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owdoo

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A member registered Jun 29, 2021 · View creator page →

Creator of

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Congratulations on your RPS mention. This is surely the second-best Starfield game I'll ever play.

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Hi. This looks great, but I'd like a Mac version if possible. I do have a gaming PC that I use for tinkering in Unity and Unreal, but I prefer to use my MacBook when it comes to lightweight game dev with LÖVE as I can do it anywhere then :)

I see you use Godot to build the app, my other favourite game dev tool. Any chance you can export to MacOS please? I can help with that and test it for you if you like.

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Congratulations on your win! It's a great little game, very well made, and with nice visual effects and splendid music.

Thanks for checking it out. I do agree, it's a bit lacking in fun feedback - I really wanted to included quick animations of comets and stuff pummelling the Earth, plus transitions between the areas. But time was lacking, as was my knowledge of LÖVE. Perhaps I'll add to it now and then when I get a chance, after the jam voting has ended... though I am considering make a more in-depth, whizzier new version in Godot.

To be honest, I think the reasoning for downgrading Pluto as a planet was scientifically sound, but I felt the need to include it - mainly because its got a heart and therefore needs love :)

You have to select three resources and then click the big triangle between the resource list and the recipe cards. I think perhaps that I took my minimalist aesthetic a bit too far!

My favourite game so far. Possibly the only one that might be easier to play in an actual earthquake.

Hmmm... perhaps I need to incorporate some of his works into the game. Anyway, thanks for your comment... it made me laugh.

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If playing on a laptop it's recommend to use an external mouse, especially during the tsunami section, or use the touchscreen if you have one - saving whales gets a bit frenetic as you progress through the game. It's also cheaper to replace a mouse than a trackpad!

I made this game using a desktop PC with a mouse and didn't check how it plays using a touchpad until showing it to my GF on a laptop. Apologies for that! 

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Well, it is 'released' for sake of the game jam. I presume that the rules of the jam mean I can't continue to work on it whilst people are voting on it? I don't know how these things work really - it's my first jam!

Anyway, I'm going to leave this game as it is, and consider it a fully functioning prototype. If I do want to take it further and build on it, I'm going to make a new version from scratch with the game engine that I normally use and feel more confident with (Godot).

Thanks for your feedback - it gives me something to think about.

thanks for playing.

As Oknodian says, the recipe card descriptions are a guide to what to pick to fully unlock them, without giving it away completely. 

I was going for a minimalist aesthetic as that is what I like best, but really wanted to add lots more animation to everything but didn’t have time.

How would you make it more interesting? I’m thinking of taking it further and expanding the gameplay etc.

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Yeah, I’m a bit wary of clickers myself as I’ve suffered from RSI in the past. But given the timescale I probably wouldn’t have been able to work out and  code some other mechanic to gather resources. 

I had intended the ending to be far more spectacular but just didn’t have time. 

Thanks for playing :)

Thank you. It is kind of my thing really.

Really nicely put together, and it looks great. Some variation in music would be good, or maybe a focus on atmospheric audio.

A good polished game, though I kept pressing space to jump and resetting the level. Lots of settings which is great to see, but I would like a way to reduce screen shake a bit. (Perhaps my eyes and brain are still tired after the jam crunch last night!)

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I really like the idea, but I think the control letters need to be bigger and clearer, and possibly  placed elsewhere  - maybe ahead of you and vertically centred might be an improvement? Music is great :)

I had trouble playing as it didn't work like classic Asteroids, which doesn't have direction controls, just rotation and thrust and usually continuous movement - my senses and muscle memory took over! It looks pretty though and sounds nice too.

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I really like the idea, though it took me a while to work out what I was doing. Unfortunately it felt like a rhythm game to me so I kept tapping the buttons in time to the beat! I liked the music, but something ambient without a beat might help ;)

This is a great idea, is a lot of fun, and looks very nice. Love the wobbley sound. Would love to see more levels :)

Nice! Quite a lot to it, and pretty well made. Would like to see configurable controls, and the repetition on the jump turned off when the key is held down for a bit too long..

Very addictive and fun. Would like to play more levels, and options for full screen desktop would be handy. 

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Thanks. I'm a web developer and graphic designer by trade, and I only work 3 days a week. This sort of design is not too difficult for me. It's the coding that's the fun part, especially as I'm new to LÖVE!

I love how the skellibobs are the problem but in some levels become part of the solution. 

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I have a 27" 4K  60Hz monitor for my gaming PC...  a 27" 5K 60Hz one built into my iMac... and whatever resolution  my 13"  M1-based MacBook Air is!

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I uploaded a new version of the game that doesn't require installing, making it more user-friendly for those using the itch.io launcher.

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Ynglet has had a favourable review in The Grauniad! 

https://www.theguardian.com/games/2021/jul/31/ynglet-review-nicklas-nygren-amoeb...

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Since uploading this video I've upgraded the project to run in full 1080p, instead of the original 720p I was intending. This is so I can use higher quality artwork and more detailed character sprites. This is not going to be a 'crunchy' pixel-art game.

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An early classic from the awesome artists called Amanita. 

I remember so well when I first saw it not long after its release, as it was forwarded to me by a friend who never played games but sang its praises. Really changed my perceptions about what a video game could be and is an aesthetic inspiration for my own game (which is a platformer rather than a point’n’click)

Amanita continue to delight me with their stuff.