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PowerOfGoldenSlammer

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A member registered Jun 12, 2024 · View creator page →

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Pocket Skater 

https://powerofgoldenslammer.itch.io/pocketskater

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Ate until my stomach was full!Ramps up in difficulty just the right amount each level good work.

YEAH BUDDY thanks

https://powerofgoldenslammer.itch.io/pocketskater

The concept was going to be to complete combos or connecting tricks in between grabbing the food items but I was barely finishing the menu and instructions when there was suddenly 2 minutes left and didn't get a scoreboard going or anything. In the meantime I got a great start on a game I can't wait to keep working on! The browser version is kind of hard to play with the cursor losing focus in the window but I'll get that sorted along with Windows releases. Thanks for the incentive to discover this game Kenney crew I had a great time just grabbing the assets and running with them.

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Oh yeah those are some serious ones thanks for the heads up, I verified and fixed the wearables again with an upload just now. Still on the case regarding the previewed pogs smearing and some other things. As for the tutorial lesson, maybe the players should be able to stand and jump around on the stack after building it! In fact you might want to try to do the special slam while standing on it just for fun now that I've added a stable platform and special interaction there.

I also added a bug tracking option in the main menu which should allow quick and easy bug reporting! I might start a new discussion thread for general feedback and suggestions and hopefully your outstanding playtesting here leads as a good example. I can also add some debugging options (like cheat codes) to more easily allow playtesters to teleport around the level and activate things like adding some money or unlocked items to avoid rerunning the same thing again and again, and of course save games which would also solve this are a high priority for next updates. 

Thanks again Classy you've been a great help. New build just uploaded! These recent updates address a number of things you've reported. I have had difficulty recreating the 7ball glitch and wearable items remaining stuck in place by the mowing mission though I have tracked down a number of plausible causes and hopefully got them fixed! If not please let me know or I hope someone else points them out. A proper bug reporting feature will be added soon as well. Meanwhile general gameplay issues like the girl being overpowered and winning too often and the player perhaps being too shorthanded on pogs are top of the list. 

Currently keeping an eye on the following bugs in v 4.1:

  • Blade pogs presenting themself as regular pogs during special slam
  • Rooftop mission caps floating in air
  • Last few percentage of lawnmower mission taking too long to finish
  • Lances pog stack was stuck in the sidewalk

Thank you for the feedback and bug reports! 

Alpha v 4.1 is now uploaded with the following changes 

  1. Pog Shop pricing and purchasing confirmation
  2. The Lawn Mowing Mission handling and faster and full completion 
  3. Speed Skater the first handheld LCD game finished!
  4. User controlled prompts and dialogue activation
  5. Skateboarding somewhat improved

You can see this outlined more in the changelog in the new version that has just been uploaded. Give it a play! 

  • Regarding wearable items being detached

I haven't been able to recreate the bug where wearable items are left detached from the player but I'm still on the case. If you can recreate it in any specific sequence of actions please let me know, meanwhile transferring your selected clothes to the player while they are mowing remains on the bug list and will be fixed by next update.

More depth to the pogs battle gameplay, especially user agency

There are certainly some ways the battle gameplay can be improved such as allowing the player to manually aim the slammer and get rewarded by better slams for accuracy instead of just clicking "slam", this will likely be in another update soon.

Selective pog wagers

There certainly is no avoiding this, the player should be able to keep their favorite pogs without seeing it randomly lost in battle. It may be necessary to rethink how the value of pogs based on rarity and coolness affects fair battles. Blade pogs are cooler than regular pogs but are hologram pogs cooler than blades? And how do we avoid cheesing opponents by wagering our plain pogs against their high value pogs? Monetary and coolness values will have to be considered. A community discussion will probably be needed for this later! 

Varying the size of stacks in battle is also a possibility but will have ramifications on a number of other things so I'll be chewing on that one for a while. 

Happy slamming! 

Thank you very much! I will prioritize the bugs you've found and try to fill out features like the handheld and include these in a changelog soon, your attention to detail is much appreciated, love that you even referenced the movie posters 

Any bugs? Suggestions? The floor is open with this first playable build of the alpha demo! 

Thanks for playing you absolute legend


I just followed him from another site and clicked his profile and was like "what on earth is going on" 

This exchange is hilarious