I fully understood ability cards. If you work on this a bit more, I'd tweak the art a bit to clear out the gibberish map text and unit placements to make it more obvious how their positions will effect damage.

Thanks for providing some placeholder assets that eventually just became the assets for this jam!

https://idleworkergames.itch.io/one-shot-crossing

I'm thoroughly impressed you pulled this off in less than a week. Awesome.

Seems like a copy/paste of someone else game that doesn't meet any of the requirements.

It's an interesting take with cool visuals/sounds, though I couldn't figure out where metafab was used outside of a login box. It didn't keep me signed in or make any calls outside of the auth endpoint.