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kaydensigh

12
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A member registered Nov 07, 2020 · View creator page →

Creator of

Recent community posts

Thanks!

I was frantically adding particles to everything as the submission time drew near because the game felt a bit bland. Glad it paid off.

Ah yeah it's an artifact of the hand-rolled "physics". I can probably increase spawner hit boxes though.

Wow thanks for the video. I'll need to make it more challenging in the post-jam update.

BTW there's a second time for clearing all the critters.

I like the emergent behavior here, it feels like two amoebas fighting.

Thanks for playing!

I think the sniping can be solved by better level design but I ran out of time, so the map is just circles and lines. 

I considered giving the bullets limited range but kind of liked that you can just play in map view late game, it feels on theme.

Thanks! I'm glad folks like the look because it was the only thing my little laptop could render in dev builds 😭

Thanks! I agree about the camera and someone else mentioned it too. Will work on it for a post-jam update.

I like the little animation flourishes and just how simple yet complete this game is.

Is there a way to capture scroll events so that it doesn't scroll the page too? Or maybe fullscreen mode would solve that.

Thanks for playing and for the feedback!

Yeah the camera needs polish. It also jumps when the mouse leaves the canvas. At the moment I calculate the camera location based on the mouse position, but it really should be a stored location so that its movement can be smoothed out and remain in position when the mouse leaves or when you bring up the map. That would also allow zooming smoothly between the main view and the map view.

For the upgrade system, I actually had a scheme that made it more obvious from the first upgrade but I didn't like how that looked and changed it last minute. I have an idea now for how to make it work both ways.

I love the little details. Wish I could zoom out more.

So slick!

Hilarious and amazing!