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Konverex

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A member registered Sep 02, 2021 · View creator page →

Creator of

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Thanks a bunch for playing!

It's always heartwarming to hear that people like the visual parts like the animations! :D

There was an idea we had floating around the team that we didn't get to implement to have the firing speed for the cash to ramp up the longer it was held for but we didn't get to implement it in the end, feel like it could have helped ease things up a lot when you're attacked by multiple at once :c

Thanks for playing!

Glad you loved the visuals!

Really nice touch with making the buildings further in back as a sort of faded parallax look, I think it worked really nicely. Stylistically I think the sort of Greek warrior vibe to the mech was a great touch to keeping with the theme of Prometheus and the Greek Pantheon and the enemies were pretty unnerving.

I think once the enemies end up colliding with the edges they seem to get stuck sadly :(

Honestly really charming!

There's something really cool about the premise of knight duels but with mechs. Would love to see where this goes in the future.

Great work!

Thanks for playing!

Glad to hear you enjoyed the visuals! :D

I can't give enough Kudos to FlobbaDob for the ideas and their implementation. (And for keeping me in check when I'd suggest something that would lead to feature creep >< )

Glad you had fun! Thanks a lot for playing!

Ooo, for the pilots I'm not too sure actually, with the animal and vegetable themes the Sonic / Anthro style pilots could be really fun to go with, especially considering how stylised everything else is I think they would fit pretty well!

Awesome to hear that there's plans to add even more to it! 

Really satisfying to play and a really neat colour palette, love the extra noise filter over the top too

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This is really cute, gave me those comfy vibes from back playing the Motherlode flash game way back when.

The main menu and credits music is rad (also adorable titles for the roles on the credits)

I ended up skipping a the last 3 or so levels of the mech upgrades without meaning to by refuelling.

I tried doing a second playthrough and the first text box had the text all jumbled up with the order of the letters, not entirely sure what might have been causing it, but hopefully it doesn't happen on anyone's first try :<

Enjoyed this one, good job!

Thanks a bunch and thanks for playing! 

I'm glad you like the design and animations!

Earlier on we did have the idea of making the money firing ramp up the longer the button was held but we didn't manage to get it implemented in time sadly, so the ramping up doesn't really have anything to counterbalance it from the player's side :<

There's so much charm and originality to this!

I didn't get a chance to play it before the jam's showcase stream but I couldn't stop smirking watching it being played, the more I realised the funnier it got, like the fact the gluten is coming out of a cement mixer truck.

Out of curiosity, how did you do the dough flattening, my first guess would be it's being done with a shape key / blend shape?

Great job and kudos to the originality of it!

Huge fan of both the art and the premise of this, there's tons of potential in having a mix-match of gameplay of on-foot platforming segments to then switch to an entirely different style of gameplay when in the mecha.

I sadly got a crash partway in on my first try though :c


___________________________________________

############################################################################################

ERROR in

action number 1

of  Step Eventobj_Mecha

for object obj_lobbed_soul:

Variable obj_lobbed_soul.SHIELD(100006, -2147483648) not set before reading it.

at gml_Object_obj_lobbed_soul_Collision_obj_Mecha

############################################################################################

gml_Object_obj_lobbed_soul_Collision_obj_Mecha (line -1)

I played it on Chrome which seemed to have a few problems with it sadly, it seems like a few functions seem to cause a ton of lag the first time they're done, like collecting the battery and shooting - but after that they seemed to work flawlessly after that, I've saw the comment about the meshes not transferring over which is honestly a huge shame because I legit love the art in this and... I've only just realised typing it out now that the mech looks like a rabbit with the enemies being carrots ties them together in a cute way haha. (if that was intentional that is!)

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Really neat!

Not sure if it was fully intentional but the time it took for the momentum to slow down from movement really felt like it added some weight to the mech.

I wasn't expecting the dialogue at the start to give a little bit of story and explanation to the weapons, like the tip to take out the enemies to get mortar shells for your own mortar, a cool direction to take with the resourceful theme.

I came across an upgrade for the weapon in slot 1 which I wasn't expecting to find either, certainly felt like the more I played the more there was hidden around to discover which was honestly kinda rad.

The looks crisp and thematic, both in the art aspect and the gameplay aspect, like the map felt like it fit as a kind of radar / sonar look.

Overall I thought it was great, good job!

Glad you liked it!

Honestly Duck Tales hadn't even crossed my mind when I was designing them, but hey I'll take it as a compliment if it reminds people of something!

Thank ya!

Huge fan of the visuals, thought the scopes being on the side as a separate view instead of replacing the main view was a really cool touch.

Having different mechs with different visuals, weapons was great and the portraits of their pilots was an extra touch that really added to it.

Even things like limiting the draw order for the environment to such a harsh cut-off really sells the PSX vibe.

Probably more than any other sound effect I loved the crunchy sound to the footfalls of the mechs.

Glad you like the look of it!