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MemoTree33

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A member registered Jul 22, 2020

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Thanks for the response. We definitely have lots of ideas that we were going to include like magic system (light and dark) and different enemies, but since it was due within a week (and me being inexperience with game development), we had to make lots of cut. Regardless, we would like to expand the ideas even further. 

Sorry for late response, but glad that you gave it a try. My brother did said that the WebGL build could the culprit (that and along with multiple enemies spawning instead of set of groups). It is good to know what to include for next Game Jam though. 

There are many responses regarding to the lagging. My brother (Flamfoof) said that it's the WebGL that's having issues especially when there are multiple enemies spawned at the same time. Unfortunately, we can't upload a download link after the submission period ended, but now that we know about that information, we'll know what to do next time for Game Jam.

My brother did mentioned that it could be the WebGL that may cause the lag to occur. Unfortunately, I don't think we can upload a download link through Game Jam, but that is good to know what to do next time, especially when this game has multiple enemies.

This is pretty nice to play through with its crazy battlefield and... repopulating. XD

Though, I did have one run where one of the enemy that shoots laser went off screen, and they can still attack my units despite being off screen. Just a thing that was odd. And the game does become a lot more difficult when you have to deal with enemy when they can easily one shot your units. I think it would leave a bit breathing room if you include health units for the ally units. But otherwise, it's great.

Thanks for the feedback. That for sure that I didn't take the time to include for some anticipation for the enemy attacks. But after working on this game, I definitely learned a lot about working on both artwork and Unity itself. We were going with top-down view attack similar to the 2-D Zelda games, but we definitely could've worked better on fine tuning both enemy and character.

The game is a bit weird when it came to control and hitboxes at first, but it eventually became more fun as the I got adjusted to the control. The visual humor is funny in this game, I think it could've have a UI that shows the control since I had to check the description for the control (which you pointed out as of writing this).

The game is pretty nice along with the looks of the game. I would say the tutorial could've been a bit better because I only discovered myself that you can perform a double jump by accident. Some of the hit detections seems to be off since I took damage when I didn't touch the sprite completely, and I guess I took two hits when I touched both the enemy and the projectile at the same time at one point (I accidentally just discovered that as of writing this). But otherwise, it's fun, I do like the ending too.

The game is fun to play through. The fact that you included a different website is a plus on top of that. My only two issues are the audio (namely sound effects) and some of the health value of the enemies. I think some of the sound effects plays just fine, but when collecting items, it seems to static of the sorts. The enemies seems to have a bit too much health, even for small fries, but otherwise, it's fun to play through.

Glad you like it, most of the tile and sprites were done by me while the programming was done by my brother while working on the Top-down Engine. The only thing that I didn't do much was the UI and particle effect (some of them were preset).

Thanks for the feedbacks. I did tried it myself (I'm primarily the artist behind the game), and I definitely noticed lagging as the game progressed and the enemy does become too aggressive (and the hitbox for attacking up and down is finnicky).

This is pretty fun, especially seeing how you did it by yourself, it plays nice. It has the sound queue and feedbacks to give some information. I did noticed that the game did become a bit laggy as the game progressed (to be fair, the game that me and my brother worked on also had similar issue), but other than that you did fine on your first try.

Thanks, the effect for the enemy death came from a preset that came along with the AI (it was from the Top Down Engine via Koala 2D). I simply replaced the AI with the enemy sprite, but kept the particle as placeholder. I would've made a particle effect for disappearing, but that one works fine.