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lewness

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A member registered Jun 17, 2020 · View creator page →

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Looks like you've nailed the gravity physics! The falling object are not moving at a single velocity and your character can successfully jump! Too bad, you could have added mechanics that will necessitate the use of the jump button - maybe you'll be dodging objects from the left/right instead of from above. Plus points too for the main character animation!

Brownie points for choosing the same nursery rhyme :) Video games where you "dodge" is a great way to practice your game-making chops (that was the same type of game I made for my 2022 submission!).  The collision box of the spider is wee bit too large, you could either a.) Enlarge the sprite of the spider to match the collision box or b.) Adjust the collision box itself. Nevertheless, good job!

Very simple but very novel! For the pound meter, maybe it would be better if you could actually "pound" by hitting a key (maybe not 99 times). Props for the sound effects! Even with the MIDI sound, you conveyed the idea of the action with the variety of the sound effects!

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Very creative gameplay idea! Love all the physics behind it. The gameplay is very skill-based so I think it would benefit for an option to slow things down or to provide a guide to the trajectory so players can know when to hold or let go. Also, congrats for being the one of the two student submissions with sound!

Works perfectly now! Thank you!

Can you check if this is playable in browser? When I filter it by that option the game disappears

Maybe because I moved the submission date but can you check the permissions of the game to ensure that people can access it?

Thanks for the feedback! That was the idea for the spawning of the ship and the planets, there should be instances where you spawn close to a planet in which case you head the opposite direction right away - but not too close that you just collide and explode right at the 1st frame.

Thanks for the feedback! Check the updated version, there should be no more spawning issues. I've also updated the reset code to actually not use the reset API and just manually initialize stuff myself.

Thanks for the feedback! I'm working on the "clumping planets" bug, the incidence should be much lower now although a side effect is some sudden jump of a planet's position in attempt to avert said scenario. I've also limited the maximum size so there's still some considerable game space left (they do remain speeding up, however)

Happy that there's at least one entry that actually used sound effects and camera manipulation! It has that nice "Pitfall" video game look. The collision can use some tweaking - I checked the code and actually have a few suggestions right away for addressing the quirks:

* Use btnp instead of btn on jumping so you don't end up with a wildly jumping character

* Tiles are actually 8x8! Making that adjustment greatly improves the collision

* Since you are jumping, you actually need to check the collision of the tile above you. The difficulty of the jumping can also be eased by slightly reducing the jump height (i.e. a less negative vy) and reducing the gravity (be careful in checking the tiles while falling though - sometimes you might not only need to look the tile directly below you because you might be falling at a faster speed, you need to do the checking at each step all the way to the target tile below you because the floor might be somewhere between them, you'll need to refer to the "Advanced Movement" section of our lessons, around Week 6!)


Great job and congratulations, you pass the TIC-80 course!

Great adherence to the theme - I've actually had this idea myself (but I ended up choosing another idea which turned out to be not possible [haha] so I resorted to a 3rd idea)! Correct me if I'm wrong but I think you wanted to capture the style of a game called "VVVVVV"? If that's what you were going for, great job I recognized it! Also, good job on creating several levels - each one with its own unique quirk!

Some suggestions:

* Try to add indicators (or some more hints if you don't want it too obvious) on what the "middle" is in the first level. I thought it was square on a cell but it turned out to be between 2 cells.

* Add checkpoints! Some of the levels require some trial and error and you don't want a penalty of going back all the way to the start if your guess was wrong.

* I know the main character you are controlling is the one with the smiley face but it may not be easily understood by other players. You can add a small hint about that.

Great job and congratulations, you have passed the TIC-80 course!

Finally, someone who actually tried to use projectiles and enemies in a game!! Your depiction of the space invaders gameplay is spot-on! The increasing difficulty and the varying bullet speeds were  nice mechanics too - it adds a bit more complexity to the gameplay. I also like the alien animations.

A few suggestions:

* Since you are banking off Space Invaders, I feel like this game is the one most wanting for sound effects. Add a few bleeps and bloops (very easy to do in TIC-80 even without music knowledge) and it would have added more to the Space Invaders feel!

* A level indicator would be nice - it would allow the player to receive positive feedback on how many waves he/she has defeated already. I know the score is already there but in games like this, it's also nice to keep track on how many waves you have overcome.

Great job and congratulations, you passed the TIC-80 course!

You nailed the Overcooked mechanic perfectly! Love the small details on your game that improve the experience:

* Highlighted icons signifying orders in "danger"

* The summary screen ala "Papers, Please"

Some suggestions:

* Make it clear that there's a second level (at least for this game jam)! I know people should play as much of the game as they can but it's quite possible that they stop without seeing the second level they would be a little hard pressed in evaluating the game's adherence to the theme without it.

* Increase the area for picking up/putting down orders. You could also try to snap the character in place when it's near the area but it's easier to address it by just increasing the collision area for that one.

* Actually, increase the size of the game elements! It would be easier to see all the great artwork you have made and you would reduce all the negative space around it.


You already passed the course before (lol) but congrats on a job well done!

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One of the few entries that implemented a sort of timer mechanism and also on of the few with animation (the opening hatch and the spinning character) - good job! Some suggestions:

* Make sure to allow for the entire loop to be repeatable/replayable (e.g. if you are in a "lose" condition by getting stuck, allow a button press to reset the level without having to reload the entire page/cart, same with the "win" condition, either have it automatically go back to the start or allow it with a button press). Side note: you could actually go back from the win screen haha, you might want to disable the controls (except probably for a reset button) after you have reached the end.

* With how you programmed the game - I assume you can easily create more levels relatively quickly. Next time, try to imagine how you can modularize the code (e.g. recording all the hatch locations) so you could reuse them. If you do it right, you can add more levels in a heartbeat with little effort!

Great job and congratulations, you passed the TIC-80 course!

Normally you can't submit after the deadline has passed (I think I can move it again but I'm not sure what will happen to the existing ratings). I'm not 100% sure but I think there is a different method to add a game past the deadline. Pag tapos na yung game, you can send me the itch.io game link here and I'll try to feed it to the submission generator option thing.

Nakalimutan ko yung natripan kong game dati na ganito! Great idea with different enemy "types". Good job!

Try to add a command to speed up your falling speed! We sort of have the similar idea regarding movement! Good job!

Nice straightforward idea! Because of the nature of collision (or at least, how I taught you to do these) - there is an innate necessity to be careful with moving around if there's lots of "damage" sprites around. Good job!

Mga 11 "areas" lang haha - should take about 2min to finish (without retries). I wanted to add more stuff, but you know, time.

Also I wanna point out that I couldn't get the Mac version to start. It's being detected as a generic app

I like the style (nice job doing parallax there!). My keyboard hates me right now so I can only get a few flips in

Definitely something you can build on! The "warrior" units seem to have limited range and didn't get on attacking the enemy units until they're pretty close. Also, impressive randomization!

Interesting concept and very faithful to the theme! You definitely could build more upon the concept of "remembering" your actions. Maybe you could add  a "home" beacon at the start of each level to drive the point home more about the idea of getting back to that spot.

Like the indie art vibes this game is giving. The only criticism I can think of is it wasn't exactly explained how the spit moves (did it?). Also, there could be a better way of relaying the loss of vision, at first I thought I died when I jumped. Oh and bonus points for actual music!

Cool sprite artwork!

Very professionally done! The avatar on the dialogue was a nice touch! Small things like that really give the game a personality. Also, I gotta learn how to code particles lol, I have a theory of how they work inside my head but I'm guessing there's some really efficient ways of doing it

i'll be fair and not upload until the feedback period expires

that was implemented there! But i wasted my time either doing my real job or playing Borderlands 3 lol

Ah, it looks like it working. Insert "it's something" meme here. Is it allowed to update the game post the deadline? I still wanna work on it

Yeah, looks like it I'm taking a look right now

Ah dangit. I changed it again but forgot to zip it, now to check if i can do it despite it being locked down

I tried to redo it - the html and JS files are there but it won't show up nicely as a ready-to-play game

Holy shit, I thought the deadline was tomorrow! Good thing I took a look at it now at 4AM! I uploaded it and just capped it off at the end to make it complete but I wanna add some stuff to it