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saustin

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A member registered Sep 26, 2019 · View creator page →

Creator of

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The music and sound was great. I liked really struggling with the movement at the start and hearing the narration make me understand what the problem was, lol. Finally getting to the top of the first area only for it to open up and see how much was left was sick. The section with the pink boxes went on for a bit too long though. It really was the bee's knees!

Really great idea and done really well too! Being able to see the floors and how far off passengers are, telling what floor they're going to by the colors, and having to balance how many people fit in gives a lot of room for strategy. It would be cool if there were some pressure aside from the timer, like if they got angry at having to wait and cost you points. I could definitely see this as one of those scaling type games, if you could upgrade things like elevator speed and capacity, or if there gradually came to be more floors.

Very nice and simple with good execution! Though it would be nice if the parry reflected projectile, it's too weak to risk trying., but even so just juking the enemies and dodging projectiles is fun.

Love the art style! The ball movement mechanics are neat but definitely a challenge to work with. It would be cool if there were something else to make the inertia useful rather than encouraging really slow movement to counteract it, like a wall that could be broken through over a certain speed.

Thanks, glad you liked it!

Yeah, implementing the game itself ended up taking longer than I planned for so I didn't end up getting to develop any story beyond the premise that I started with. I tried to run the map editor myself and I got the same issue, it just opens a white screen and then closes? There weren't any errors in the console so I wonder what it could be. I'll have to look into that because I was planning on reusing the tile editor for later projects. Thanks for telling me!

Thanks! Yeah, I wish I had more time to test and polish up the movement. Getting rid of horizontal velocity when hitting a wall was intentional to keep you from going in but thinking about it more it shouldn't be necessary with the way I ended up handling collision. I'll keep that in mind for my next project so thanks for mentioning it!

Thanks! As for the collision, it ended up being so big because I used the same image/hitbox size for all sprites, which meant due to the sliding being wide the hitbox was always wide. I probably should have made the hitbox a function of the current player state instead.

While I do like SDL, seeing all the cool games people made using Godot in this jam got me to download and give it a try. I've avoided engines because they seem daunting but I might try to learn it and use it the next time I participate in a jam.

Yeah I really liked that tileset! I think that style fit well with the rest of the game too since I took some inspiration from megaman for the sliding mechanic.

Thanks for giving it a try. Glad to hear the soundtrack turned out well, thanks!

Thanks so much for the feedback, glad you enjoyed it! I've updated the README so thanks for the heads up.

Glad you enjoyed it! I think after the ratings are over I'm going to go back and even out some of the rough edges, and adding the ability to scroll the camera will definitely be on the list of targets. Thanks!

This is supposed to be a cutscene, but on the Windows version it does not render. You can press escape to skip it, and if you want to see what you'd be missing it's saved in "intro.txt".

Thanks, I'm glad you like it! The music was a lot of fun to do and added some nice variety to the process, so I'm glad it also turned out as well as it did.

Thanks for pointing that out! I repackaged it with the required .dlls and tested it on another computer, so it should be good now.