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powertomato

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A member registered Sep 28, 2016 · View creator page →

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When I zap a capitol, I somehow got twice the money:

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Thank you very much

I did some experiments and it’s the Godot physics engine causing the frame drops. Likely in combination with my level design and how I generated the collision meshes. 4.4 has jolt included so I should be able to update after the jam.

I needed a couple of runs to get the controls, but it was fun afterward. I wish the game would zoom out a bit when at a fast pace so you could see if you align with the hills. Artwork is nice, music and sound are fitting. Like it a lot, good job!

I like the art and while a bit rough around the edges the gameplay is fun too. I only realized you could grapple with the right mouse button. The color difference was to subtle to see and it also didn’t work the first time. I reminded me of the old Rare 3D platformers on the N64, good times

Very nice interactive novel. I enjoyed it. If anything it was a bit short and

Spoiler don't click the theme gave away the ending. I was thinking "how does this fit the theme?" when it hit me
I would have preferred mouse controls, but that's just a personal preference. Liked the art, sound design and music are spot on. Well done

Thank you very much for the kind words. I thought of having specific actions for the weapons like you could throw shurikens, but the sword would swing and you’d thrust the spear, which would essentially allow pole jumps. But having a smaller scope, but polished levels seemed like a better choice for a jam.

The ball effect is essentially that, a projection of the UVs on a large world sphere around it with wrapping, but I did it in a shader.

Thanks for the feedback.

I believe it is CPU limited, but I don’t have much data beside it runs well on my gaming desktop. May I ask your specs, which GPU and CPU do you have? That would help me identify the issue.

This was the most fun I had today, playing the submitted games. The ramp-up is a bit slow until you get a couple of upgrades. Then it hooked me until my fingers hurt from spamming revive/attack/revive/attack… but not before beating that true hero. Art and music were excellent and fitting. Good job.

Silly idea. Who doesn’t want to click a game like that? A thing you could improve upon is player feedback. When I land a hit, when I got hit it all felt a bit disconnected from the animation. You made me laugh, good job!

Congratulations on finishing your fist game. I had fun playing it.

I have to agree that it was quite difficult. A couple of times I encountered that I pressed [space] in time, but still got put on cooldown. To avoid that you could display the correct area a bit smaller than it actually is, to let them get that close calls; which feels really fun.

Liked the shop items, risk reward for strategizing, pure buffs, you had it all. I’m surprised how many you implemented. Keep it up.

You can do it!

Simple game loop and well polished. Makes you want to go into action again, but stronger. The animation when you return the elements and the pipes fill is really satisfying.

I love the art style. It’s super cute and the palette is harmonious, vibrant and yet not so hard on the eyes. Animations are simple yet fitting and cute. The game is well polished and executed.

The upgrade mechanic is a nice idea, but it could use more polish. E.g. it was getting slightly annoying to craft more and more of the complex ingredients. E.g. clicking 35 times to make 35 magma for a meteor upgrade was a bit tiring. The icons were readable, but tooltips with ingredients names would be helpful. Also some animations on what is happening would help with player onboarding how crafting works. E.g. have a little fire and earth meet at the magma icon and combine there.

Overall I really liked this one, hope to see more after the jam.

Thank you for your kind words, Ray. You know you look like an alt account by me, with you only commenting on my games? :D

I really liked the setting and idea. It has huge potential. The two levels are very easy, but I can see this becoming a deduction/detective game like “Return of the Obra Dinn”.

No sound is a bit of a let down, but the graphics were good enough that I felt immersed.

There is some quirkiness with the object physics, especially when dropping them. I think allowing the player to always be able to drop the items with a rigid body sim would work better, but it served it’s purpose.

Overall well done, keep at it. I would love to see more!

This is adorable and stunning. A great example why steam should rethink the 2h refund policy. An experience is not about time, and this was incredible wordless story telling. The art is gorgeous, music is fitting… The only negative thing I can mention is that I felt slightly annoyed the awkward-meter did not reset when “leveling up”. Very well done, Bravo!

No actually I’m kinda “compiling” the code and pre-calculating the result of a cast, so there is likely a bug there, thank you for reporting

Thank you very much for the kind words and for playing. The AI was designed for more open spaces, enemy design overall is a weak point I guess.

So did the combination you found have stability issues, i.e. did you get frame drops or did it just feel unbalanced? I tested many similar combinations and they worked fine for me. I should probably test on weaker hardware as well.

Thank you very much for the kind words and for playing. The AI was designed for more open spaces, enemy design overall is a weak point I guess.

So did the combination you found have stability issues, i.e. did you get frame drops or did it just feel unbalanced? I tested many similar combinations and they worked fine for me. I should probably test on weaker hardware as well.

I love the visuals, it’s got that original Resident Evil vibe. Controls feel snappy and reactive. Well done!

The “gun” I lacked a bit of feedback of how strong the shot is. E.g. you could add some screen shake and sound effects for the strong shots to really sell the impact.

For some reason “fullscreen” does not stretch the visuals but has a huge black border. I believe this

Now all it needs is more content, keep at it!

Game is really fun. First one I had to force myself putting away to give other games a chance. Art is outstanding, music is simple but fits. Sound design could use a bit of work. And I feel the difficulty curve is a bit too steep and relies a bit too much on grinding previous fights to get good ingredients.

Well done!

I changed the key bindings just to see if the text message at the start updates. It does 10/10

On a serious note: Fun little game. What really confused me is the lack of feedback for movement. The background does not seem move relative to the player, so I ended up using dropped coins as a reference.

Like the art style, reminds me of paper cut-out stop motion videos.

I found a bug: You can run out of bounds on the right.

It needs some feedback to the user when the effects happen. Even just playing a sound would be great.

It was fun but made me rage-quit after a while

Really like the animations of the characters. The game loop reminds me of those retro simulation adventures like “beat cop”.

What I lacked a bit was feedback and juice. E.g. it took me a couple of deaths to realize what was killing me.

As for controls I generally think the less buttons you need to still achieve everything the better. When designing controls try to limit yourself e.g. arrow keys and a single button and only introduce a new one if you’re stuck design wise.

Keep at it! Add that story, would live to see it

Thank you very much for playing and the kind words. The shop was the plan initially, but I ran out of time, so I hid all the pieces in the dungeon. Probabbly not the greatest idea, as seeing the pieces in the shop would build anticipation. Rotation seems like a really good idea!

Thanks again for playing. Seeing people play the game is a lot more valuable than just comments.

The itch.io app has a sandbox, that limits the damage a malicious itch.io game can do.

Here is more info: https://itch.io/docs/itch/installing/windows.html https://itch.io/docs/itch/using/sandbox.html

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Happened to me too. It’s relatively easy to reproduce in later levels. While a piece is moving, just quickly click on the others and eventually you can’t do anything anymore. You can still restart the level, though

Now I see my poor choice of words. What I meant was clickable on screen buttons, not buttons on a keyboard. I usually don’t plug-in a keyboard into my phone :D

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Great work! Very fun and addictive. It has that “just one more run” feel. I wish-listed it on Steam.

A minor bug that I found: in fullscreen on my 16:10 screen (1920x1200) the edges are cut off.

It would also be nice to have all actions like “turn-around” and “attack” accessible via buttons. The game runs great on my phone, but it is sadly still unplayable without those

Found a bug that happens in firefox: When you click "finish turn" it is active indefinetly. After the enemy finishes its action the player turn will end immediately, so the enemies will attack repeatedly until death. Just as if you clicked "finish turn" again and again

If you create an account, there is an "Dos and Don'ts". Redestributing the creations alone in music format as well as creating derivative music is prohibited by the license, even if you do so for free.

Very fun and addictive. The later levels were hard with the 30 second timer but overall very well executed. The art is nice to look at too. Great work!

Fun little game. Liked the cat theme and artwork. Felt like it was zoomed in a bit too much, so the anomalies felt like punishment for reading the mini-map incorrectly. If it were a bit more zoomed out you could plan a maneuver around them and react quicker to the pickups

Surprised to see such a serious topic, but love the theme about an oppressive government taking away stuff from you.

Great idea, I loved the unique controls. I could imagine them beeing used for a stategy game. Well done!

To be more precise it executes the commands, only acceleration and jumping don't work mid-air, so yeah same result.
It might work to have a reduced acc. mid-air that would make the jumps a bit easier

It works fine for me. But beside the .exe there are 300MB of Java-Runtime and Asset files