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Pyrious

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A member registered Mar 25, 2023 · View creator page →

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The audio is peak. The gameplay basically doesn’t even matter. The music fits the “silly stonks” vibe perfectly. With a better game loop, I could see myself spending a lot longer playing this.

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I got $15 from a 25-second gravity-defying stunt :) (I slid down a wall for 25 seconds)

The bicycle controller is fun, and the map is pretty nice. I would have liked a little more oomph and chaos (rocket boost? destructible objects? etc.), and maybe some reward for “breaking” the game, like some cash or a powerup on the roof of a building. The game is already very complete for 9 days of work, though.

Yeah, the game is definitely designed to be played with a mouse (or gamepad) and would be a challenge on touchpad.

I have a ton of deckbuilder experience personally, so to me discarding cards from your deck being OP is a pretty natural thing, but I’m sure it’s counterintuitive for players who are less experienced in the genre.

About card descriptions, it’s not so much intentional, and moreso that I wrote them all at 4am on the final day after adding most of the actual game content + playtesting + balancing etc :’)

Glad you enjoyed the game!

I mostly ignored the weather and chose risky options, and everything worked out. I must be the greatest pirate captain in the multiverse :)

I would’ve liked if the click sound effect was changed to something more fitting, since it played so many times. The writing was good though.

Nice game. I didn’t get what the gem bonus cards did until later in the game, and I misclicked Go instead of Dig a few times (maybe put Dig on the left and trigger buttons on mouse up instead of mouse down? bevy_mod_picking helps with that).

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Cool concept. It seems like there’s not much reason to use different notes, so you don’t really end up with a melody, and once you get the right sequence of kicks and snares there’s not much left to do. It may be a good idea to include a timer and an eventual end so that players can be self-motivated to try to avoid bumping into walls to optimize their time, plus track some other stats for more things to try to optimize.

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You found the secret idle game within Blobo Party!, congrats!

There are definitely a lot of ways to expand this game after the jam. Hopefully I find time for a post-jam update :)

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I think the pause is when the music track loops. I tried to iron out all of the music syncing-related issues but that one remained. EDIT: This will be fixed post-jam :)

Dance card descriptions definitely should have been more explanatory. “Splits” doesn’t move but it gives you heavy contact damage and immunity for nearly the entire duration the card is active.

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I was surprised to discover that the eyes in the background aren’t just a static image. The VFX and sound design for the eyes is top notch, and the writing is pretty good too. The UI is plain but surprisingly complete for a Bevy game. Reminds me of The Talos Principle. Also I see we interpreted the theme in the same way c:

As for the nitpicks: the ambient background audio gets repetitive after a while; the player model looks out of place with the rest of the game; and the puzzle difficulty spikes way too hard (even if this wasn’t a jam game), especially with the rotating tiles.

Also I found a crash: I tried to change to a different level during an ongoing level transition, and got “Attempting to create an EntityCommands for entity … which doesn’t exist”. But the game remembered my progress on refresh, which is great.

EDIT: I see this is already a known issue :)

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The motorcycle controller is very nice and the trail VFX is pretty. Music would do wonders to set the vibe while playing. I’m not sure how well-balanced the PvP is in terms of potential degen strats, but it seems reasonable. It’s a fun multiplayer game made in 9 days – very impressive.

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Yeah cartwheel moves to the left relative to your facing, and moonwalk moves backwards. The card descriptions should probably mention that.

It’s a cute vibe. The gameplay would benefit a lot from a better character controller, though: A little faster movement on the ground, coyote time, not sinking into adjacent water when falling from high up, and some feedback like VFX, SFX, or animations in response to player input.

Sure! The source code is here. We actually use the audio instance instead of a timer to drive gameplay, which keeps gameplay in sync with the music at all times. The exact BPM of the song is specified in a config file, and then we have a helper run condition called on_beat (which is actually on every eighth-beat, for extra granularity).

Yeah, how players decide which game to click on is a mystery. I’m glad you had fun! It was a lot of work and I’m happy with how it turned out :)

I get a WGPU validation error trying to run this game on Linux + Firefox v128.0 (bevy bug). Using Chromium instead worked for me.

Not being able to see the cubes when they phase into the drum is unfortunate. Maybe they should trigger score when they hit the top of the drum?

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UI seems to clip off the right side of the window on itch.io. I’d recommend adding a fullscreen button at least (in the itch.io page settings).

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I get a WGPU validation error trying to run this game on Linux + Firefox v128.0 (bevy bug). Using Chromium instead worked for me.

Music and SFX would make a big difference for this type of game, and the character controller could be improved. Also it took me some time to understand that air dashing targetted the nearest dweeb.

It’s a simple game, but it could be a cute little experience with some better presentation.

My current best time :)

It’s a good difficulty for speedrunning. And I think it’s fine for new players as well, since they don’t know how to cheese the game yet. There is an issue with the spawner hitboxes though: if you shoot them from the side, the bullets will phase through unless you aim perfectly for the bottom.

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I speedran the game in 1:41.

EDIT: Unrecorded 1:24

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My strategy is to just connect to portals at the start, then aggressively rewire portal in-degrees to exactly 3 in the mid game, and then just put out fires short-term in the late game by placing more roads until the 3-portals inevitably overflow.

EDIT: Got 3387 but at the very end I hit the road limit that I didn’t know existed.

Oh okay that’s very impressive for 3 days, nice job!

Huh. Did you have NaN entities too, or was it just the score?

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Incredibly impressive work for a single person in 9 days.

I only played on normal mode, but it seemed like the optimal strategy was to dig out a semi-square centered on the entrance to the mines + try to avoid digging metals, and then spam build towers right by the camp. Once you figure that out there isn’t much else to optimize, so it seems like there’s some missing complexity (different types of towers, or some other source of complexity) – but obviously this is a jam game.

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This may be overly ambitious for a jam game, but I like the idea. I like the idea so much that I actually already have an eerily similar WIP non-jam game (top-down shooter, play as a hooded mage holding a staff, fight trees / rocks / enemies for resources and recipes, craft weapons).

Being able to drop items is an important missing feature, or maybe I just couldn’t figure out how.

Cute game. The gameplay is pretty much just drive in a straight line, but for a quick 5 minute game that’s fine. (I didn’t notice the turbo boost in the controls either)

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I think this could’ve been a great game if you had the time / resources to playtest, fix bugs, and add music / sound effects during the jam. I love the game’s design and the tweens in the UI look great.

EDIT: Also I just tried the Gihub Pages build and had this not count as a win:

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This game makes good usage of risk vs reward, and it has potential to be a nice small game. However, it is basically unplayable because of 3 easy-to-fix issues (which have been mentioned already but anyways):

  1. Either the camera should rotate with facing, or movement should be independent of facing – WASD directions should never desync from the camera’s axes.
  2. The bullet sound effect shouldn’t be layered x100 when you shoot 100 bullets at a time. Maybe increase the volume of the sound effect instead (with an upper bound), or limit the number of copies of the sound per shot to a small number.
  3. The icon name popup should have a mostly or fully transparent background.
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Fun game! The interactive environment is a nice and important touch. I feel like a little more friction for the earlier levels might have been nice while learning the game, since you can’t move the cannon yet so there’s a lot of leftwards sliding when the pieces land.

Also a couple of tiny nitpicks:

  1. Retry should reset the camera position (I went really high and then had to wait for the camera to come all the way back down)
  2. Z-index seems to be slightly off for some things in relation to the cannon:

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So the number of ratings is actually based on how long your run lasted (in minutes, clamped to at least 5). But it might have been interesting to round the scores to multiples of 1 / ratings, I hadn’t considered that.

EDIT: As for score being lower than raw score, that’s true. But also kinda unfair how itch does that lol.

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Yeah if you made it to INFINITY you beat the game, congrats! Synthwave is my favorite too :)

Cute game, well-designed puzzles. Good job :)

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Probably just not my type of game, but I felt like the puzzle aspect was somewhat missing. Connecting the threads without overlap was easy (which is reasonable), but figuring out which evidence was linked to each suspect+victim was too straightforward. At first I thought I would have to do some critical thinking to connect victims to suspects, but it was just connecting victim+suspect to the listed evidence.

Right click / Shift right click was buggy for me on Linux + Firefox. The gameplay was kinda uninteresting, but I loved the graphics and the music (and the Pepe Silvia reference).

Cool concept, would be great with a little more polish (sound effect when a grave / portal spawns or timer ticks down, and some pathfinding improvements). I had fun :)

I wanted to spend a lot more time on the combat, but I ended up having to work on a lot of other things to get the game to a finished state. Turns out it's hard to build an RPG during a jam, lol.

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Nice game, well-polished! I love that the last place you rob has a computer in a room that's only accessible via vent. Also I rolled out of the top left of the building on level 1, which was funny but I had to refresh the page.

Sorry about that! Glad you enjoyed it up til the crash, though.

Interesting concept. I couldn't figure out how the cat decides which wall they want to stick to after jumping, but it worked out anyways.