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leafar nightfall

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A member registered 38 days ago · View creator page →

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Thanks! If I had the time, I'd add some basic resources from "cover shooters" I'd need, like grenades to force characters out of cover, and some sort of dash to evade the grenades, but pico only has two buttons for actions and it'd be some intensive effor to map more actions to combined controls (i.e. double tap for dashes). Glad you liked it as is though :)

The concept is great, but took me 3 levels to realize I could extract oil from the sand.  I also think the character moves fast enough on foot to be equivalent with the average speed of the car+time stopped to drill.

Some fine tunning that would make the mechanics synergize more:

  • Car moves faster on the road, encouraging the player to stay on it
  • Character on foot moves much slower,  he'll also be near the sand anyways. would also encourange the player to use it

And I really disliked the camera following the mouse, didn't find much sense in that :/

Really nice style and intro, I really dig the VHS/CRT visuals. 

I also was  a bit lost at the start, because it's hard to notice I was moving with only the enemies as reference. Maybe putting some green grid over the black background would give it a tron-esque style

I also hated the goddamn square, if you're not constantly moving it just bombs you with no warning. Could have him slide into screen as his first move, and chase from there, would be a simple solution.

Nice full set of a game. I was also annoyed a bit with not know when I was facing front. If it was intentional to make it harder, I don't think it was needed given the tank controls alredy do that. There's also a tiny offset on the laser, since it's fired from the front.

Maybe could use some bump car sprites to make it more thematic, would also solve the facing direction perception :)

Really good, good laugh at the diallogue at the start, and noticed you included grace time for the jumps, which is real nice.

I agree to other comments that said it felt slippery. Some tips from someone who spent hours trying to do a "perfect" platformer and gave up:

  • If you're using acceleration/decceleration, maybe try to have acc>decc, or lower acc. Or ir you aren't, the character is too fast for small platforms (I know I fell severall times from the one at the end of the tunnel)
  • Try to have higher gravity when falling. this helps with accuracy to hit the platforms. There's a surprising amount of videos on jump mechanics and tricks on YT

It's ofc understandable that can't have it all in a Jam, so nicely done :)

After similar feedback, I added:

  • Longer level
  • 3 total enemy types
  • Reload mechanic

Hope you try out again :)

After similar feedback, I added:

  • Longer level
  • 3 total enemy types
  • Reload mechanic

Hope you try out again :)

After similar feedback, I added:

  • Longer level
  • 3 total enemy types
  • Reload mechanic

Hope you try out again :)

After similar feedback, I added:

  • Longer level
  • 3 total enemy types
  • Reload mechanic

Hope you try out again :)

After similar feedback, I added:

  • Longer level
  • 3 total enemy types
  • Reload mechanic

Hope you try out again :)

After similar feedback, I added:

  • Longer level
  • 3 total enemy types
  • Reload mechanic

Hope you try out again :)

I'm doing my best to improve it within the voting period. I'm going to add parallax scrolling of the background as the last thing I wish I had, but all the rest is set up for more enemies with different patterns (as much as the basic AI allows at least)

Still the same issue :( 

Now the loading screen skips straight to the ~95% and stops there. It's like your assets are cached, but it just won't start

Might be, weird because I played another unity game and it was faster to load, but got stuck for a little while at the same point. I'll try again

Understandable. I had so, SO many problems with the animation statde machine that I didn't have the time left for anything else. For example, there's no point in moving at all, while I intended to have grenades or at least melee to evade that way. Good part is that I have it set up for the future

Really cool concept, I had a similar idea a while back. Liked how I got tense the longer and farther I explored, but couldn't find the exit. Also liked how there are 3 different types of enemies to slip by.

I was uncertain if the camera lagging behind was intended or not. Is it a trade-off for going too fast, or was it supposed to be ahead of the character when moving (would make it a little easier to see ahead)?

Really cool concept, I had a similar idea a while back. Liked how I got tense the longer and farther I explored, but couldn't find the exit. Also liked how there are 3 different types of enemies to slip by.

I was uncertain if the camera lagging behind was intended or not. Is it a trade-off for going too fast, or was it supposed to be ahead of the character when moving (would make it a little easier to see ahead)?

Couldn't load it yet to actually play, but the art is impressive!

Not sure if it's my computer or network, but twice the loading bar reached ~95% and got stuck. Any clue why?

Had a good laugh of how the other characters bully you for not having a hat. I found that circle strafing was an exploit, but given the time it understandable, have published my own share of exploitable games too

I liked the atmosphere, and specially how I had some grace time at the beginning to get the feel of the controller before the game started.

My only disappointment was with the item, I could have sworn it would be an energy drink hahahah

Liked the idea overall, but I got out of money too fast to feel how each character behaved. I also got an immortal fish in round two, maybe related to my attempts to change character out of money?

The art is really cool and sticks consistently with the same pallette and style.

I liked the mini games, but took me a few plays to understand all of them. It's a bit too fast paced, maybe the time for each minigame could be longer the first few rounds, and gradually get shorter (I think it already gets faster)?  In the gem one specifically, there's not enough time to recover if you drop it, even if dropped early.

It's not acting exactly when you press the button, but keeping it on wait until the action can be performed and only then performing it. People complain a lot of it in From Software games, but in your case the ball would act as soon as arriving on the next tile, even if you pressed the button at a time it couldn't move

(1 edit)

I had problems to, got the following error and a firewall request (I'm new to jams so I'm not sure how common it is)

___________________________________________

ERROR in
action number 1
of Create Event
for object <undefined>:
Error attempting to load wad file with unexpected size 12614656 szFORM 3

Nice concept. I really like how it's not 100% dark, so you can still rely on memory (and a bit of eye squeezing) to play it. I felt like the platforming was a bit demanding on accuracy, but making good jumping mechanics is really though (I tried)

Nice game and cool choice of music. Also played to the end but agree that it demanded some timing to change direction. Maybe queueing could help with that

I wanted to put some "bling" sound, maybe I will in an update. Not sure if you heard a silent humming from the drone, it was a bit annoying so maybe the volume was too low

Feels like something I'd play in a chunky, 4 batteries game boy back in the day (and that's a good thing)

I tried to download it 3 times, but chrome keeps deleting it due to the false alarm, even though I disabled the security setting :(

Is there any other way of sharing it? The art looks pretty good

Honestly didn't expect a "tower defense" game when seeing it in the discord, really nice concept. I found the pump to be a bit OP, but only played up to round 6. Nevertheless, the OST reminded me from Faster Than Light

Thanks for the feedback :) I originally intended to have more features, like popping above water to a different view to fight the ships back, but it didn't get done in time.

I also managed to create a web build after looking it up , but thanks for the tip :)