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Koiarch

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A member registered Nov 10, 2016 · View creator page →

Creator of

Recent community posts

Love the water foliage!

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Music is one of my bigger passions, I mostly do rap with aggressive drum, and that is how the production started (I.e. Red Key), but toward the end I ended up going for softish, less frequent drum patterns. My favorite is the song that starts when you pick up the purple key. The victory song was a last minute addition, wanted to do something that matched the visual aesthetics of the game.


The level progression was solely based on how I coded the game. I started with three ideas, I was going to have the cog system, where you would practice shooting the static enemies. Then you would go onto the top down shooter section, and only fight the following type enemies. Like the traditional zombie shooter. Then the last level would be a platformer boss fight, you can actually see a graffiti of the rat monster you were suppose to fight in what is now Level 2. (Fun fact: the teleporting in level 2, was an ability you could use in the boss fight).


What changed my mind? The platformer game wasn't really fun. Now I had already created the push abilities as a way to get unstuck, so I thought it might as well have it's own section, and you could say level 1 was used for shooting practice and flying pratice. I still wanted to do a boss fight, and the top level was very short, so I put a boss on top of the red key,  reused the player shoot function as the boss shoot function. Since the boss fight was in the top down part of the game, it only made sense that it would be the last level. And that is how it ended up in that order.

Thank you for playing my game! Your comments mean a lot, and please don't be afraid of telling me what you dislike about the game as well!


Last ScoreSpace jam I used a static scoreboard, and after playing the games with online scoreboards, I decided that it was a must-have feature. The game was created to be short so you could run it multiple times, and restarts wouldn't be punishing. Most people seem to struggle figuring it out in the beginning but get the hang of it. Didn't notice the gap in map, will fix that!


It's the third game I have created, so I didn't really have the know-how of creating the mechanic I wanted, but I still wanted it you know. I cheesed a method that is probably very bad by using the AddForceAtAngle at +45 degree angle of the player, which is determined by the hitboxes the player last entered. In  the gif below you can see where the different hitboxes are based on the cursor location.


I.e. If you're "Down", you're launching "DownRight", if you're "UpLeft", you're launching "Left". Seems to be one of the features people disliked the most!

Thank you for playing my game and leaving a comment, I will get better eventually :)!


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You're the first person I know that has discovered the secret!  I could create an optional hold then release cog system, i'll look into it.  


Did the character go crazy on the red key (last key)? because on Level 2 with the purple key, it will intentionally teleport you back to where you started, I created that to make it important to do the ring collection part properly and fast, cause you're actually doing it two directions.

When collecting the star: I altered the character visuals, and the cog visuals. Do you have an idea of what more I should have done for collecting the secret? Love to hear your input.


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Thanks for reporting the glitch! Yes, sadly I didn't think about that until it was too late and I saw people playing the game. I've fixed it in a patch I will release after the jam is over.  The only solution I have for now is, attempt to use the pushes to get yourself unstuck. Thanks for playing , sorry for that unintended feature.


(The fix was simply, you can't launch yourself when you're inside a wall.)

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Basic Controls:

  • Left Mouse Button | Fire Projectile
  • Right Mouse Button | Hook (Attach & launch from cogs)
  • WASD | Push in direction (Agility ability)

The COG system. The direction of the launch should be where you logically would assume to be going, given the applied force.


8 Directional System. There are 8 points to launch from.


Killing Enemies. You have to kill 1 enemy in Level 1, but killing them will help your time. So it's up to you to choose what is best for the speedrun.


Getting Hit / Shot by Enemies. You can't die, but you will lose 2 seconds on your time for each hit. Be careful!


Flying System, also known as Pushes. You have 5 uses in Level 1 to get unstuck, or go faster. But in Level 2 you have unlimited uses.


Ammunition. In level 1 you have 10 bullets to kill 10 enemies. But in Level 3 you have infinite ammo, shoot as much as you wish!


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Glad you noticed the improvements, I did some small alterations based on your and other peoples feedback. It remains an 8 direction system though. I think I came up with the best possible solution for the enemies, the suggestion from you helped the game a lot!


I see that text is small, It's a cursor system I mostly use that for development, it tells me the TAG of the gameobjects. Didn't really think about it because it doesn't serve any purpose.


There are still some things I wish I made better. Like when you enter a new level, using UI text would be way better. I still have a long way to go to become a good game developer, but it's a start. Appreciate the feedback as always!


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I added the "WASD" push feature as a countermeasure to getting stuck, but some randomness to the bounces would be a good idea as well. Thanks for the feedback, glad you played my game!


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Thank you for the critisicm, as a solo developer there isn't a lot of feedback, so I appreciate another perspective and I love how extensive you wrote about the aspects of my game!

If I coded it correctly, the direction of the launch should be where you logically would assume to be going, given the applied force.

It's 8 directional, which means there are 8 different launch points. If you launch with your character down, you're going to launch down-right. I am very proud of making this. It was hard with my spaghetti code.


 Searching for one last enemy isn't fun. I agree, so I decided to now make it so you're not required to get all the enemies to pick up the yellow key, instead it's optional and killing the 8 enemies will save you one second of time on your final score per enemy.

The pushes was created as a "get unstuck" feature for level 1. But eventually became the main focus of level 2. While I have time, I will think about tweaking it a bit.

I've made some changes to the text, to make it easier to see and last longer.

Thank you for all the compliments and the great feedback you provided, it means a lot.

Hey, glad you liked it, it's the first game I have created.  The teleporting was kinda an unintentional mechanic of how I coded the bow to work, but I discovered it too late for me to do anything about it, which is why I just added a slow to the green orb when you leave a certain distance and called it a feature. Thanks for the feedback!

Hey, thanks for the feedback, based on your comment I have created a control tutorial. https://www.youtube.com/watch?v=rXA1lvBwrmI

Easy and straight to the point. Was enjoyable :)