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red-stake

52
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2
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3
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A member registered Jan 07, 2018 · View creator page →

Creator of

Recent community posts

Hi! I love the new version with box select.

I was wondering how you made the new spider model? I messed around with the new blocks, and my version doesn't look as good.

How did you make it?

That looks cool :)

When you make objects how do you do it? Do you draw a shape?

I love your art style - it's really unique and it's a perfect post-apocalyptic feel.

I gotta know, how do you make your art? Is it painted over 3D renders? Do you use photos?

Thanks :)

This plays really well, and I could really see expanding it into a full game. Level of polish is also really good. The only thing I would do is make the levels ups slightly harder to earn, because selecting the best option can slow down the action a bit. But the gameplay, polish and visuals are all really good.

I liked the lick sound effect, and the other comedy touches in this. Having the other creatures interact was also good, most of the games I've played didn't do that. But I wasn't sure how to progress, and I got some unexpected things - like the game said I got +1 size but I didn't? Some maybe a few bugs to catch (and lick).

I like this idea for a roguelike, it's pretty cool. I found the difficulty a little rough to be honest, everyone seemed much stronger than me, so I couldn't make much progress.

I really like the look of this.

Thanks so much!

Thanks for playing, and I'm glad you liked what played! Sorry for the errors encountered.

The main objective is to destroy the amulet in the monastery, but you will likely have to kill all the monks to do this. This is a little easier if you engage them one on one.

I wanted to shift from a slightly fun + very easy puzzle to more combat at the end, so I get why you'd be confused. I would have liked to make that shift a little easier to understand, but I didn't want to just tell the player what to do. Also the difficulty spikes there pretty hard, which I'd like to fix. I initially planned simpler enemies, but didn't have time to implement them.

Thanks for picking up the bug with the last axe guy - he's a bit bugged at the moment, hence the error. You don't need to interact with him to advance the story. I'll make it a priority to fix him when the jam is over.

I like top down shooters, and I thought someone might make one with the sprites in the pack, so that's cool to see.

This is pretty rough around the edges, but you've laid down some solid core mechanics (shooting, health). I think if you focus on polishing those by doing some of the following, you could create an engaging game:

- Lower enemy speed to give the player a decent chance to shoot
- Create different situations for the player to react to (i.e. where they trigger multiple enemies at a time, instead of just one after another)
- Different enemy types with different behaviour
- Different weapons/powerups/pickups for the player to use

Once you have those down, you can just focus on polishing and juicing your game, with some extra animations and visual effects.

Hopefully that helps. Would be cool to see you do any work on this in future. Keep it up.

Thanks railkill!

Movement is definitely worth improving, and hotkeys for spells I had on my list but wasn't able to get to in the time.

Length/complexity of words is a great point, and definitely worth playing with in the future. I had some ideas with this, only one of which I got to do, which was random phrases for certain spells.

Don't apologise for the length of this, it's great and useful info :) Thanks for playing, I'm glad you liked it.

This is one of the best games I've played in the jam, even if I found it pretty hard!

For some reason it took me a while to realize you need to just spawn unwanted tetronimos, I assumed there was a button to move to the next one. Once I got that, it was pretty easy to control.

The design of using tetronimos feels really good, it's a really good idea I haven't seen done before.

But I found it quite hard! I feel like having some more basic challenges at the start without enemies would let people get to learn the game easier. 

I really like the art and it feels polished without being too animated, which is what a lot of games fall back on. It's stylish which I like.

Overall, this is in the top #3 in the games I've played so far. Good job, and I'd like to see more of it.

I like the mini-RTS idea, and a different control scheme which is about using a horde of guys. This works really well!

It seemed a bit hard for me though, as I could only get a few guys and there were a lot of enemies. Your troops also died quite quickly.

I also had a slightly weird thing where the edges of the screen were a bit cut off, but that didn't affect things too much.

But this is a really cool concept, and I like seeing alternative ideas for strategy games. You should polish it up and expand it!

I definitely had one or two weird camera situations in development, but I hoped I'd fixed them. I'll take another look.

Thanks for your nice comments :)

Hey timbs85,  I got it working! I liked it as well, taking down enemies was pretty quick which was satisfying. I like there was one clear objective (defend the launcher), but is there an end goal or just survive as long as possible?

So the basics are good, I think you can add extra powerups, different types of enemies, and switch up the objectives every once in a while. The foundations of a really good game are here.

Overall, I liked it, and I think you can expand it!

Thanks for the review. Fixing the control scheme is something I would definitely like to do.

Well done!

You can ask Miz, but seeing as it's broken, that will probably be OK.

I liked your game! A bit of a slower ramp up, or some break times where you can just farm would be cool. What I like about your design is how much cool stuff you could add like defences or traps. 

I rated your game, I enjoyed it! If you want to check mine out, you can do that here:

https://red-stake.itch.io/spirit-of-vengeance

I rated yours, it was cool! If you feel like checking mine out it's here:

https://red-stake.itch.io/spirit-of-vengeance

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I liked the controls, especially that you could zoom in an out. The movement would feel even better with a bit more speed or momentum I think, especially the hook shoot out.

Visuals like particles and lighting was really good. It would be cool to see some additional mechanics or features around the movement.

Cool game, keep it up!

I'm wondering the same thing. I think other jam setups are more forceful in getting people to vote - e.g. you have to vote or your game isn't included in the final results.

Hey, I liked your game idea.

Like you said, you really have to read the instructions, and even then, I had to restart a couple of times to figure it out. But once you do, it feels good to control the movement of people around.

Maybe to make it easier to start you could have more help prompts, or a beginner settlement on the first level?

Dude this is amazing, the aesthetic and the level of polish is incredible! Love the glow and the level start effects.

I also like how the guns are varied and the bullet impacts etc. feel so satisfying. Sound is good too, and using the deck of cards as level select is a cool idea.

I would tweak one or two things - like dead enemies should be a bit more distinct so they aren't so similar to live enemies. And having a bit more guidance at the start on what I need to do would be useful. Shorter, snappier levels might keep the pace high as well, otherwise there's a bit of wandering about.

But overall, I've played a bunch of the games from the jam and this in the top #3 no question. The level of polish and stuff is awesome.

I like tower defense games, and having you move around the map to collect towers to place is a cool idea. This is a good foundation for a game, I'd like to see more of it.

I feel like the beginning map is a bit rectangular given you have to move around using the bridges (which is cool btw). So the later levels were more interesting, and you could make each level shorter to explore more. It would be cool to have the levels themed a bit more (e.g. parts of the farm).

Some more strategy in terms of turret placement etc. would be good (there's a bit of that later on with the two path level, which is cool).

Other than that, just some extra sounds, animation, effects etc. to polish it up would be good.

There's a good foundation here, I want to see more of it!

I like top down shooters, and this was fun to check out. I like the structure of the game (moving quickly from level to level), and with a few tweaks and fixes, it could be good.

Some of the maps (are they randomized?) were tricky to play because you got stuck against a wall, and shooting enemies up close doesn't work too well. I think if you fixed up the collisions, it would be a smoother experience. 

You could add more animation, sounds etc. to help replayability and have it be more satisfying. The weapon sound was a little repetitive for example.

It was fun to check out overall. I thought a mix of ranged and melee enemies was good. Having different weapons helps, and you could add crazier guns and enemies.

Keep it up!

I got a unity error message when I launched the game, could you check it?

I like the idea of a little adventure game, and the music, story etc. fits that. Moving around obstacles by going back into the previous area and going round them was neat.

I found the jumping mechanic a little tricky because of the perspective. You don't really get height when you jump, so it could be like a roll or something instead. I also think the game pace is a little slow.

I think more animation and effects would make the art more dynamic and gratifying to engage with.

I can't rate this until I have a second player to play with, but I think the concept is cool, and it has some neat music + sound effects.

I like the overland and battle map structure, because you can mix up different kinds of events. The first two were battles, which I played, but were a bit slow.

If troops had half as many hitpoints, but you had twice as many troops, the battle would be way more dynamic which would help with the pacing I think.

I like the idea behind the game, and the art execution is good, but I think the mechanics need a bit more work. You could also add some extra animation and effects to spice it up.

I got an error message about a missing .pck file when I tried to run the Windows version. I like the look of the screenshots, would like to try it out.

Nice, fast paced game.

I liked the particles and a lot of the audio. Smashing into stuff at high speed was great. It feels good to go between objects to build momentum. It was pretty "juicy" which was nice.

The only big thing I would change would be it's hard to see where you are when you crash into a wall, because you stop inside it. Other than that, I think levels with varied layouts would let you use the grappling in different ways which would be cool.

Overall, I liked it, and I think with a bit more polish it would be great.

Mixing tower defence and action is a great idea! I liked having two things to do and a clear objective to defend. I liked the fonts and effects.

I think one or two help prompts at the start like saying  how to get more fuel from the dummy would be good. I also ran out of fuel a lot, especially at the start, which was a little tricky when learning stuff.

I liked this a lot. If you expanded the mechanics a little and rebalanced this, you could turn it into a bigger game.

Thanks ThiefLittle!

Yeah I should have had better movement controls. Thanks for trying out the game!

Hi Ron0Studios!

Yeah I'm so frustrated I didn't have time for audio. I will add it as I go in the next jam. And better help prompts too. 

What were the bugs you encountered?

Thanks for your rating :)

Thanks flybymysky!

Glad you liked typing to cast, but I definitely need a better help prompt for it.