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petebananas

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A member registered Apr 23, 2023 · View creator page →

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Yea, I agree in retrospect click&hold would be better. The main reason I had small interaction zones is because at this resolution it was hard to fit things like text boxes onto the screen in a way that makes sense (pinned to character speaking, but not being cut off etc). Someone else had the same feedback and it occurred to me to maybe just visually show the area when you hover, so you could hunt around the screen and at least know what is interactable and what isn’t.

Anyway, I’m glad you enjoyed it, and thanks for the feedback!

Ah interesting, I guess when hovering on an interactable thing it would be nice to indicate that by showing the allowed area.

Thanks for the feedback, and glad you enjoyed it!

Thank you 🙇‍♂️

Ah too bad, the dialog is pinned to the character talking, I tried to make it so the activation areas are so that you’d always see it. Where/which character did you see that?

Thank you 🙏

Haha nice! I tried to get some generic characters in there like the Vulcan on the bridge for example but many were inspired by TNG 🫡

Haha! The instructions dont seem to mention pressing enter… unless I missed it. Now I’m goin, thanks.

Nobody plummets and panics like I do. Everyone says so. Big plummets, the biggest panics.

Definitely one of the best of the jam, tons of fun.

Agree with the person who said it needs endless mode and more crazy upgrades for the balls (like maybe they could explode and such).

Great job!

Very cool and nicely responsive. I couldn’t get far without inverted mouse unfortunately!

Looks cool but somehow I’m blocked in the very first room, there’s no way out… :(

this is great, super polished and clever. sadly my platforming skills are not up to par 😅

Thank you! I did struggle a bit with explaining the minigames, there’s limited screen real-estate for text at this resolution :) I figured at least there’s no real penalty for failing, you can just try again. There’s an NPC in engineering who will give you a hint for the engine one which is pretty abstract.

Anyway, glad you liked it!

Thank you! I wanted to include a few more mini-games but I realised early on I may have over-scoped and trimmed it a bit.

Thank you, I’m glad you liked it. I feel like I learned a lot about this kind of point-and-click type game, so maybe someday I’ll take another crack at it :)

Oopsie! My muscle memory for quitting a game during dev is ESC and I appear to have left in if event.keycode == KEY_ESCAPE: get_tree().quit() 😅

I’m glad you liked it up until that point!

Wow thanks :) I’m glad you liked it.

Thank you!

Here’s a hint – on star trek there are these access tunnels between/decks/etc. The crew often have to crawl through them for one reason or another… They’re called “Jeffries Tubes” ;)

There’s an engineer standing nearby who will give you a hint!

It’s in sickbay on a shelf ;) Glad you liked it!

Clearly I should be a professional tower builder.

Great game :)

Thanks, glad you liked it ☺️

Glad you figured it out and enjoyed it! :)

Yea so the idea is that, when the storms come, you have to dig yourself out afterwards. You have 5 actions on your turn, so if you are buried by more than 5 sand tiles it’s game over. Like I mentioned in some other comments, it’s kinda like Forbidden Desert. Eventually there’s just too much sand, and you’re done. My high score is around 30!

Thank you! That was my inspiration for sure – I love that game 👏👏 Thanks for playing!

I wonder if it’s a presentation issue with the page/cover? I had little time to make up a nice title/cover image. And also I wanted to go with super low res/pixelated look (true 192x176, no cheating!) and so the screenshots are tiny…

Anyway, thanks for playing, I’m glad you liked it :)

Aseprite is open source – https://github.com/aseprite/aseprite/ – but you have to build it yourself to use that version. Personally I just grabbed a copy for 20 bucks, or I may have got it as part of a bundle… I can’t recall. It’s a great product worth supporting.

Ah yea, so I suggest not doing that. I mentioned in another comment I wish I had implemented a state machine for the world in general because the one for the player is hard to keep in sync with the world updates. So you gotta wait for each step/update before trying to continue to dig.

Hey! Thanks for playing :)

I didn’t have time to add an in-game tutorial so I’m sorry you weren’t sure how it worked. The description does explain a bit. It’s sort of inspired by the board game Forbidden Desert where you take a certain number of actions and then a storm comes and drops more sand and shifts things around.

I would say Godot is pretty easy to use once you get a handle on the fundamentals. There’s a lot of coverage of the basics on youtube.

The biggest challenges came from the fact that while I implemented a state machine for the player movement, the game world/state itself really could have used one. So there are some bugs where you can sort of ‘get ahead’ of the game if you’re impatient and don’t wait for animations/updates of the world.

The only other technology I used to make the game was Aseprite which is my pixel art editor of choice. But honestly my usage of it is very basic and any pixel editor would have sufficed.

Glad you liked the art, I’ve been in software for like 25 years and art is something new for me.

Cheers!

Hm what went wrong?

Really well done!

Sounds like you got the hang of the controls! :)

Thanks for playing 🫡

Good idea! I also played with letting the player stop whenever they wanted, or automatically at each “segment”. Something to consider!

Thanks for playing :)

Agreed! I spent some time fiddling with difficulty ramping up but couldn’t get the balance right. Like if you don’t get an xp upgrade soon enough suddenly it’s impossible, stuff like that. I also tried to make Frank move faster the long it went on which maybe has some potential.

Thanks for playing, I’m glad you liked the unconventional control scheme :)

Thanks, I was skeptical it was working out during dev, but all said and done I think it turned out pretty good.

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Thanks, art is new to me (been a software developer for like 25 years), so that’s nice to hear ;)

Great art!

These drivers are, incredibly, worse than the ones in my town 😂

Good fun.

Wow. It’s just so much fun!?

I want even more weapon types.

I was also a bit confused about the effects of potions – do they stack? Maybe some UI for that would be helpful.

Great job!

Well executed! I was wondering, on my way to level 10, if there is this much trash, what in the world is that beaver going to do once I’m gone!? But you had a solution for that ;)

This was really clever and a lot of fun. I’m not sure how well I did… did I miss a score keeper thing?