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qtipbluedog

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A member registered May 12, 2021 · View creator page →

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Loved it! The model looked pretty cool and retro. (stealing this) The flying felt great while in the air. The laser cannon felt good to use. I liked the robotic "power up" as you activate your crystal ability. The denizens of the world are weird and round which indicates to me they just want peace but you're coming in and screwing it all up, by taking their precious crystals. Boss fight was cool addition and was kinda tough. UI was minimal and well done. Great water shader!

I think for the flying I would have appreciated a way to descend quickly. Felt like I had a lot of control in every other direction except down. I could kinda boost down sort of? But a straight down option would have felt awesome. The pickup areas felt like they were too "small", I had to really get on top of them to pick them up, the movement which is great for everything else is too "floaty" to accurately run over them. Left cannon projectile speed I think might need a bit more tweaking. Leading shots wasn't difficult, but it kinda just took a while to get there I guess? I know it gets weird as you increase projectile speed, but with how large the models are I don't think you should have a problem. 

Music was calming and further contributed to my head cannon that the creatures of the planer are supposed to be peaceful. SFX I think fit really well here. The rockets and gun sfx all worked well. The only one I wasn't a fan of was the getting close to death SFX. The buzzing was not my favorite.

Great job getting this done in a Week. Mech Gang Rise Up. 

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This was a very cool game! Art was really good and the music matched! Loved that it all felt rhythmic, not just the "rhythm game" section. Really felt like it tied together. 

In the rhythm section the DDR arrows didn't seem to be matching with the beat, they felt more like on the upbeat of things. But could be a web thing. I would love to see how the Native build plays! 

Overall impressive stuff for two weeks of work! I loved it!

The concept is pretty cool! I love that you can have certain number of lives to use per puzzle and that it's not a mistake to use them. The only bit of frustration was the first time encountering bigger mushroom guy that had more than one health. I was having issues trying to dodge then explode, but sometimes the enemy recovery seemed too short to get a full fuse off on them. I eventually got it by just making sure to bait twice and that seemed to work! The upgrades were cool good job on the design there. I also wished the coins would magnetize to you if they were dropped by an enemy. Lost of lot of coinage because of that.

You are forced however to get all the health upgrades or you could be locked out of completing the final encounter. This is a design choice of course. But this would force the player to know ahead of time that they need to make sure to purchase enough health to beat them. Neat concept, but I'm not the biggest fan of that style of design.

Overall tho I enjoyed the concept and thought the game was good! 

Really liked this game! The QuickTimes were super cool! I loved the possession mechanic. Neat music! It took me a bit to figure out the boss, once I figured out oh I need to possess the little guys it made a lot of sense!

Love it! Good job y'all!

Hey! Thanks so much for playing my game and for the kind words!

Yeah there's only one level. Wanted to keep it a short vertical slice of what it could be. Keeping it short for the judges.

The shot alignment I'm going to definitely need to think about. The problem is there's always going to be some kind of alignment issue, because that barrel moves around physically in 3D space and is used to direct where the shot is oriented.

So it's either going to be I make a dynamic cross hair that updates/projects where this shot will go or we try and apply offsets based on current rotation of that weapon to match the static crosshair. We'll see when we get there.

Glad you had fun! :)

Hey thank you so much for playing and the kind words! 

Interestingly I haven't seen much feedback around healing nor the indicators for what buttons to press for things. So that's great! I've added those to my list! Maybe some sound fx and flash indicators where those are to make it apparent for "repairs".

Thank you so much again! Cheers

Great! Good fun game. Playedtill it said to stop haha! So that's really a Vampire Survivors like. Once you got a certain point you just kinda dominate everything which makes sense for a jam game. You could def add more enemies and weapons and weapons that interacted with each other and it'd still be fun. Nice art and sound!


Good job.

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The art looks pretty good! Good job!

The Game is very difficult to control your character. Think it's because too much friction/deceleration when changing directions. Adding some deceleration/acceleration isn't a bad thing but the values are much too extreme and difficult to get used to. 

This combined with also trying to dodge fast moving projectiles and objects makes it difficult to get into. It should be much snappier for a bullet hell type game.  Being outside the bounds of the window = death doesn't make much sense and it takes away from the gameplay. I would introduce bounds into the gameplay and clamp the character into the box. 

I would start by making the character easier/snappier to control, then introducing bounds the character can't go outside of instead of being outside the window killing you. 

Silly little game. It was cute! I liked the art and story quite a bit! I liked the different enemy types. I wasn't a huge fan of the directional attacking. It didn't feel very smooth to play with, so mostly tried to get into neutral and attack instead of pressing a button. Another thing that surprised me was the missile staying in the scene and could hurt you more than once. 

Another missile issue was during the boss the missiles would go to mid screen and stop making the left side of the screen safe to stay in. I liked the mech's art and animations tho. 

Good job submitting! :)

Neat little beat-em up game. I really loved the character sprites on this one. They looked great. The controls felt a little stiff. I think adding some combos to help spice up combat a little bit. Also the enemies once punched were very threatening. I really liked the music and thought it was cool but it was a bit loud and didn't seem to loop.

Good job submitting!

This game is so cool! Really love the RPG like space exploration thing you have going on here. Love the starfield and traveling between the different sectors. The combat was fun IMO and I really liked the current ways you can build your ships. The UI was cool and I loved the combat music. The only thing I think was interesting was I could kinda just choose to avoid combat if I wanted and kept thinking I would encounter something random while floating in space. But that's just my two cents. 

Your art style was old school and vibed well.

Really loved this one. Great job

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Thank you so much for playing! Your words very kind.

Yeah I've got some feedback around  how navigation/exploration in the current iteration can be rough. I think I have some ideas in the future around building an environment to tell a story with more landmarks and encourage exploration. Now that I've gotten feedback saying the same I think that's what I'll want to do. Depending on future feedback I might add some kind of ping or detector like in Satisfactory that gives you at least a direction to head in while exploring.

Thanks for the feedback!

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Mecha Gang Rise UP!

Neat concept. I like the dungeon crawl aspect and grid like movement. The turning felt really cool! I played through a few times, but was never able to beat the boss. Great job on the grid inventory and different pieces taking up different shape spaces! Good job on the models as well.

I would have liked to see what the different items did/stats for my bot so I could understand what I was equipping and why. The overlay when fighting looks cool but there wasn't anything to really do once I interacted with a bot. Felt like there wasn't much strategy involved with trying to figure out what I wanted/needed to use to fight against each bot. With an automated turn-like such as this one you'd probably want to really get in deep and surface info to the players about what each piece is doing/damage numbers so they can make decisions. Flesh that bit out.

Overall good.

MECHA GAME RISE UP!


Wow great job on making this! Good job on the animations and the different models! I liked being able to dash. I think adding another animation for the mech whenthat happens would make it pop! I really enjoyed the missile lock on. Looks sick. I had trouble using the shield personally and had trouble telling when I was taking damage maybe some flash effects on the bot or screen would help with that. Music was super cool as well as your SFX.

Also looked like your UI scaling was off on your web export even in fullscreen.

Great job on this!

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MECHA GANG RISE UP!


This was a ton of fun! Loved the retro psychadelic like art style and shaders. The different weapons were also really fun to play with! Y'all made so many enemies! I personally really liked the one with the little stick legs. Reminded me a bit of portal for some reason. Lots of little details in here like the spinning up of the machine gun and little recoil from the first weapon. The UI was pretty cool and integrated into the game. The boost felt nice with the tilt in there. To me personally I didn't like how floaty I felt especially in the air, but if that's what you're going for carry on! SFX and music fit the vibe very well.

I did struggle a little bit to know when I took damage other than seeing health go down, so more feedback to the player might help there. I would also add some more shake (if you want) when firing certain weapons. Also some of your AI was trying to blast me  through walls. Those jerks XD

Wonderful job!

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Game is really cool. I enjoyed it immensely. Presentation is fantastic, from the art to the music it's pretty incredible. Lots of polish here. The katana flying through the air was extremely satisfying and the slicing up the fish felt fantastic.

 I first played this on trackpad and it was very tough. (which is fair). Would highly recommend mouse for this one. But still kinda wish there was a little bit of a slow down effect you could do after kills or something. Had to be extremely methodical about when I killed the guards which was nice, but it was very difficult for me and took a lot of trial and error. 

I generally had a hard time executing the moves i wanted to do quickly enough before being caught. e.g. I kill fish 1, then I want to try and hide before fish 2 comes around the corner. But my mechanical prowess just won't let me because I'm too slow to pull the katana going the other way. I'm wondering if maybe there should be a bar before the guard immediately spots you. Maybe a few more obstacles to hide behind when trying to do executions. Not sure. It'll probably come down to heavy testing to get your levels flow right, but this is a great starting point. 

I think ya got a really good thing here with lots of mechanics to work with. Nice work!

Awesome game. Simple but a ton of fun to play. The music is so awesome! Final score 258!

The UI menu at the beginning was really clever. The screen shader looks great. Enjoyed the different potion effects and the overall pace of the game getting crazier and crazier as you go along.

Awesome game. Simple but a ton of fun to play. The music is so awesome! Final score 258!

The UI menu at the beginning was really clever. The screen shader looks great. Enjoyed the different potion effects and the overall pace of the game getting crazier and crazier as you go along.

Thanks!

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A yes another incredibly hard rage game. Made it through the tutorial then couldn't even get through the first room. Never could actually get myself in a big enough circle get momentum going. Confusing from a player perspective how to change trajectory and momentum.

Implementation of sound and the art looks good tho.

Good job on submission!

This one is interesting. At first I tried to navigate via selecting two different points, but ended up just using one point for the most part and space bar to go as fast as possible to explore routes. I didn't end up finishing but felt like I got far. Movement is the best part of the game, I think building  some levels around choosing two points and trying to arc yourself somewhere accurately would be cool. Right now I can just spam the grapple and leap without too much thought over the mechanic.

Good job on submitting!

Yeah I'm just really bad at tinywing likes. It's fun seein all the pros

Hey thanks so much for playing!

Originally it was acid, but after user feedback they are watermelons. ;)

Glad you enjoyed it!

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I really loved this one. So many houses ;) SFX and music were great. I loved the busters saying stuff like indubitably and PEW! Cute simple art that conveyed all the meanings. Think your UI was well done!

The concept is pretty simple, but already feels like it's indepth enough to strategize how you want to setup your buster pipelines. Having pointy ones to break through the smaller guys and your angry drunks to beat the big numbers felt good. Dragging feels great! And I love that you can just click on the buildings and the busters go in there.

Played three rounds and it's a fun game. A few issues I had were actually keeping up with getting my Busters to the cannon and if my structures were too many close to the homes they would all eventually leave and not prioritize repop. I fixed this by spacing my buildings, but eventually ran out of space, haha! Wondering if having a holding place for busters so it makes it easier to separate them out instead of clogging up with all my regular busters might be a good idea as the game gets more complex.

Super cool concept love it!

I enjoyed the vibes of this one. The first time I heard the screams it was creepy and had my hair standing up. The art, ambience, and SFX really make this one. It felt really detailed here so great job on the environment art. Weird cthulu like stuff going on here. Really had to be strategic about my rounds later, especially going against the Bullet Hell enemy. Enemies were dodging my bullets, I 'm not sure I like that feature. 

I'll echo some others and say the abominations felt a bit too fast and ended up being more frustrating than scary.  I think it's a combo of enemy placement, your light mask (which is great!), and speed of the enemy. I liked SFX informing the player they've been spotted, but in some of the tight corridors it just not enough time. The tension is now lost and instead of it being an oh shit moment it's more of a memorize where all the enemies are in the level deal. Which is a shame, because it really destroys the horror element. In horror you want it to be about the  tension of what's around the next corner. I think your light mask helps that. The speed of the enemies and how quick the player dies takes away from it.

The speed of the player felt a bit fast as well. Shooting worked except for the dodging bullets thing.

Overall I think the vibes carry this one.

This game is super fun. Good little twist. I enjoyed getting to try and line up shots as I went. I think the upgrades didn't feel like they did much? Also think I kept encountering a bug with the shield guys every so often where even though the shield was on the back side it would ricochet when it hit them straight on. Loved it when you can ricochet off a bunch of enemies. Felt like playing pinball or something? Music fit the hilarity... Of killing people... ?  Overall a funny one! Good job y'all

Game is pretty fun! I liked the concept of possessing others to gain more power. I like as you get more power it just becomes a came walk, giving the player this idea that your crazy powerful now. Art is great. 

Some nitpicks: Other than the fireballs at the end the mouse felt weird controlling the sprite flip. It didn't seem to make a different whether I was facing enemies or not while attacking, for a top down adding these directions is standard. So the player can visually see all four directions. I think I bugged the eye balls out near the end, it seemed if I got too close to enemies they would just bug out and not attack. 

Enjoyed it. Good job!

Nostalgia take me. Just a really fantastic punch out game. Sent it to my dad because he loved punch out as kid! And I remember playing it with him as  a kid myself.  Great art and the music fits. Just gotta polish the looping up a hair. I really tried my best but couldn't get passed the zombie. Would have loved to see what you had in mind for the powerups portion in-between fights.

Having to beat goblin again is like the old punch outs of course, but would have loved at least for the prototype the ability to start from the next monster to learn their attacks and progress OR to have a one/two knock out system, to lower the barrier a little.

Probably gonna come back to this one once judging is over and try and conquer the mountain.

Hey, thank you so much for playing!

It's funny I was trying to figure out how to build out my environment without having to spend a ton of time making assets, cuz ya know game jam, and just said hey let's build two low poly rocks and scale them and rotate them around. It's an environment right? 

Guess it panned out.

Hey! Thank you so much for playing my game!

Yeah the spaceship go brrrr cuz the lerp weight is really high. :D

I've got projectile alignment fixes and general lighting/brightness of the scene on my list!

Appreciate the play and you taking time to give feedback!

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Hey thanks so much for playing! Your words are very kind.

I'm really glad you enjoyed the gameplay and vibes :) For fullscreen it's handled through the web embed in the bottom right hand corner. I wasn't ever able to let it properly fullscreen in web for whatever reason through code or configuration. Something I need to brush up on for future game jams. 


I'm going to have to get projectiles and crosshairs closer. Wondering if it's a dynamic thing I need to do. I'm going to need to figure out down the line how cool downs will work. I was tweaking them last minute because at first it didn't feel like they filled up fast enough based on play testing and feedback from friends. I think based on submission I've gone too far the other way. Or maybe cool-downs just need to cool-down faster at higher values. The orbital strike was last minute so I'm no surprised it's a bit wonky ITO of placement right now.

I'm excited to continue this project once I compile all my feedback and I get everything road mapped out.

Thank you again for playing and leaving feedback!

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This game is so cute! The puzzles aren't overly difficult and well designed with a ramping difficulty that never becomes overwhelming. The art, SFX and music all fit together well and everything worked well. I also like that there is an undo button, but again the design was so good I never felt like I truly needed it and felt restarting was a fine decision. I'd keep polishing what you've got here.

Congrats on this submission because it's great!

Awesome visuals. Love this setting. CHARGE was hilarious. The animations of the mouse, enemies and UI just feels really good. Loved the little bugs and storytelling element. So many little details in each bit. The screen cracking and the ! popups were cool.  You captured the old windows 95, 98 setting really well.

Level 2 really was difficult to get past. So maybe an intermediary between 1 and 2 could help players step up their skills before being thrown into the deep end. But jam tuning is really hard to do so I get it. I think you should also tune the Bugs(ants) with their jump. Make it a bit more apparent with some anticipation attack before they spring at you those were probably my least favorite enemies at of the bunch.

Overall presentation 10/0! Great job!

"HOW?" Incredible journey. Loved all the little interactions the pigeon has from the exploding to flipping around after blowing up against a wall. Just a wonderful game. The ending was just unhinged. Presentation is great.

Great work!

Wow! This was a great entry. Even though the mechanics were simple the art and use of music conveyed the story. Loved the art and color palette choice. The sound fx were good.

Good entry!

Wow this game is concise and polished. I'm not sure if the level is just endless, but man I survived for a while. 8.5k was my ending score! The tutorial was really well done and enjoyed all the UI elements. I really enjoyed the hook mechanic. The art is very good! Very arcade. Explosions felt super satisfying. The chiptune music and sfx added to that feel and were right at home.

I think something that could help players, especially once you start increasing the boom range, is adding a range indicator for when you're in range to explode enemies. I didn't really have much of a problem with it, but as I got more explosion radius upgrades I started to wonder what my limit was. 

Think this is a great submission and really enjoyed my runs! 

PEW! Yay more shooters! Game is pretty difficult! But got a strategy going. If you just click as fast as possible you can fly though it. Really liked the hand drawn 3D look that was really unique looking! Even the reticle was that hand drawn look. Sound FX were really funny, I think recording a few different pews and randomizing them would make it even better. Music fit well. 

I think the raycasting felt a little short you didn't really know if you were hitting your target or not. So maybe a "tracer" coming from your finger to indicate your shot or a hit decal on your target to indicate you're scoring hits. More sound fx for the bad guys shooting would have been good too as well! Probably limit the frequency with which the "gun" shoots. would be good. You could make it as long as the sound fx plays for example. Again I was able to just click super fast or if I wanted make a macro to just click 1000's a time a second trivializing the game. 

Well done. Enjoyed it! :)

Phew! Level 1 feels like the hardest out of all of em. Probably need an extended mag on that glock! I really like the animations of the shotgun and the glock though! I'd love to see the devs speed run the game game. I was able to beat 1 after a ton of attrition checked out the rest of them, but they were just way too hard. Music was cool, but actually ended while I was in my battle of attrition with level 1. So I got to focus in silence with just the SFX which were excellent btw. I like the modulation on the metal of the gun that's quite fun. Hard to do in a jam setting but try and ease your player into the game a little bit at a time so they can get time to get acclimated to the controls. 

Overall presentation is great, difficulty curve is far too high. 

Haha this games vibes are insane. I had a really good time trying to get a good build going and beating my opponents. The colorful furry masks and stuff just looked crazy to me. Good job using Bevy! The music is unhinged, I love it. There were moments I thought I won or lost but just in the nick of time some effect would go off and kill one us for the win. I think making the attacks feel more juicy with screen shake, more flashing of health bars and bigger numbers, font size not actual values, would make this even better. 

Crazy game. Good job

I'm just blind. Carry on. Haha