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Valdis Gunn

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A member registered Mar 07, 2021 · View creator page →

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That's impressive!

But you know, as the dev, I know the highest possible points you can get in a turn is not this one ;)

First of all, it hurts to see the empty "diamonds" ability slot, which could increase your final points even more. Then also, for example, why use "Astronaut"? It multiplies the final turn points by at most x4x10 (where 10 should be the number of cards with a "LENGTH" symbol on the table, which is actually 9, not even 10 in your case), so at most by x40, which is a lot, but not the best you can do... What about, for example, using "Plumber" or "Bellboy" instead? I won't spoil what those abilities do here so I won't ruin the fun and joy of discovering it by yourself, but I can tell you they are better than "Astronaut" in this case... Getting rid of the "Astronaut" would also eliminate the constraint of having to use the 3 "x[LENGTH]" cards at the start of your equation if you get rid of the "FLASK" ability too, freeing both 3 card slots and the "clubs" ability slot, in favor of better cards and abilities maybe, just saying...

So, in the end, I'd say the quest for the highest possible turn score is not over (not even for this limited prototype version of the game). 

You want the high score? You can have it! I left everything I gathered together in one place, now you just have to find it!

Btw thank you for playing :)

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At the moment, there's no way to burn ability cards unless you replace them with a new one of the same type. The idea behind this "mechanic" was to encourage players to be more thoughtful when buying abilities in the shop (knowing they can't be easily removed later), but since others might run into the same issue you ran into, I'm still trying to figure out whether to keep this as it is or not...

Oh wow, 96 trillion in your first run is very good!

As for the Steam and Android release, the answer is yes. A lot of people are enjoying the game, so a Steam release feels like the most natural thing to do so that I can add achievements and leaderboards to the game, with also obviously more content and game modes to play. After that, I'd love to release the game for Android too, with the possibility to start a game on PC and continue it on mobile, or vice versa. 

Unfortunately, I'm not doing game development full time, so I have just a few hours a day to dedicate to the game, but more news and updates will be coming as soon as possible.

And by the way, thank you for playing the game!

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I released another update, the problem should be fixed now. Thank you again for reporting this!

I'll have to wait for the next +Len^Len run to be 100% sure though :)

The problem does not seem to be what I thought it would be, I'm currently investigating, do you remember if you specifically tried to look at the "turns" graph from the game over screen or if the error happened as soon as your game ended?

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Ok, thank you very much for reporting! 

I'll try to patch this as soon as I can.

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Oh, wow, sorry for that... The game is perfectly capable of handling high scores, the problem here lies on the saving system for the scores I think...

Do you remember more or less how many points you scored in the end?

Edit: I found the bug, and it's now fixed

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Nice!

I just released a small update to fix bugs and introduce some useful player options, an update to add more content is also coming soon!

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It's unfortunately the builder ability that's "soft-locking" the game, I'm aware of the problem, and a fixed updated version of the game is coming in less than 24 hours. Thanks for the bug report!

Edit: the problem is now fixed starting from version 0.11

Oh ok got it, "best" sorts cards by the highest amount of points each card has ever produced for you in a single turn, hence the "best turn points" part. I should probably change the text of the tooltip to make it clearer, and in general I should definitely work on making the game more "beginner friendly" in this sense, thank you for letting me know!

Thank you!

The goal is to get the highest score possible with a limited number of draws (which you see on the top left corner), it should explain this at the beginning in a little tutorial, maybe it didn't trigger for you. The next step, the key to do this, is upgrading the shop level (refreshing the shop), so that you can get to cards (and also abilities) that are much more complex (as it says in the in-game tooltip of the shop refresh function) and that synergize with other cards and abilities to create strategies that can lead you to some crazy high scores (like the ones other players posted in the game page's comment). After upgrading the shop to higher levels, you get more powerful cards that open up the door to more strategies and synergies, for example these cards and abilities:


Another key point is also to "expand" the board other than only expanding your deck, by adding card slots, which ensure you'll produce more points for each turn, because cards stay on the ground for longer and thus help you craft longer equations which in turn lead to more points for your final score.

As for the sorting by "value", I'm not quite sure what you mean, these are the available sorting types for cards in your deck:


Maybe you meant "type", in this case cards are first sorted by their type (first +N cards, then ×N, then for example [dice] cards, then [coin] cards, ecc...), and then by descending value (if the type is the same), so in your case it would be "×3", "×4", "×6".

By the way, thank you for playing, I'm happy you enjoyed the game!

More cards, abilities, features, and most importantly game modes are coming soon for sure. Thanks for the suggestions too, the idea of weighted dice/coin abilities based on certain probabilities are very nice, could be an alternative to the clover and horseshoe cards which always guarantee a certain output from dies or coins.

Thanks for playing, glad you liked the game!

Very cool game! Despite the heavy use of assets, the game felt quite polished and also very cohesive. Controls feel unintuitive at first, but when you get the hang of it, it starts to get unexpectedly easy and very fun to move around. 

A couple of suggestions if you plan on expanding the game (which I hope you'll do since the game has potential):

  1. Some objects don't have collisions enabled (you can go through them);
  2. Consider adding a "crash" mechanic if you fly towards an object, like a planet, and hit it.
  3. The "laser" mechanic of both the player's spaceship and the enemies spaceship needs some work/polish, for example make the laser have to charge up for some seconds and fade out with some nice effects when it deactivates (maybe you can find some free laser assets on the Unity asset store), plus better laser sounds would also be nice to have, to make the lasers feel more powerful.
  4. The menu showing the "tutorial" text shows an "X" icon on the upper right corner, but you can't ever close the popup, since the mouse disappears while you play, and there seem to be no keyboard key bind to close windows (maybe I'm missing something?).
  5. I'd suggest experimenting with different controls, for example a different way of steering your ship by using the mouse to point in the direction you want to move to.

Other than those small adjustments, the game was quite fun, hope you'll consider expanding it a bit more. Good job!

Very nice game! I can see the slipways influence with the playnet connections, and I think the core loop has lots of potential.

A couple of suggestions that I hope will help you if you want to develop the game further:

  1. In the UI for turns, make turns go backwards (kind of like in my game), i.e. make them start from 50 (or from another number the player can define before starting each game maybe, so that they can choose how long their runs will be): this would make it clear that the player has 50 turns only from the UI too (and not end up like me, who clicked "end turn" multiple times to get money, then found out I only had 50 turns before each run ends);
  2. Add some polish, first of all to the UI, then maybe animations, effects, sounds, ecc... THis seems like an obvious suggestion, and it's clear that there is not much time in general to add all those things in a week for a game jam, but I'd like to see the game expanded more even after the jam, with a bit more polish to it, like satisfying particles effects when I end my turns and resources are produced (hit me up if you update it);
  3. Experiment with a more "real time strategy" approach, where instead of turns, you produce resources constantly over time; the game would end up transforming into a sort of incremental idle game, which lots of people seem to like and which is much more easier to create than a big strategy turn-based space game (which would be cool to however, so experimenting with both ideas could lead you to pick the best one out of the two to develop further).

The game has lots of potential, so good job!

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Very cool game, polished both mechanically and visually, at least for the world elements like trees, rocks, water, ecc...

I found some problems and have some suggestions if you plan on expanding the game more:

  1. If you start hitting something then stop and walk away, the popup window with the remaining "HP" of whatever you were hitting stays on the screen forever, without even pointing to the direction of the object you were hitting, like this:


  1. Try to make the assets you used more cohesive in their style: the icons for the resources are very realistic, the UI is very minimalist, and the game is in a middle-detail low-poly style, maybe try to make the UI and the icons stay consistent with the simplistic and colorful style of the game environment.
  2. You can walk on water, then gradually go underneath water by just a little bit, and then ending up out of bounds and falling down infinitely if you go too far away from the island: either add some invisible barriers or make the player drown and thus respawn if he gets too far away from the island.

The game felt very polished and nice to play, though I can't tell whether you made everything yourself or used some assets both for the visuals and for the gameplay and game feel, since no credits were given, but in both cases, good job on the game!

Nice arcade game! Simple but also fun to play as a nice distraction for pauses in between work. The game feel was also on point and very satisfying for inflating balloons and for killing enemies.

There are couple of problems I ran into while playing, plus I'll also add some suggestions if you plan on updating the game:

  1. If you restart the game, sometimes it breaks, and doesn't let you move, nor enemies move or shoot (you have to refresh the page to restart);
  2. The sounds are very loud when you start the game (I had to lower my PC volume to 2% while playing), maybe add some sound volume options and make the volume start very low in the app, for example start at 20% volume, or simply lower the master volume of sounds in the game (since if you don't plan on adding background music, the user doesn't need separate music+sounds volume controls and thus won't even need an in-game sound adjustment option, but still, it could be nice adding an in-game option if for example someone wants to listen to music while playing the game, they can do that without having to lower their PC volume, thus also the music they are litstening, to adjust the in-game sounds);
  3. The controls felt very weird: sometimes, when I released the button, the ship kept moving left or right for up to half a second, which obviously, in a game about avoiding obstacles and with a one-hit game over, is not very desirable. Perhaps this is just a problem of the browser version, so maybe having a downloadable version could fix the problem, but still, I'd look at the code to make nothing weird is happening there, since the game is not actually lagging, only the controls sometimes do not work properly.

Overall, simple but inventive remake of the space invaders game which also fits the theme (though I would have gone for the title "Space Inflaters"), good job!

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Very funny game, especially the masterpiece OST and beatbox sound effects :D

Obviously, some graphics adjustments would make the game even better, but not too many as the game would lose its funny feel and appeal. Plus, add some more levels! The puzzles were nice.

I noticed that clicking on multiple shapes without placing them places them all in the same place, maybe try making shapes selection reset the previously selected shape from the menu if it was not places.

Although the "music" was amazing, it can become repetitive and , I'd suggest to add player options to adjust it or mute it in the main menu (though muting it would be a capital sin), and maybe to also add more music tracks, different from level to level, maybe referencing the different shapes the level introduces. 

Very funny puzzle game overall, with simple mechanics but a clever core concept, and obviously very on point theme interpretation!

This was very nice! It's not very clear who made the 3D models in the game (if they are assets or not), but the game world seems to be very big, though possibly lacking some content here and there to make the environment also feel more alive (maybe add some more collectibles to justify the walking of the player in large spaces?).

I'd also suggest to make the colors less "washed out": I don't know if the gloomy/dreamy atmosphere was wat you had in mind for the game, but from the art of the game (which I suppose it's AI generated), colors feel brighter and more saturated, while in the game, saturation is turned down and brightness seem to be high, so I think experimenting with either changing the lightning conditions of the game or adding some post processing layer (though more resource consuming) could make the game retain the same color profile of the screenshots you added for the game; also, maybe fog is causing this whiteness/washed-out effect on colors, so try to lower the starting fog distance threshold.

Overall, good job!

No problem, glad I could help :)

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Wow, that's amongst the highest I've seen so far, cool strategy, and thank you for playing too obviously!

Hi, iOS is not currently in the plans for the next updates, but I'm considering porting the game to mobile, so maybe also iOS in the future.

By the way, thank you for playing!

DNA works fine for me:


The card should add +6^5 so it's +7776, with DNA it's ×4, so it's +31.104

Maybe it's another ability?

Anyways, thank you for playing and for reporting!

Nice little game, I can see the Bloons TD influence here, but where you are the one manually popping balloons! I loved the music too (don't know if you made it ir if it's an asset), and the colorful esthetic.


There is a bug, however, where you can keep popping balloons even after the game ends, by clicking on balloons at the side of the screen, and therefore farm money without ever losing lives from the "game over screen".


Other than this little bug fix, I'd also suggest that you make balloons movr slower at the start of the game, and gradually get faster later on in the game so that runs become harder snd harder not only because balloons get more and more layers, and this would makr the game stay challenging even after you max out your level from the main menu.

I'd also popping animations to balloons and maybe a better indicator to show you when you lose one life (for example a mild white screen flash).


The game was very fun, it's also playable on mobile and there I'd say it's even more enjoyable! Good job overall!

Nice little toy, funny and stylish character design and artworks, the voice acting is also very funny, and the game is already a nice to play distraction.

Right now, obviously, there is no purpose to the money you make, it's just a click and hold to play the game, and that's fine as it is as a concept.

However, I feel like you could do a bit more with the gane by making a very simple change: make it a local 1v1 mini game, where you play against a friend to see who can sell the most balloons in a certain time limit maybe. The change is quite simple, you add another stand on the right, and makd the game play with the keyboard (use 2 different keys to inflate the balloon), and could make for a little fun minigame to play with a friend.

Also, even though the artstyle is part of the fun and style of the game, I'd suggest you not to scale the sprites of the stand too much, maybe keep everything at the same scalr so that the outlines of the sprites are not incontinent.

Other than this little adjustment, I think the game is very nice as it is already, good job!

Nice game! I loved the interpretation of the theme and the fact that expanding is required to survive, but also becomes a problem if you expand too much! Nice catchy music scores too (thought it's not clear from the game and descriptions/comments which elements were assets and which were created by you).

A couple of suggestions if you plan on expanding the game:

  1. Obviously, add a purpose to the coins you collect, since right now they don't serve any purpose, they don't even influence your score for the leaderboards: maybe add a shop for some snowball customizations and cosmetics, music customizations, powerups? consumables to make your runs easier, ecc... 
  2. Adjust the size of UI elements based on the game window size (Use Screen.width and Screen.height in Unity to get those): in the main menu, on small windows, buttons and other UI elements like the logo overlap;
  3. Make sure you make obstacles appear NOT in fixed rows and locations on the screen, but also randomly, and at the borders of the area in which your snowball can roll: if you place your snowball on the far left or far right in fact, you can basically avoid all obstacles in front of you because none spawn in those positions;
  4. I'd suggest you to add ramps in which your snowball can jump and avoid obstacles in the air, which may be cool, and maybe add more obstacles variety, like trees or similar

Fun arcade game overall, needs some polish on the graphics and some variety in gameplay, but the main elements for a fun game are already there, good job :D

Thank you for the feedback! 

I'll try to give the player options to maintain the game a fun little distractions if they don't want to do confusing calculations in future updates.

Thank you for hosting!

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Yes, it doesn't always happen, only when you have other specific cards with the builder, but this is a bug indeed. It's already fixed in the build for the next version, but updates for the game are frozen for a few more days because the game jam voting period is still ongoing. Thanks for the feedback btw!

Edit: the problem is now fixed starting from version 0.11

Good run! The strat is indeed very good :)

I'll investigate on these asap, thanks again

Very cool and atmospheric game, with simple visuals made very immersive by the simple but effective use of post processing. I loved the atmosphere, though using sounds would make the game even more immersive.

The "expansion" theme didn't really shine through in the game, since I basically couldn't do nothing with the "memories" I collected, but the game was fun nonetheless.

I run into a couple of issues while playing the game and have some suggestions for improvement:

  1. I wouldn't suggest using 7zip for compressing the game: It's not a common format for games and windows doesn't support it natively like .zip or .rar, so you can't be sure that everyone will be able to unzip it to play the game;
  2. I don't know if this was intentional, but you can climb tilted walls by jumping multiple times while against them (you should either fix this, by making the ground collision trigger collider of your player smaller so that it does not touch the walls while you're against them, make the walls have a steeper angle so that the player can't climb them, or maybe keep this in the game and add some cool easter eggs at the top of the buildings); also, running and parkouring on top of the buildings was a lot of fun with your floaty jump, so you should probably consider "climbing" buildings an actual mechanic in your game, with maybe some collectibles being on top of buildings.
  3. Speed up the animations of the game, including the text fading in on the screen,
  4. Add some immediate feedback for when I press buttons on the main menu (I pressed multiple buttons, multiple times, and nothing happened, so I thought the game was broken or frozen, then after some seconds, I think the scene loaded, and the game started);
  5. Main menu buttons didn't work for me other than the "Play" button, so I couldn't see the credits not quit the game: if this is a problem of loading the main menu scene properly before having buttons pressable, I'd suggest either adding a loading screen before the game starts or use a black screen to hide the loading of the main menu scene, then fade it out as soon as the scene is loaded;
  6. Add natural, organic barriers to block the player from going out of bounds instead of using invisible walls, which break the immersion of the game and also make me believe I can go explore somewhere I actually can't;
  7. I don't know if this is a bug or not, but I had no music nor sound while playing the game (main menu had music, but the game didn't): if no sounds are implemented, I'd obviously suggest to add music, or ambient noises to levels for an even better immersion, plus more sounds to improve player feedback, like footsteps and pickup sounds;
  8. Specify that you need to pick up mind fragments using "E" also inside the game (since spheres are collected simply by touching them, I thought I had to only touch the mind fragments too, but nothing happened because obviously I actually had to press "E" to pick them up), you never explain how to pickup items inside the game (you never mention pressing "E" to do so), which might confuse some more naive players (like me);
  9. Level 2 never loaded for me, so I couldn't play it, and that's a shame because I was having fun with the game;

Overall, the game was fun, and I'd like to see it improved and expanded upon, with more levels, mechanics, and a deeper story (as well as adding some music and sounds to the game). Good job to the team!

Good job on the score!

An update for the game is definitely coming in a few days with new content, stay tuned :D

Very nice game and theme interpretation. The artstyle of the main character looks cool, the animations are very cool too, but I feel like you need to make each stage more cohesive with the pixel art style of the player. Also, some polishing for player actions would be nice (for example, make the player slide less on the ground, make its jump adjustable based on how much you hold the jump button, implement classic platformer game-feel features like coyote time and jump input buffering, ecc...).

Here are a couple of issues I ran into while playing the game, with also some suggestions on how to improve it:

  1. The pause menu bugs out when you press buttons: it doesn't do anything, and then you get stuck on it (so probably Unity throws an error and the game basically freezes);
  2. I didn't really understand what the goal of each level was: in level 1, after getting bigger for the second time, I got stuck... Maybe the goal is to collect all coins, but in this case, don't make coins the player already collected respawn in each level when you restart with a bigger size, and add a UI indicator with the total amount of coins collected for each level while you play;
  3. Instead of having a "play" button that sends you to the first level (and redirecting the player to this menu every time he dies) maybe you could try adding a level selection screen after the user presses "play" (instead of having a separate "select level" button), and maybe send the player back to this level selection screen when he wants to quit a level with the previously played level already selected;

The game was fun overall, most notably thanks to the animations of the player (I love the idle animations), good job, don't stop making games :D

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Not bad at all for the start a rhythm game, the concept of rhythm fights is cool, but as you also know, the timing is not on point (maybe you should check if you are using deltaTime correctly), the "charting" (how you design the notes to hit for the player) needs some work too (avoid long pauses when you don't have to press any buttons, and also avoid notes that are very close to each other at least for the start of the game to keep the difficulty of the game, and eventually of the levels, consistent).

As you know, the theme was not even considered for this, but I still want to give you some suggestions to improve the game:

  1. Make the indication for when to attack (and how to attack) bigger instead of having a very small text at the bottom left of the screen;
  2. The game starts with SFX volume disabled: I don't think this is something you want by default, since sound effects add a lot to the game, especially if it is a rhythm game, they could be satisfying to hear for the player and make the game feel of the game even better;
  3. Make it clearer that you are pressing the buttons because you are blocking attacks and then also attacking yourself: the idea of a rhythm game centered around boxing is very cool, but right now, with how the scene is presented, it is not very clear if this is the case (is it?);
  4. Add options to rebind the controls (I would prefer playing with other buttons for example, instead of up and down, use left and right arrows, or A and D, or even A+S+D and J+K+L like most of the 2 buttons rhythm games).

The game has its charm with in the artstyle, and I think you could even go for a humor-centered funny rhythm game with the same artstyle, like the game "Parappa the Rapper" for example. 

Overall, I think this is a good start and a good concept for a rhythm game, keep it up!

As others already pointed out, the game is not playable unfortunately, but still, I love the minimalist pixel graphics! I'd give the hair of the guy on the right a black outline to keep the style consistent with the rest of the elements in the game through, while having no outline for the sprites on the background is great to distinguish them from the foreground.

Nice game! Visuals are really cool, and the music was well fitting. I think with a bit of polish on the graphics and animations, and some work on level design, the game could be expanded into a full puzzle game!

I'd suggest to make the behavior of patrolling agents more predictable (for example, make them always move left and right or up or down, maybe even make them point in the direction they intend to move for the next turn), and also to speed up the movement animation of the main character.

The theme was also well fitting, with the virus expanding, and the idea of having sort of antibodies as police officers with guns was very clever, good job!

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Thank you so much! If you have any feedback for the game too I'd be happy to hear it.
Also, I played your game too and it was very good, especially for a game made in 7 days! I left you some suggestions and feedback on its submission page, I hope they were helpful :D

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Amazing game! I love the concept and the execution, and while UI needs some work and the game needs some more "juice" (for example, particles and more complex animations when you place down buildings, animations of buildings themselves, like idle animations and animations that play when for example resources are produced, ecc...), the concept is very solid and I'm impressed about what you've been able to achieve in just 7 days!

A few suggestions, with some already pointed out by other players:

  1. I'd definitely consider adding a tutorial to the game, as it's not immediately clear what to do at the start: even a simple window at the side of the screen with all the instructions inside, in a single page, with a "close this window" button, would be enough to make the game more accessible.
  2. For some reason, zoom was inverted (scrolling down in general means zooming in, but it was zooming out: baybe add a player option to switch the zoom axis?)
  3. I'd suggest to make the initial cutscene a bit shorter or remove it entirely for the game's demo/prototype, not to scare away people who just want to play the game as soon as it loads: once you get people invested into the game with your mechanics, then you maybe could think about adding short cutscenes here and there to convey the concept, or maybe add a campaign mode later on in the full game's version.
  4. As I already pointed out, polishing the game and adding more animations would make the game pop even more, and I'd also suggest to add little things moving around the "world" you create, like aliens, little rovers moving around, flying vehicles, drones, ecc... (if they make sense for the atmosphere and the themes of your game), because usually players who enjoy city builder games like this love to see their creations "come to life".

In the end, the game was really well done, I'd love to see it developed further, and I'd definitely play again if you decide to do so! Hit me up if you'll update it! :D

Neat concept! I like how the game is very easy and the only one who can make it difficult is yourself, this is a very good mechanic!

Some suggestions if you plan on expanding the game:

  1. I noticed some visual gaps for the tilemap you are using for the level: to fix this, simply go to your grid object which contains the tilemap and make the cell size's x and y components something like 1.001 instead of 1, this should eliminate the gaps in between your tiles;
  2. I would suggest to make bullets faster, not make them bounce on walls and also make the hitbox of the target larger, which would make it easier for the player to kill the target;
  3. The concept for the game is nice, but I think you should make it clearer when you are hit by one of your own bullets: it took me some attempts before realizing why I was dying, since it's hard to see bullets that are that small, so sometimes I just find myself dying and not really knowing why.
  4. Sometimes, no matter what I do, I can't find the target: the very short time to find it makes it so that whether you'll find the target or not is based on pure luck, hence if you randomly choose a position at the start of the game and the target is in the opposite part of the map, then you're sure you won't find it for that round, which is somewhat of a shame... Maybe try making the map smaller, or the field of view of the main character a bit larger.

Ultimately, I would suggest to continue working on this to turn it into a proper roguelike: after polishing the game a bit, you could think about adding powerups for the player in between runs (for example, move faster, increase your field of view so you find the target faster, increase the damage of your bullets, so that maybe at start it takes 3 hits to kill the target, but then you can upgrade your gun to kill it in 2, then only 1 maybe, and similar powerups/upgrades).

As I said, the concept is great, I hope you'll "expand" it (if you know what I mean). Good job!

Nice game, nice voice acting (was it AI or was it you?), and the game has a relaxing feeling to it, with the sound of the scissors being very satisfying (though I'd suggest to let the player mash the click of the mouse and play the scissors animation even when there is no weed to cut). The game needs some difficulty scaling, and polish, but I see that both the screenshots and the description that the version I played is an old version of the game, so I think you already have a better version ready to be released. Looking forward to play it when it comes out, but great prototype for now!