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Mr. McGregor

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A member registered Feb 20, 2015 · View creator page →

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Glad you liked it!  Thanks for trying it out.

The fullscreen button should be visible now.  Sorry, hadn't actually noticed that it was hidden.

It's really the voice acting that makes this.  That was genuinely funny.

I like the idea of putting ball-and-paddle gameplay together with Charlie Chaplin.  Classic meets classic.

I had to stop before it ended because the wobble effect was actually making me nauseous, so I feel like you may have gone a little overboard with that.  Other than that, though, it looks good and it controls well.  I haven't seen the film so I had to go to YouTube for context, and having done that, it does a good job of recreating the scene it's based on.

Am I correct in thinking that the music in the background is taken directly from the movie?  Because if so, the jam rules specifically said not to do that...

I also feel like you should have named it something else.

I wasn't able to try this one, because the window was much larger than my desktop and I couldn't find any way to resize it.  I could only see the top left part of the game.  Maybe I was missing something obvious...?

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It really needs that song you recommended for the full effect.  The goofy little iceberg with its adorable face just pairs so well with the song that the game would seriously be missing something without it.  As it's not part of the game itself, I'm afraid people will miss it.

Otherwise, it's a good execution of a cute idea.  The second game feels unnecessary, but including it doesn't hurt anything.  

It made me smile, so you made at least one person's day a little better with this.

I love the chip tunes rendition of Ode to Joy.  I also love how tightly focused it is; you managed to get something not just playable but actually pretty fun out of just a few seconds of the movie.

It looks great.  The art on display is charming and stylish but it's still a recognizable version of what's in the movie.  I also got a good chuckle out of the names.  It's really tricky to play, though.  That isn't necessarily a bad thing but I personally found controlling it to be a road block.

All in all I think you two did a really good job!  You should be proud of this one.

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Thanks so much for checking it out! I appreciate the feedback, I'll be making some changes to the next build based on your comments. =D

EDIT: A new build is up now. Thanks again for sharing your thoughts!

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What you've posted is really cool! The first Trek game I ever played was Judgement Rites, and this is really taking me back there.

I wouldn't stress about finishing on time. Given 30 days, I don't think anyone is going to turn their nose up at you for posting something that isn't 100% complete. You can always keep working on it after the fact, if you're still feeling it.

For my game, I've spent my time thus far working on modelling the interior of the player's ship. I'm doing something in the spiritual vein of Trek rather than trying to reproduce something from the franchise verbatim. The broad idea is to let players swap out parts in engineering and customize the ship to do different stuff. I'm taking inspiration from the tendency of the Enterprise crew to make stuff up invent solutions by jury-rigging systems together. Y'know "what if we channel the phaser banks through the main deflector dish", etc.

I'm not where I planned to be at the one week mark either, though. The issue I have right now is that, with the rate the model work is progressing, it looks like I'm only going to be able to devote about two weeks of the jam to coding. I was expecting more like three, so I'm having to re-plan what I want to do in terms of things like mission objectives and crew behavior. I've already pretty much abandoned the idea of away missions (at least until after the Jam's over) and I'm on the fence about whether I have enough time for a couple of other things.