Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Ryan Barekat

22
Posts
1
Followers
24
Following
A member registered Mar 25, 2020 · View creator page →

Creator of

Recent community posts

In Undertale, almost all the projectiles are telegraphed by being spawned outside of where they can actually hit you. If you could only spawn attacks from outside the box, that would then target the heart then:
1) the heart can actually dodge it in a logical manner.
2) you, the player, would have to figure out what combination of projectiles will actually give the heart nowhere to run to, so you can actually hit it.

Part of what makes the formula of dungeon crawlers is that enemies are spaced out only a few to a room. In this game, I can order all of my troops to retreat a few rooms away from the hero, then swarm the hero all at once. 

I have no idea how you could balance this unless there was more than one hero and you were trying to keep them all away from a central treasure room.

At that point, you could add elemental damage, so there has to be some strategy of dispatching the right monster depending on the hero's weakness or figuring out how to divide up your army when fighting on 2 fronts.

Really hard to master. It's hard to think about where each player is going to end up when I swap them, but the slowdown when you're swapping did help quite a bit.

I'll admit it, you got me

I definitely thought about the humans fixing the house when I was playtesting, but I still wasn't done with adding props to the level, so that took priority for me.

The smugness and swagger in the animation of the people stealing your notes is great. Ditto for the animation of slenderman drawing a new note, you can feel the annoyance.

It's good that you have more than one enemy type, but some map variety probably would have helped too. When it's just a sparse forest, I can always see all the way to the next target.
If there was a building that I had to get around, a tunnel, an industrial park, or even just a change in elevation, then there could be more strategy in which notes to prioritize reposting.

Also, I like that the people are visible by their flashlights in the distance, but the pixelated camera filter seems counterproductive to that feature. Right now, you can't easily preemptively strike people before they get to the tree. If the field was darker and their flashlights were brighter, it could make you more proactive than having to wait for them to take your notes. 

I wish I thought of this idea. To cut down on dev time, taking inspiration from Warioware's microgames might have been more viable. Like each "game" is click one button, jump over one obstacle, or collect 2 coins, then showing the judge this submission screen in between each.

This entry made me smile.

I appreciate that, the 3d dog model and animations were the first thing I made for the project, since I knew I needed to capture the feel of a hyperactive animal to make this game work.

The opening cutscene was one of the last things I made. The humans were meant to be placeholder, but I was running low on time.

Nice art, cute story, good dog! I liked the twist of playing as the house. Unlike most Point n Click, no inventory to manage or combine items in obscure ways. Definitely still had trouble hunting what to click, a hint system or a "highlight clickable things on mouseover" option would have been nice. 

The pinball level was a satisfying conclusion. 

Fun concept. This game forced me to learn a little more about blood transfusion compatibility very quickly. :)

I'm glad you enjoyed it! To make friends, you can run into them at high speeds or bark when in close proximity.

How did you finish this level of a reinforcement learning model in 48 hours?

The first few stages aren't terribly interesting, but the final stage where you swap roles after teaching your other "self" how to play is amazing. I think I managed 7 iterations before succumbing to my own creation.

I wish there was a weapon to get the players out from under the center, but the particle effects and crunchy sound effects suit the atmosphere perfectly.

Short and sweet. Controlling all 3 ghosts is tough when Pacman can just beeline for the pellets. Even in a 3 on 1 fight, it feels balanced. It would be fun to see this made as an asymmetric multiplayer game, where a human player gets to play Pacman. 

Great puzzle design. Some of these were real head scratchers. 

The telegraphing of the hero's attacks is well done. Who knew being a cowardly mob could be as fun as mowing down waves of 1-hit minions?

Really good level variety for a game jam! Adding in fast trains with a cooldown and waves of faster frogs keeps it feeling fresh after you get comfortable with the game loop.

it's a bit too easy. I wish the ball was being putt more than once per hole.

I like the color choices and the hero is really good at kiting away from your monsters. I could have had more counterplay if you prevented the player from spawning monsters right on top of the hero or if you could build destructible walls to block him.

That way, surrounding him would have been the aim of the game rather than clicking him.

those were some satisfying sound choices. Given that you had a Max level, it would have been nice to end with a boss rather than just a congrats message. But it was still fun