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A member registered Jan 30, 2019 · View creator page →

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Thanks, I'm happy to hear you liked it! I could make a small post-jam patch someday, and fix that crash.

Very good

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Thanks! Actually the tracks use a super super simple trick. I didn't have time to think about a good solution, so I simply used a bad one: 

Create a new object with a brown 4 wheels sprite under the car every frame. Each track object is then slowly faded out and destroyed. Not very good for performance, but it looks decent and took less than 10 minutes to implement, so perfect for a jam game!

Thanks! We are currently working on our last year's entry, Vampire: No Survivors, and making it into a full game. So no plans on developing this one any further, at least for now.

Thank you! I feel like the biggest reason why we can make such polished games in such a short time is that we use GameMaker, which is amazingly fast for 2D pixel art games like this (and of course that we also have years of game dev and game jamming experience). We also try to always go fun first, content second, so no matter what we produce it's usually fun to play.

Fun game, managed to get up in 1:14 on my second try! That plop sound was somehow very satisfying.

Cool little game. I like the fact that there's some voice acting, and the whole premise is pretty funny. I wish there was more juicy feedback when hit/kill the enemies.

Hey, thank you! We used a method called sprite stacking, where you layer multiple 2d sprites on top of each other with a slight offset. It gives this weirdly convincing and cute 3d effect. So the car sprite actually looks like this (the first one is the shadow):

We then used an outline shader on the whole stack to enhance the feel of it being just a single sprite. And of course the whole thing had to scale, so the sprite was designed to work with 9-slice scaling (that's why there's no detail in the middle or on the sides).

We also made the buildings and guns with this method, and I really love how the whole thing turned out! I highly recommend checking out sprite stacking if you are interested.

Had to come back and try to break the game lol

Amazing game! I love the art style and the overall vibes. The gameplay is fun and surprisingly balanced for a jam game, and I played multiple rounds until I got to turn 15 and the pests just covered the whole area. Would love to play a more fleshed out version of this game!

Great game! The pixel art is very nice and suitable for the genre, with great color choices and readable shapes. And the gameplay was fun too, with fast-paced combat and all the different upgrades. It was very satisfying to destroy a bunch of enemies with one dash!

Great execution of the classic idea! The graphics are fun and very readable, and I really liked the added mechanics like dashing, frenzy and enemy projectiles that give the game a good balance of variety, control and difficulty.

Also I love how the little fish start swimming away when you get close to them.

Simple, fun and fits the theme pretty well!

Thank you! I almost gave up with all the math and UI stuff related to the building aspect, but in the end it all worked out. 

And yea, unfortunately the game crashes if you die (unless you have no weapons) so it's super rare to see the ending screen. But that's the only crash I have seen so far so, which is pretty incredible considering all the spaghetti code and crashing potential.

Thanks! We always go polish first, features second, and it usually gives great results!

Wow, imagine living in that city!

I really like the graphics, reminds me of something like alien hominid meets pizza tower, and the intro was awesome. Would have loved to have some more challenging levels.

Thank you! I don't know if it's a bug with GameMaker web build or just my programming, but the game_restart function didn't work properly in the we build. 

Not sure if we will be continuing this project any time soon, but I'm a huge fan of local coop games and I'm curious, how would you make this into a local coop?

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Thank you! Good to know that the windows build performs better, didn't have much time to test it. There actually was a working end screen, but I somehow manage to break it at some point, and in the final build the game might crash at the end lol.

 

Thanks! It's not very optimized (it's a miracle it even works in the first place tbh), but at least the windows build should perform much better than the web build.

Thanks! Somehow most of our games happen to have some Vampire Survivors in them.

I like the fact that there's a story, gives a lot of personality to the whole thing. I never got very far though, since you can't really see where you have to land before it's too late.

Really nice little puzzle game! The graphic style is nice and clear, the puzzles are simple but fun, and the gameplay fits well to the theme. Would have loved to play more!

We just used this amazing font in our jam game The Green Side of the Moon. Thank you for making and sharing it!

We might have pulled an all-nighter last night lol

True! I added some new content just now! And who knows, maybe there will be even more stuff in the future.

Haha I need that die too :D

Hey, sorry for a late reply! Thanks for your interest, it's always very motivating to hear people are willing to help! There's not all that much that can be done now, as I'm currently super busy releasing my first commercial game Ants Took My Eyeball. However, it is always helpful to spread the word and try to keep some hype and interest up. More people interested in the game means we can more safely commit more time and energy to making the game as good as possible!

That would be really cool, but we'll be focusing on the Steam release first, and maybe consider other platforms later.

A true masterpiece!

We have plans for new minions, enemies, meta-progression and levels!

Yes, a Steam release is still coming, hopefully soon after I'm done with my current project, Ants Took My Eyeball. Not promising anything, but most likely some time this year.

That's the plan!

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Suomi!

Hey, thanks!

We are definitely going to have more friendly and hostile units, and spawning hordes of minions is indeed the way we are going. Bosses would be epic, and more playable vampires too, though that might be something we'll save for post-launch content.

Hi, we are prioritizing the upcoming Steam release, but after that we'll look into possible mobile ports.

Thanks! I'm really into sound design, so it's awesome to hear you liked the sounds! I feel like it's a department that's often lacking in many otherwise good indie games, so I'm trying to pay extra attention to it.

Yes, that is definitely something we'll try to do for the upcoming Steam release!

Oh no, did it give you an error message?

Oh and alt+enter toggles full screen!

Hey, thanks for the feedback! 

I'm definitely looking for ways to improve the balance for the upcoming Steam release, so feedback like this is really valuable!

Right now every unit drops the same number of gems (2-3), so it's easier to maintain them if you summon mostly inexpensive units. In the full release there will be some units spawning automatically, plus also upgrades that generate more gems. I might also consider making units drop some % of their cost.

The chest traps used to be extremely overpowered compared to anything else, so I quickly nerfed them post-jam. Seems like it was too much, but I'll try to make them more useful in the full release.

The exploding zombies do some damage to your own units, but this damage is not scaled by their damage upgrades. I might make them do even less damage to allies, though I like the idea that they can chain-explode.