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koppercraft

28
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7
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6
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A member registered Aug 30, 2019 · View creator page →

Creator of

Recent community posts

(8 edits)

Hi thx a lot for your feedback and showing me that harsh mistake! Besides, I think the controls were confusing anyway... just updated the game for this reason, the keys are now finally:
N, 1, 2, 3 = Select Next Stone
Arrow L/R = Rotate View
Arrow U/D = Adjust Shot Power
Control L/R = Shoot Stone
Escape = Quit Game/App

(4 edits)

Yep I understand all too well, solution detection can be quite complicated here!)
If you technically can count covered pixels, I'd choose to 'accept' solved state at maybe 99% area coverage or so.

Juicy ideas for gameplay and timerbar!))

(2 edits)

Interesting interpretiation of the capacity problem as a block puzzle (with fitting story^), wouldn't have thought of that! The colors create a nice, abstract picture :-}
Btw., any way to know how many solutions exist?

(6 edits)

Once I got the idea, which took me a while to be honest - because I'm sometimes a bit stupid)),  I really liked it, with it's statistics and simulation character. Concept wise, it reminds me of these classic barkeeper style games, where you get nuts in serving greedy customers in bar lanes. Proof that fancy graphics are not required to show good and original gameplay!

(6 edits)

I think humouristic games which display wit or funny stories are about the hardest category to implement well and deliver properly to the player. In this view and overall originality, you should be awarded more than 5 stars! Your game inspires me to also employ more freshness for my "creations" next time^

The retro-quality sound effects are really nice! =)
The theme was integrated very originally, really funny idea!
Pixel blocks of any size are always good, lol.

(1 edit)

Well executed!, I like music & sounds. Ship could move a bit faster sideways.
Together with the background starfield, the created athmosphere and gameplay is quite fluent, with addictive arcade-game qualities!*

(3 edits)

👌 Thanx for your reviews, i'll work on the sound, hoho.

A good, solid idea and quite quickly clear what to do, I like this self-explaining feature!)
it's exactly the emount of gameplay I need for a 3 hours devtime project.)

(6 edits)

Wow, a very good merge on established ideas (Tetris, Candy Crush) and also really well executed for merely 3 hrs, for me it's a top-rank contender!
Grab a proven concept, cleverly combine features (puzzle-strategy, simulation-physics), weave in the theme as a gameplay concept, and give it a new twist. This is what I see you've created there, gg))!

(6 edits)

Wow, fresh and original concept, never seen anything like that. Very neat (and brutal ^)!
Seriously think the idea is easily good enough to be expanded, by maybe Tetris-like dissolving blocks or something.

(8 edits)

never mind, cool one more file thx! Just tried, but how to open the pck, is it a mac format? (for windows i guess you'd wish some exe-like thingy). Actually I thought this is your interpretation of the concept - like "almost no game" )) (seriously, very original! - I'm totally ok with the picture alone.)

(1 edit)

couldn't run your game (on windows, executable seems to be missing?)

(3 edits)

Thanks a ton, maybe it's worth an upgrade once the cam/control issues are fixed (if i can even imagine how to fix them... ;). (me liked 'hamsterball' a lot, that's where the main inspiration comes from).

(1 edit)

Yap the control directions are based on the camera view, though you're not the only one finding that frustratingly hard (including myself sometimes) so it must be an issue!). (timely I thought it's a nice extra challenge, but my view represents the minority i fear^). Though i also imagined it would be difficult to control  ball and cam with both hands at the same time, since the ball requires fine-tuned and quick input, not? Maybe Arrows are Ball control as b4, and WASD rotate the Cam in 45 or 90° steps?... will try that out.
Appreciate your feedback, naming the critical things and fails is much more valuable than only saying the positives.

(18 edits)

Thx and agreed, I guess the whole concept stands and falls with a good camera control. But wouldn't it be difficult/complicated for the Player to control cam and ball simultaneously? Since the ball moves more freely and is trickier to control, compared to some dude in a common FPS, I thought to have no choice but making the cam automatic(?). In fact I wanted the cam to always stay just behind and above the ball, but found it surprisingly tricky to simply figure what's actually 'behind' - since the ball often changes direction quickly. For instance when deflected on some object, or the User presses 'opposing arrows', changing roll direction very quickly - a straight-forward implementation makes the cam swerve just as wildly.
My current idea for improvement would be to turn the camera in discrete 90 degree steps (front, left, back, right in world space), so you'd get a stable viewing angle at least for some time.

(11 edits)

Yup I see this megajump is a pretty bad bug(-feature^) - oki fixed it. In this state, I guess the whole thing is still a rough idea for a game than a real game. Thankz for testing).

(6 edits)

I think your game succeeds so marvelously, because it wisely sticks to the basics, but fleshes them out as much as possible within three hours. An original concept, plenty of little special effects (very detailed and lovely executed), just the right amount of levels, combined with fun music and a neat, somehow fascinating simplicity round this off to a surprisingly entertaining experience. Very well done! ;)

Hey, i played your game for a while. Think it's a very nice entry for a 3-hour game (i like games going to some form of extremes), plays pretty well, has two episodes (speeding and final jump), and most importantly it's fun to play and challenged me to ever top my highscore (like an olympic discipline). I guess it was 6718m or so.^

(5 edits)

Hey, i played your game for a while, just wanted to leave you a feedback: It's a really good idea for a 3-hour game (i like games going to some form of extremes), plays pretty well, has two episodes (speeding and final jump), and most importantly it's fun to play and challenged me to ever top my highscore (like an olympic discipline). I guess it was 6718m or so.^

(2 edits)

Hey Super idea!
I just never managed to make a step foward on the rope, is it too slippy or am I just too dumb?^

(25 edits)

you only need to escape the cell body (which just means going far enough from the center, requiring to somehow pass the cell walls (membrane)).
One way is to explode the cell core (nucleus) by overfeeding it (hint: 'centrioles' have more calories). When the core booms the shockwave dissolves the walls for a few seconds, giving you a brief chance to escape.
Another way is to actively dissolve the cell walls by getting them in touch with the blue organells ('vesicles'). They 'eat' the wall membrane, with the tradeoff this usually takes a bit longer than the exploding-strategy.
(I found this can be a bit tedious though, so instead "wall damage on collision" might improve the gameplay? Also after victory/fail the game just returns to main menu, maybe a score would help, too?^^)

(3 edits)

My top score was 50 (by just clicking as often as possible^ - how can anyone get 58?? ;).
Basically very good concept, simple and focused on a 'single discipline', very much of what I imagine a 3 hour game should be like. (I had a similar idea with metronome - like "hit the beat").


(1 edit)

hi, the game has been updated.

(9 edits)

Congrats, you delivered a complete game within 3 hours dev time. What I like most is that you managed to squeeze in multiple levels with increasing difficulty, "puzzle logic" and challenge. Also the idea to use gravity in different ways (up, down) on different objects requiring activation is very nice. You even have a menu, and the in-game graphics are appropriate to explain the gameplay sufficiently. For me it's a really complex and feature-rich game for a mere 3 hours. The multi-level feature alone makes it outstanding for me!)