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liqMix

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A member registered Jun 15, 2022 · View creator page →

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Thanks! Glad it was at least a bit enjoyable for newcomers. 

Most of the charts were experiments to see what was natural/uncomfortable for the player's hands. I also discovered it requires more "creativity" and thought when making easier difficulties. With the harder ones I can find interesting ways to map the music 1:1 with the notes, but with the easier ones, have to make decisions on what to cut while still maintaining coherence with the music. Definitely wish I spent more time charting more difficulties/songs, but had to crunch near the end. I'll probably try to add a few more songs and fill out the difficulties a bit to have more to play at the lower levels.

It was a ton of fun (and a bit stressful) trying to implement the "meta" features of modern rhythm games: leaderboards, user ratings, song unlocks, etc. Only managed to include a subset of what I first set out to do, still want to have some way of getting new songs without having them baked into the build.

I am curious about the actual slap ranks.

You'll just have to ascend the ranks to see them all ;) (or find them in the source).

the bouncing text/letters

This was actually added pretty late in the development. However once I added music to the title screen, it felt like something was missing, so I threw together a little beat manager to match the pulsing to the audio. It works most of the time unless the music doesn't start at the beginning of the audio clip. (You might have noticed... but the leaderboard leader pulses in time with that specific song)

I also may have discovered that spamming input has no real penalty besides late or early hits in the end score. I've made an issue on the GH repo in regards to this.

Thanks! It'll be a low priority unless the leaderboards are filled with these "perfect" scores.

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Nice short story with some funny moments. I really like the sound effects throughout. This is neat VN engine you've created. 

I'm still wondering if the decision to "put chilly in" has any effect on the story... I tried both as well as failing the little action sequence but wasn't able to tell.

Great puzzle game! Once I got the hang of the board shifting it was much easier to plot out where I needed to go and how to get there. Although level 19 took me much longer than the others.

The hook mechanics are tricky, at least for me. I'm glad i could just swing the peoples into the balloon. It was fun to discover that the barrel explodes if it hits your blades.

Also... I totally didn't expect it so I couldn't help but laugh at the graphic splatters.It then got even more humorous as I considered that I wasn't quite sure why I was hooking these poor people... It doesn't look too dangerous here and I'm essentially smacking them into walls and blending them in my blades for no reason... :P

Great atmosphere. Love the core being the inventory. I have lots of questions about the world, wish there were more answers!

Nice little game. I liked how the enemy AI felt a bit unpredictable it kept me on my toes. Them crossing walls felt unfair at first, but I think it actually evens the difficulty out a bit since kept in the diagonal movement across barriers. A small SFX for successfully retrieving a body part would add quite a bit of reward for the player.

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Good little shooting game. I like the mechanic where the speed of your shots changed depending on your mouse cursor's distance, added some variety. The crabs were almost too cute to shoot!

Was hoping for some shooting upgrades to pop up but the tempura was delicious enough. I think the hitbox is a little large for a game dependent on avoiding bullets. I'd rather not be hit when it looks like I should have rather than be hit when it looks like I shouldn't have.

Edit: After playing a bit more I think its just the offset of the hitbox. Easier to get hit in the head than the feet.

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Nice little game. The voice-over surprised me and is a great touch! Also the log-in screen as the title really helps nail down the atmosphere and immersion.

Great job on the request writing. As the main content of the game they kept me interested and engaged. Very humorous situations and even more humorous resolutions made me curious about what I would see next and what options I'd be presented with.

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Yep, I think we're being too attentive landlords because I encountered the same soft-lock.

This happens in part due to a too-small pool of written requests (ran out of time to write more before the jam ended)

While it probably won't produce requests as good as "talking trees" (lol), this seems like the perfect use-case for an LLM. Generating requests on the fly during gameplay or even just for your request lists in `requests.json`. With a proper prompt and some examples you could generate limitless requests with little effort (although guaranteed lower quality than your hand-crafted ones).

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I tried to be a landlord-pilled rent-maxxer but unfortunately all the rich villagers also hated cooking so they starved to death. I like the random rules system, it forces player to refine and adapt their strategy dynamically which is great. Although maybe not so great for the tenants that don't fit it :P (+food for animal hating and +food for cooking loving? find another place to live animal loving cooking hating loyal tenant Dennis). Also the visitors that "hate reading" made me smile.

Unfortunately (and this may just be me) I was burdened by the trek to the visitor screen and ended up opting for just resting to the next day if my houses were full. I think a more mouse-focused UI for managing houses and visitors might fit the gameplay loop better. Even just an arrow to swap screens between houses and visitors would be good. I also consistently opened the menu rather than interacting because they shared the same button and I wasn't in the proper position.

Thanks! Glad you enjoyed it. If we had a bit more time a tutorial or UI reference would definitely be helpful. I've added it to our update wishlist.

Hah, nice! Those partner aliens killed me more than the ship lol.

I managed to get to round 18 with a score of 314. That player is now quarterless.

Mmm, the atmosphere is really nice. It makes me curious about the history of this world with all the swords in the ground, especially that really sweet looking sword. The visual effects on the sword portion were really cool too.  I'm really glad that you added the music because it a nice somber tone that fueled my curiosity even more and made me want to explore for answers.

Is that jump at the end possible? I wasn't able to finagle myself over there :(

Wow, nice 3D! The light from the player is really smooth. The map is very intricate too, I got a bit dizzy rotating around the inverted pyramid sections, lol. The verticality kicked my butt, those enemies are way more nimble than I am.  I managed to beat the first guy after a few tries and it made me feel a bit evil waiting in the shadows for him to pass by, which I really liked.

The second guy however loved to sit on the pyramids so my strategy was to rush the sides to cut him off before he nimbled his way out of reach. However I always ran in to a crash when he would get vision of me :(

I like the reversed cat and mouse gameplay but I kinda wish I didn't get filtered by the jumping. I could see the gameplay benefitting from a much flatter z-axis play area.

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Ah! Yes, I think one of the things we missed adding was a pause menu during the game where you could exit or view the controls. I'll go ahead and update the game page with the mouse + keyboard controls.

We had initially made the Lich much tougher (because your abilities can a bit overpowered when used in certain ways) but we decided to tone him down and it sounds like he's in the right place now.

Thank you for the feedback and playing our game!

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Thank you! I'm glad you enjoyed it. Definitely had a ton of fun with the music in this one. The chiptune sounds and "spooky" theme fit really well together and was entertaining to experiment with.