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Dan

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A member registered Dec 21, 2023 · View creator page →

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Cool game with a lovely atmosphere. I’d have loved to see it taken further :)

I’d look at more dynamic visuals, maybe with some particles, responsive environments etc. just to make the jumps have a bit more oomph. It’d also be interesting to iterate over the jump and the general physics of the game.

I had a look at the form but I don’t think it’d be able to give a meaningful response - I’m not the target audience for this kind of game, I just appreciate the effort and taken to make it.

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Five stars for theme implementation! This is a really clever twist on an existing formula, and with a little bit of visual, balancing and gamefeel polish this would probably be 5* almost across the board - great jam entry! Bonus points for being so keen on constructive feedback!

Really appreciate that :) By barely made it, I mean it literally - submission was 21 seconds before the deadline x)

I can tell you a little development secret… no we haven’t! We leave the glory up to the players :)

Very cool idea, and some very pleasant level design as well! Unfortunately the timer doesn’t seem to go past 0 (played on web)

Amazing work on all fronts - promising idea with great execution, and probably my favourite game from the jam! One thing to note, the CTRL button doesn’t seem to work for me on web. Alternative mouse bindings would have been a nice alternative!

Nice vibes - main thing I’d have loved to see is a bit more gamefeel, maybe with some impact from the tomatoes.

Very very interesting premise and great style. My only complaint is that with the depth of the gameplay and the base rate of tomato growing, it doesn’t really feel like I have that many interesting decisions to make. If picking is good but falling is also good, I don’t feel anything when one of them happens. This definitely has sauce though, and could be expanded quite nicely as far as I can tell :)

Fun and simple premise, and extremely well put together. Congrats!

Very refreshing choice of genre for a game jam :)

I knew that people would have the same performer/tomato idea as us, and I was curious to see how they’d do it :) This is a really creative and interesting gameplay loop! As another person said, being able to be hit only by four tomatoes is quite limiting. Perhaps you could make it so that health regenerates slightly, so you have multiple opportunities to gather a high score (but you must be careful not to go overboard!)

Unfortunately the game is quite cheesable by spam clicking with large range and damage, but the formula is interesting. Would be cool to see some more variety of opponent movements / attacks and perhaps a cooldown on the main attack!

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Very cool concept, and some great music to go with it! Nicely done.

Just to nitpick a bit, I personally didn’t vibe with the CRT effect because of the platformer format. I also think it would’ve been nice to have rounded platform hitboxes to make jumps ever so slightly more forgiving!

We have two programmers with great levels of experience, and we still barely make it to the finish line! Part of the fun is scrambling last-minute to make something releaseable-ish! Great job!

I don’t think youre a serious exception - both Grant and I found the game to be endlessly playable as devs, so we wanted to add more fixed tutorial levels and a simple difficulty curve, among other things, but we were too slow to come up with a workable concept! Regardless glad you enjoyed the fundamentals, and thanks for playing!

Thanks for playing, and thanks for the feedback! We designed around eventually adding a table that the ingredients would be nicely laid out on, but we barely made it to the finish line in time, so that had to go unimplemented. It’s a similar story on the “rules met” cue, but we also thought that it would make the game too easy. Ironic considering the rest of the comments!

Thank you so much for playing! Glad you had a good time!

Should’ve had a few testers, it’s very hard to gauge difficulty when you build the game… Thanks for playing!

Thanks, Visclo!

Thank you, I think that’s exactly what we were going for!

Thanks for playing regardless!

Thanks for playing! Wish I had the time to push a patch for turn responsiveness cause it seems to be a big pain point, but we did want to experiment with difficult movement.

Totally fair haha, 2 days is ruthless

That’s strange, sorry about that! Can’t really diagnose what’s wrong, but on Firefox on Windows it seems to work well? I’ve provided a Windows executable if you’re interested in that, thanks for reminding me to do so.

It’s quite difficult to use because there are times where there just aren’t really enough asteroids in your view. In terms of feel, the changes in speed are too fast and a bit jarring, and there’s a bit of inconsistency in how fast you go when you reach the asteroid. Going fast is pretty fun though, when it does happen. Maybe a bit of steering control after grapples might help in giving movement some more depth?

The game-feel and presentation don’t really hook me, but it’s easy to tell that you have a good concept and a good foundation to build on!

Interesting idea, but personally I would have like a fast-fall button for those slow changes in direction at the apex of the jumps. I also felt that the gameplay is a bit too mindless as it is at the moment, since half the time you can’t even really react to milk - a good strategy for getting it is to just strafe left/right.

Fantastic submission all-round!

Feels a bit offputting launching the earth into the sun.

Great concept!

I’d have like a planet preview to see how large the gravity fields are ahead of time (unless they’re infinite but weak at distance - I couldn’t really tell). I also hoped that I’d be able to destroy planets after placing them, but I think not doing that might make for more interesting gameplay anyways.

Great idea, though the grapple is a bit clunky to use! Nice sound design and VFX!

Great premise! With some expansion, I bet it would do really well as a local co-op title.

Looks like you used Godot, so if you want to restrict the resolution you can play with the stretch modes in Project Settings to prevent problems!

amogus

Really cool and interesting mechanic, as well as a pretty clean and cohesive style! I think it would have been nice to see upgrades to the existing modules (increased grabber mobility or firerate), and maybe the separation of controls - both systems work on the mouse, but it would have been nice to control the grabber independently from shoooting. Maybe some short-range autoturrets would be cool, and cheap empty blocks to expand the ship!

Cute game, but taking off unfortunately greets me with an empty grey screen! Would be cool to increase the frequency of items, as the initial level is quite sparse. I also think the prominent footsteps are quite grating because there’s no other ambience to drown them out.

Fun premise! I initially thought I could ram enemies with my body, might be a fun idea for the gameplay.

It’d be nice to know my health in that starting segment, I gambled a bit on getting parts but ended up dying cause I assume that I could take at least a few instances of damage.