Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

NitramiuZ

937
Posts
1
Topics
211
Followers
9
Following
A member registered Jul 17, 2018 · View creator page →

Creator of

Recent community posts

I wrote this comment before playing the laser level. HOLY. That's so cleaver. Out of all the things in this version, it feels like the laser opens up the most possibilities. Amazing

Just amazing execution with having the different objects being fun puzzle mechanics! It's sad that you had to switch to mouse controls (keyboard was better) but you managed to do it very well anyways!

Fun take on the kind of "Guess who" game play loop. The text felt overwhelming at first but then I realized I could read it afterwards and try to figure things out as I go. Very atmospheric and I love having a MimiC as a extra challenge.

<3

Epic art, thanks for playing!

Thanks!

Thanks for playing! Yeah, I've got an idea to make the optimal strategy more interesting, I'm glad you found it fun anyways!

Super impressive that you managed to create this in two weeks! Not only did you recreate the game, but also the music, awesome!

Cool! I like that you did something with the ending. The controls felt tight, especially the sliding was satisfying. It would've been cool with having different weapons (like a shotgun) but with how the enemies are behaving right now it wouldn't made that big of a difference anyway. Well done!
(1 edit)

Fun game with a simple premise that's easy to grasp. Felt like the optimal strategy was just to place all towers in a lump, but it was still fun. Not much gain ground, even if you at least had projectiles, so you're better of than me! Also, if all the paint was red it would be a very gory game haha


I'm glad you liked it! Sorry about the audio stutters

(1 edit)

Such a cool idea to use audio to guide the player, great atmosphere too. I found the house rather quickly, so then I could just walk around listening for that audio que instead (it was at the bottom edge of the forest, so I knew I had to go downwards). Making the map wrap around instead would been interesting! Also, I wished that the game had the instruction within, it would've made it easier to give you UI points.

I like the unique art style! The boss was especially cool. And I like how you made the sfx into percussion.

The art is amazing! Especially when having to draw so many different characters. I loved how you made the tutorial section with different paths for each character. I really dig the audio and effects work, make it feel very polished.

Awesome adaptation to the theme, there's certainly some gain ground in here. I loved the "scroll to spin" mechanic, gets a lot of fun on a mouse where you can make your scroll wheel freely spin and make just blast across the map lol.
Visuals felt polished, but sometimes it was difficult to get a sense of depth and to navigate correctly (although rotating the camera definitely helped)

The audio and music themselves were good, but how the music suddenly disappears on the selection along with the uneven levels of the SFX made it feel a bit janky.

I would wished you'd had checkpoints (even if Gain Ground doesn't), cause then I would've certainly played through the whole thing!

Yeah, it's to do with web Godot running everything on a single thread, so if game is suffering, audio issues is the first thing you'll hear. The downloadable shouldn't have this problem though as the audio will be playing on another thread then.

Thanks for playing! You beat my "high score" of 10k. I'm not using any object pooling, which I probably should've (altough from what I know Godot already handles it decently). I never had any issues on the standalone (3000+ grains out) and performance seemed good on web too so didn't bother spending time optimizing it.

Could be that the sheer amount of allocation and deallocation is causing performance drops, even when there isn't much grain placed at a point in time. With that said I've got a powerful computer (RTX 3080) so that's probably the reason.

I'm happy to hear that you could play the game to wind down after a long day!

Thank you for letting the player "restart" on the same level with the same progress instead of having to start over. That way I actually finished the game. I had a very hard time trying to rescue anybody, and even when I did they died in the next level. Game looks awesome btw!

An annoyance for me was that Violet's spider blocks her projectiles, resulting in making quick turn around + shoot impossible, since it'll remove the projectile right away. This would make sense if the spider also blocked enemy projectiles (making the spider more useful) but this is sadly not the case ;(

(2 edits)

It plays really well, looks and sounds great, and is fun! Well done

10/10 grainy comment

Thanks! I'm glad you found it relaxing

I'm glad you liked it!

Totally fair criticism, but I'm glad you enjoyed it anyways. Thanks for playing!

(1 edit)

Awesome game. Played through it three times to try and get the highscore, didn't quite succeed but I was close. (This makes it the game of this round I've spent the longest time playing by far). I really enjoyed it, so many good design decisions. You've managed to make the game very approachable, I've struggled with keeping all of the buttons in my head on some other games but this felt super intuitive and a joy to play because of it.

Only complaint I have is that since the game is keyboard only during gameplay, I wished I could pick the upgrade with A/D + Space instead of having to move my attention to my mouse. (Aren't the mice the enemies anyways, we shouldn't join their side)

It felt a lot of fun out ranging the sword enemies with my even longer swords (that was my favorite character btw). Well done!

Fun abilities! I like that you kept the limitation of how you can shoot with different characters from the original, I thought that was one of the more clever things that game did. Sfx and music was good, but the control scheme felt a bit clunky with how I had to move my hand to the other side of the keyboard (ENTER) every time to start.  The way it picked the direction of your shots also felt a bit off cause when you stopped moving the animation defaulted to right, but the direction to up. But I still enjoyed the game!

Thanks for playing! Yeah I'm not expecting to place any better than last place in terms of the core mechanics category, but I spent all the time I had trying to make up for it in the other categories. I'm glad you liked it anyway :D

(3 edits)

Awesome game design with using the ghost as reinforcements. Visuals are top notch. Difficulty was just right, and due how the game is designed it will scale according to the skill of the player, which is perfect. The music was bangin, almost too much so that some of the sound effects felt a bit out of place. And I'm nitpicking here but the audio levels were a bit uneven at places.

Only real issue I had with the game was that I often felt stuck just looking around for the last enemy. An indicator would've been nice, or even better make it so that enemies pathfind towards you from far ranges if there are few left.

Thanks for playing! I'm glad that I was able to make something unique :D The upgrades make your harvester and planter bigger, so you can sow more seeds and harvest more wheat! (It just increases slightly each time though, but if you look at the front you can see it animating a bigger size each time)

There's definitely a lack of Gain Ground in it, but after scrapping 3 other ideas for being too boring I got the idea for the title and decided to make a kind of joke game out of it.

Thanks for playing! I'm happy you liked the music

I'm glad you enjoyed it! It's up to you to decide whether or not to punish other categories for not following the main one, but I will happily accept a one star in the recreation category.

Loved the take on the theme. So different yet so similar, 5 stars in the core elements category for sure. Good puzzle design too and crisp art and audio.

Only issue I had was that the movement felt a bit unresponsive at times. For testing purposes I tried to tap a direction really fast, and sometimes it didn't register the input, so I think that's why it felt a bit sluggish at times.

Overall a great entry!

Thanks for all the kind words! Watching this gameplay gave me a lot of information. First off that it looks like it took some time before you realized how new grains were planted (since you drove around with the harvester down a lot in the beginning, even if you had nothing to harvest) Luckily it seems you got the hang of it around the 2 minute mark.

Glad you like the "pling" upgrade sound, made it in like 2 minutes when there was 30 minutes to the deadline and I rushed to get the upgrade system in.

It was certainly a trial and error math process of getting the tractor to always align with the ground + speed getting influenced by the slope.  (I'm not using the built in rigid body system for this, so I'm glad you notice it!)

I'm sorry about the performance issues triggering so early. With my computer it can still run it just fine in web even with 1000+ grains out. (You had around 800). Thankfully each grain is only 12 vertices!

I'll think about expanding it. First on the list would be to make the song longer and make it possible to pick different upgrades. I also wanna incorporate the mill in gameplay somehow. (making flour?)

Thanks again for playing!

Thanks for playing! I did indeed enjoy making it (otherwise I wouldn't have managed to work on it 16 hours in a row). I'm glad you seem to enjoy the song as much as I do!

Thank you for playing! I'm glad you enjoyed my songwriting :D

I'm glad you like the music! I was almost going insane when I tweaked and rerecorded vocals for 2 hours. It's definitely not a typical recreate, but I had fun making it.

I'm pretty sure that if I stuck with a more in line recreation I wouldn't have gotten a finished product. I'm slowly learning that if I don't have the motivation to create a jam game, then my idea probably isn't worth pursuing. With this idea I was able to work on it for 16 hours straight without issue (totally healthy I promise).

You are the second person that says you played longer than anticipated, it'll be interesting to see if this trend continues.

Thanks for playing!

I really enjoyed the concept! If you could "rescue" blacked out pieces at after a cooldown it would've been even closer to the Gain Ground.

Did you experiment with having the canon ball shoot out of the cannon body? I think it would've made it more unique and make having two canon bodies a bigger bonus. (these controls would probably make it harder though, so understandable to keep it simple.)

It's really sad that it doesn't have any audio, otherwise it was great!

(1 edit)

Really well made and polished, love how the UI looks and the theming with the skulls. Difficulty felt impossibly hard until I realized that you're not always supposed to kill all enemies, but just escape. It still felt a bit hard, and therefor I didn't make it further than 4 levels. I did skip and check the first boss, and it looks like you've spent countless hours on this. Well done!

P.S. Using the escape key as an input is a bad idea in web games if you want to be able to play them well in fullscreen.

Thanks for playing! I 100% agree that this game is not very much like Gain Ground at all. I had other game ideas first but they didn't motivate me enough to actually make them. Then I just got the "Grain ground" name idea in my head and I decided that making a silly game like this would be the way for me to actually end up submitting something.