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Igor

94
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2
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49
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22
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A member registered Oct 02, 2015 · View creator page →

Creator of

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Hello, played and rated!

Here is our game: https://itch.io/jam/game-off-2023/rate/2399093

Clever idea! Too hardcore for me though, got about 66 score and gave up.

At first was confusing, as I thought levels were randomly generated. I guess it's because clothes I'm facing don't look like clothes to me, more like origami.

Hello, played and rated!

Here is our game: https://itch.io/jam/game-off-2023/rate/2399093

Fruits made me want to eat them :D Nice game, completed a few levels, with 1, 2 and 3 fruits in the order.

I hate the rocket launch thing when the time is low, as I'm already nervous without it.

Hello, played and rated!

Here is our game: https://itch.io/jam/game-off-2023/rate/2399093

Nice little game! Unfortunately, I chose melee combat in the beginning, and since all my new companion were also melee, I've almost lost the battle with golems and swirls. But I was lucky and victorious.

A shame that there is not much about the scales part of the game, because only three levels...

Charming voice-over, I wish the story was told more in the dialogue during the battle (there's plenty of time, and with voice-over it's convenient to listen to) and with less text between levels.

Hello, played and rated!

Here is our game: https://itch.io/jam/game-off-2023/rate/2399093

The game is played more or less well, gives some adrenaline. Would appreciate more variaty, like not only jumping higher with powerups, but maybe something new introduced from time to time.

My score is 202. Unfortunately, lava caught me.

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Need help for level 2... Right at level start the next tile for the triangle to move is the wall, and I don't see any options to prevent it. :/

Nevermind, got it that the triangle can be rotated, currently in level 7. :) Nice game! But the music is bad, sorry.

Alright, solved all 10 levels. :) And what's Azure for? Does it store every replay for later watching by you? :)

Nice graphics and atmosphere. The only thing that is not looking very well is the maze itself.

On second attempt I reached the middle of the building with striped tiles. They were very unforgiving: if touch one, I get pulled a few tiles down wasting precious time. After a couple of such touches I have little chances to not lose. So I decided to not try again.

Honestly I don't get it... I just put servers in all cells while in fast mode, then I have nothing to do and earn a lot of money. On day 57 users are frustrated and game over. :/

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Fun game, was actually quite easy, completed all levels in one go from second try.

Also I was going to rate it low on theme until I played the level 5. Because before I wasn't getting much damage and had no idea that my ghost is bigger when getting damaged. This is actually a clever mechanic and theme interpretation!

Also nice touch that there is a slow motion mode on last seconds of the level!

For some reason I see rockets and explosions on screenshots, but there were none in the game (Web build).

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Cool idea, palette and music. Graphics also start to feel more cute when the camera is rotating.

Took me forever to figure out how to use ladders. Watched the pictures on the itch page, pressed 1, to no avail. Then realized the guy can also climb without ladders. Then in level 2 realized I need to buy ladders (that's totally what I do while hiking and stuff). xD

Took another forever to figure out that I can't pick up a ladder from above. %)

Wish I could return to previous levels to collect scales. Also the game might need some revision of the numbers part (or visualizing the numbers except the total hero stamina in non-text form somehow), so it becomes more intuitive.

Climbed every mountain, 4/11 scales.

I wish you good luck if you are going to develop the game further after the jam!

Funny idea, nice music. Wish I could restore beer meter somehow.

I played on keyboard and I find it nearly impossible to press up and down both at the same time and at the right time.

Also there isn't much visual feedback for when I miss the rhythm. The meter decreases, yes, but I don't really have time to look at it while playing.

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Nice one, I felt like a Prince of Persia. Unfortunately, the gravity is too low (or object scaling is not 1 unit == 1 meter), so if I jump too high, I'm screwed - the lava is faster than me. Also I'm often hitting horizontal platforms with my face. xD Wish they were placed a bit lower.

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Nice idea and pleasant art style. Music is rather annoying.

I got the goat to 700-something meters (and I envy this goat a bit, since this is not easy IRL to move up for relative 700 meters).

Had some technical issues (played a downloadable build on a Mac). At game start, balls appear and disappear, but are not rolling down the mountain. Which makes it a lot harder to avoid the blue ones (I hate those anyway, since they are too close to each other). And despite them not rolling down they still do hurt from bottom... Also when they move down, they are a slideshow - one turn in a few seconds or something.

But they somehow weren't broken for me all the time, so I could play the game for a while, until it hanged (I guess you forgot to call free/queue_free on the ball nodes).

Nicely made Infinifactory demake! Like the menu animations!

Was confused in level 4, where they merged in the wrong order and next time I think I did exactly the same, and they merged in the right order. %)

I think scaler boxes should work on all types of input. In level 5 it works on squares, but not on stripes (merged or not). Ah, OK, so I needed to use the other scaler boxes, from row 2. I thought they were for cutting, not scaling, because from the tutorial I concluded exactly this...

Would be great to be able to read all the rules during the game too, not just when playing tutorial levels.

Stopped playing at level 13, as I don't understand how to change the order of merging (was lucky in the previous levels).

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Also I think what you say is more of a myth.

1) Turn-based tactics and puzzle games won Ludum Dare before

2) There are not many of them in jams not because of popularity, but because they are really hard to make

3) Just as with commercial indie games, the point is to get enough players in absolute numbers (to recoup budget or to get rated), not relative percents

4) Turn-based tactics are very very popular actually, in the form of card games :P

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Good idea, but we don't plan adding a campaign mode (maybe next game). This is a pure PvP game.

We made a meta-game before in another game, if interested, but that's a real-time one: https://igorsgames.itch.io/nectarpolis

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Thank you for such a detailed review! Making a fast mode and tower auto-attack mode are planned for post-jam.


turn based games not your games fault

Do you mean me or you? :) Because they are totally my type of games. However, due to programming complexity and the fact most art-related work was also done by programmers, I didn't have time to conduct even a single playtest during the jam unfortunately.

Ironically, we've discussed the issue of slow turns with a co-designer before and during another jam where we made a tactics-ish game. And it was a PvE game with all enemies moving simultaneously (and all friends too). I think this time the lesson is finally learned about the importance of fast animations mode. And I think that leaving slow animations by default is OK, look at Advance Wars, for example, they have hilariously slow animations by default. :D


For the current version I would remove the main towers replication ability. Worms could replicate fast enough to populate the map already.

I disagree, it's totally possible to lose all Worms. A situation like we don't have minerals to build drones and don't have drones to gather minerals is unacceptable for me. :P


This is a very risky game to make in a jam. Not most people are into this type of game play.

Hahaha. Risk is in commercial games. In jams there is zero risk, we just make what we want to make. :)

Thank you for the reply! I'm not sure about itch.io crowd, but in Ludum Dare there are Twitter superstars, which will of course collect 100 ratings, and since the ratings are from followers, I'd assume they're slightly in favor of the developer. I have no way to compete with them, so they are already "adjusted" higher, why also adjust me lower?

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 Another advantage of penalizing projects with very few ratings is that it encourages people to want to get more ratings

Sorry, not at all. How it really works is (from my experience in 2021):

- you have no idea that there is a penalty, and how many ratings are needed at least to not get the penalty

- you get a few ratings and think it's enough

- jam voting ends

- you get penalized

Encourage and punish are two opposite things.

Personally I would prefer the Ludum Dare system - constant minimum amount of ratings, and a clear message about this.

I’m not sure how small you’re talking about, but if the entire jam only has a few ratings in total then at that point the final results are probably not valid in any case.

And that's the argument for the Ludum Dare system.

Yep, I changed their order and added CAPS to not confuse them!

Was it version 0_9 or a later one?

Hey ES!

I've sent you a friend request in Discord.

We're going to make a hacking-themed tactics game with Godot!

Hmm, I would advise to imagine that you don't have a month. Imagine the game should be done in two weeks. And reserve the other two weeks only for unplanned difficulties. Good luck!

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Hey Mario! Can we chat on Discord? I'm igorsgames there :)

And here is the game that we're going to make: https://www.reddit.com/r/godot/comments/17fme7i/searching_for_github_game_off_te...

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Hey there, I've sent you a friend request on Discord! We're going to use the FMOD + Godot combination if that sounds interesting to you.

You can get an overview of our project here: https://www.reddit.com/r/godot/comments/17fme7i/searching_for_github_game_off_te...

Please add me in Discord: igorsgames

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Hey people, we are currently a team of two: a programmer and an artist. We are going to make a top down hacking-themed game on this jam. We'll likely use Creative Commons music in the game, but as it comes to sound effects, in would be very cool to have a dedicated sound designer. If you're a good one I'll integrate FMOD just for you. :D

Cheers, Igor

My Discord is: igorsgames

UPDATE: the position is filled now

Hey Damjan! We are looking for a sound designer, could you add me in discord: igorsgames?

Hey Dan, I've sent you a friend request!

Hey docmolli! I've got a plan here: https://www.reddit.com/r/godot/comments/17fme7i/searching_for_github_game_off_te...

What do you think? Are you in? :)

Thanks for your words, I've rated your game too!

Enjoyed the art style! Had a little struggle in the beginning, because the camera was on a nearby log and I thought I need to jump there :D Only after 10-20 failed attempts I realized there are other directions to look at.

Thank you! And we appreciate the stream, it highlighted some ambiguities!

Thanks!

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Hopefully, it's not secret data that can only be accessed from Discord or something :)

What about pre-made general code like, for example, dialogue system? Is it allowed? Or only stock empty project to start with?

Nice game, I like the minimalism here. The only issue I had was a small animation glitch with Forward Jump Forward Left in level 7 and Left Forward Jump Forward in level 8.