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Ricky Vuckovic

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A member registered Jul 09, 2023 · View creator page →

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This was so much fun. I'm still only part-way through the levels but it's already an excellent game design and execution of it all. Big congrats :)

A keyboard shortcut for the right-click drop action would be really helpful, if you're working on this post jam.

Really nice visuals and the music and sound effects fit together well too.

It took me a few attempts to understand how it all works, and I found for my screen at least that it could have started zoomed out a little bit more, especially as the scroll speed is a bit too slow and you have to get very close to the edges to scroll (that was awkward on a multi-screen setup as I kept leaving the game screen. Maybe add in arrow keys for scrolling as well?). Once I understood what I needed to do, it was pretty fun.

It would be helpful to have a bit more time available at the start of each game, to get a sense of which mines were where, and a couple more sound effects to help note when ovens finish and new materials are available.

Thanks for a fun game :)

This was a fun way to play Snake (I had never played a turn-based version of it), and an interesting interpretation of "scale" :)
The visuals, sound, and music were all good.

Thanks for playing :) 
I'm thinking of some post-jam fixes for this, so I'll add adjustable music and sound effects volume to the list.

Haha, sorry to have delayed your bed time but thanks so much for playing :)

Thanks so much :) 

Great idea, and overall if flows pretty nicely :)

The intro was funny, and the theme of all your different art and sound fit together really well. Thanks for the fun game :) 

Thank you :) It was fun to make!

:) Thanks heaps for the feedback.

I'm keen to update this once the jam is finalised and I'm allowed to edit again in a day or so, so I'll try work in your feedback and some other suggestions too. Feel free to check in again in a couple of weeks and see if the next update plays better :) 

Easy to get into, played smoothly, and I liked your art and music :) Congrats on squeezing an intro sequence into the tight timeframe for the jam too!

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Thanks so much, and I'm glad you're getting a laugh out of how stupidly crazy it gets after a while :)

Glad you enjoyed it :)

Yeah, a 300-point ship plus x2 multiplier getting shot just as the score check happens isn't fair at all, even if you're adding a couple of hundred points higher than you need just for a bit of buffer for that.  I'll experiment post-jam with having the ship not fire new shots while the scoring is being checked, and/or have some sort of allowance for missing points that should have been added within the last second or two before the check. Thanks heaps for the feedback!

Really good idea, but quite hard and a bit awkward to remember which thing does what and click in time. I got better at clicking things on and off after some practice, but it was still a tricky juggle. The graphics are fine and the music is nice too.

If you're thinking of working more on this post-game, it would be awesome if there were perhaps keyboard controls too (numbers 1-9 or something?), or some colour coding (or the keyboard numbers) where walls can toggle on and off, and matching colours on the controls to click. I think with those tweaks, the current difficulty would be fine :)

This is a really creative idea, and it works quite well :) 

I like that the camera had inertia, but I found it to be a little bit too heavy feeling to let me make quick tweaks and change direction. Still, I had a good time :)

This is a fun idea :) Took me a while to get past the first double spike area (before building the staircase), but I got better as I retried. Adding a keyboard shortcut on the title screen to play the game would make those restarts feel quicker to get into. 
Jump currently feels a bit awkward, but maybe even just a few milliseconds of no y/vertical change might help it feel a bit smoother and give us those vital extra 5 pixels or so to clear what are probably supposed to be easy intro jumps? Or, just slightly thinner hitboxes on the spikes to give us a tiny bit of grace for imperfect timing.

Enjoyed it and would happily play more if you're thinking of working on it post jam :)

Haha, glad you love the horrible but last resort panic option of the slide buttons. They also make for a stupidly hard different way to play if you want an extra challenge of only using the slide buttons ;)

This was so fun! I liked how minimal it was, including the starting tutorial, though maaaybe a couple of short sound effects might have been good.
Well done :)

Interesting idea and really nicely explained on the side panel throughout. I liked how the rules changed each time, with just 4 rounds to score on one set of rules, but the general feel of each ruleset was similar enough (e.g. things divisible by 3) that it didn't feel like starting all over again each time. Overall length of the game was good too.

I enjoyed this :) Fun idea, good graphics and music too.

Not so sure about the way the boss fight swaps two random hats of yours, as it undoes the strategy and learning I've been learning in the leadup to a tough boss. I would have been very ok with that if that was an ability the boss would use from time to time, rather than the fight button hitting me with it. Aside from that, I really enjoyed it :)

That is a really fun idea, and I enjoyed it a lot :)
Good music, and the level design had a really satisfying progression in difficulty and steps.

omg that's one terrifying snake! Had a lot of fun with this :)

Haha, I'm glad you had the fun version of absolute panic :)
Once the comp is done and I'm allowed to edit this again, I'll add a couple more keyboard layout (happy for suggestions on what would be more comfortable) as well as an extra game mode or two to make things easier/retryable/embarrassingly way off score but doesn't end the game.

Feel free to pop back and try the 1.1 version when it's up in a week or two :)

Heheh, yep it took me forever to test the later parts of this game because I sucked at keeping track of it all and couldn't guess well.

Thanks so much :) I've been putting ideas together with the feedback I'm getting here, so when the comp is over and I can edit again, I'm thinking of adding a couple more game modes. I really like your idea of lives and a score reset. In a way, using that mode and setting to just one life is what the game currently is.. so an option to set how many lives you get would give players the opportunity to set their own difficulty. Thanks for that :)

Thanks! It was fun to make :)

Thanks :) One the comp is over and I can edit again, I'll add in a couple more keyboard layout options including that one.

Really good idea, but then suddenly it’s the end of the game!

Keen to play again later if you decide to expand further on this after the jam’s done. With the number of traps laid out in the last couple of levels, it might be nice to have a second swap button so that we can go next/back rather than having to cycle through all the traps again.

That was awesome fun, thank you :)

At first I thought it was just about catching the red dot, so the surprise of getting shot at was brilliant.

I found myself swearing at these little red boxes in my determination to get them without taking damage, which I reckon is a sign of a very engrossing game. Loved it!

I’m interested in how crazy-hard (but more rewarding?) it would be if you died when hitting walls, rather than just stopping on them.

Brilliant idea, and it's the fun version of frustrating :)

Thank you for the option to switch between score-based and Unforgiving Mode. I still haven't beaten it on Unforgiving yet (sooo close!), so it was nice to be able to switch out to score-based mode just to feel like I could finish it at least once.

Nice music and graphic choices.

I'm curious whether it'd feel a tiny bit better if the car had just a bit more initial acceleration and faster turning speed.. or if I just need more practice. The final stretch is beyond crazy tight at my current skill level.

Thanks for the fun twist on a classic!

Thanks :) That's a really good idea, I'll add it in once the jam is done and we can edit again.

Thanks, and that's a really good point. I could put a little percentage completion thing up in the corner perhaps.

Since publishing, I haven't actually managed to get to the end yet myself! I was about 10 seconds away from the finish on my best attempt, but only I would know how close that was as there's no indicator on screen. Looks like I've got some post-jam updates to add :)

Thanks for the feedback :) Any thoughts for a more comfortable control scheme? or perhaps I should brave the "customise keys however you like" feature?

This game idea is bizarre in a great way! The premise was funny, and the overall presentation was good too. I really like how the drums and high notes play when you’re on target. The crowd and speech bubbles were a cute touch.

A bit more grip on the bike would have been nice. Rotation speed was good, but the inertia seemed more like spaceship game or car game on ice level rather than bike on a road on a clear day.

Overall length of the game was perfect. Just as I was starting to question how long the whole thing was and whether I should stop, I saw that the level name mentioned it was the last round. Nice!

I had a good time with this :)  The idea is good and every object's movement speed is quite nice. Cooldown timer for apples feels good too.

Some glitches when the snake is directly over the apple and has to keep flipping backwards to reach it, but that's fine. I like the music, and if you keep working on this then a couple of sound effects for hitting the darts would make it feel more awesome, and a sound for when the timer cooldown has finished would be helpful.

The initial few seconds works well how you announce and introduce each element. Use that style again if you end up ramping up the difficulty throughout. It currently feels fun for about 40 seconds and then maybe it'd be good to get faster or a second snake or some other complication to add more pressure.

Thanks for the fun time :)