Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

SnoreKi

103
Posts
1
Topics
3
Followers
1
Following
A member registered Jan 09, 2024 · View creator page →

Creator of

Recent community posts

What a fun take on perspective! I liked the jump between the outsides and insides of the building, it really makes you observe and think ahead before the next move. Nice and chill with such a cute little meow upon kitty get! Well done :3

It was very freeing to do the art in such a loose style for this game. Thank you so much <3

Oh no, what have I done!? hehe.:) Thank you so much <3

The good ole days <3

That's wonderful to hear! Thank you so much for your support <3

Number go up! Combo counter and final/best score have been added!

Combos and final/best scores have just been added, Thanks for the feedback! <3

Sometimes the momentum seemed a bit inconsistent when sliding off of walls, I found it a little tricky at times. Slowing down took some getting used to as well. Otherwise I found it challenging, but not too punishing.

Oooh yeah, loving funky music!  I noticed the weapons would stop shooting after a while, typically with just a few enemies left. Although moving the weapons seemed to reset their firing. Great potential here, and really cute!

"that which is an obstacle on this road, helps us on this road." Nicely done!

Thank you so much <3

Much appreciated! Thanks for playing <3

Difficulty scaling has been reworked. Thank you so much!

Zeppelins added! Thank you so much for the feedback, much appreciated <3

I just did a little update. The difficulty scales better, hitboxes adjusted, Zeppelins have been added, The tower is more tower-like compared to other buildings, and more squiggles added to the animations. Little things here and there. I tried not to overwork it to retain the scuffed nature of it :P 

Thank you all for the wonderful feedback <3

XD  Thank you so much! <3

I really appreciate it, thank you so much for playing <3

Thanks a bunch, I'm on it!

I'm digging where this is going, can't wait to see where you take it <3

Egg gotten ded. Delightfully scuffed, good stuff <3

Good stuff, keep it up!

Also, If you're here to troll, go have your FUn elsewhere <3

Hey thank you! I didn't have the time available to create a longer game as I would have liked,  so I kept is micro to alleviate the stress that comes with a larger project. Needed sleep. After doing longer jams all year I figured testing my ability to be quick was something I wanted to try. I appreciate the feedback, thanks for playing my scuffed entry, enjoy the jam <3

There is one tower, the rest are smaller buildings. And no

(1 edit)

It was way too easy with the hitbox bigger so I made it smaller. Otherwise the game would linger on way longer than necessary. I appreciate the feedback, thanks for playing!

Thank you for embracing the void, and for playing <3

I really loved the style and the nice glow. Very intuitive controls, the rotation was something I had fidget with until I got a feel for it. Pretty solid gameplay, although I feel like I hit a difficulty plateau when I had certain upgrades leveled a bit, notably the amount of cannons. Eventually it felt like wave 30 and 60 were about the same(the game crashed at wave 63, that might have been my browser though). I also noticed that the choice between two downgrades at once showed up very rarely, maybe more often could help put more tension on the player when they get too strong. It's ok to be mean the player sometimes haha. Overall, great game! Well done!

Really cool concept! The option to choose a path and have agency in what situation you'll be fighting through was a nice approach. I enjoyed taking a moment to see what was ahead and getting my input combos ready, then run out guns blazing like an action movie. The boss room with the multiple shields was a delightful twist on the established mechanics. After going through the game the first time while trying to be slow and strategic I wanted to try a speed run. However, In playing through it again I discovered that rapidly alternating the buttons can blast through all the enemies almost instantly with no consequence, other than a missed shot. Without some pushback it didn't feel like there was any reason not to spam the controls. I see some great speed run potential for this game and it seems like there's a lot cool stuff you can do with the mechanics you have here, Great work!

I agree, the level bounds really seem out of place. I tried to refrain from putting walls around the stage for the sake of it feeling like, well, space.  I'll admit, it certainly does cause confusion/frustration when to objective at times is to take the long shot. Luckily the levels are pretty easy to make now that the game is built, any further updates to this title will definitely take these issues into account. I'm glad you found some enjoyment in the game, I've always wanted to mess around with mass and gravity and it most likely won't be the last time. I appreciate your feedback, thank you so much <3

Thank you so much! I agree, the travel distance between shots is very inconsistent, that has a lot to do with the placement of the level boundaries and the level shape itself. It would be preferred to allow the player to explore and have the choice to drift around space for a bit,  something that is easily addressed with more focus on level design. We could always use just a little more time to smooth out rough edges. I'm glad you found such interest in this project, I'd love to play around with some more design ideas for this in the future. Thank you again for playing and such kind words <3

(1 edit)

I need to point out that the black/white holes aren't rendering the same in this version as they were in the initial project, it may something with Godot but unsure at this moment. This may make them a bit more difficult to see than intended.

Thank you so much! XD

(3 edits)

The race is difficult, but it is winnable. I'm not the greatest at racing games either and I wanted to make sure it wasn't too punishing, though it does take some quick maneuvering to pull ahead. Thank you so much for playing and the kind words <3

With enemies remaining non-hostile the difficulty kind of goes out the window. However, I agree that the enemies are still pretty easy to just run past even when functioning properly. The choice to include limited ammo was to compliment the stealth aspect, which I feel could use some additional attention.  But there certainly isn't a reason why both ways can't co-exist. Moving forward I'll try to include various play options in this type of game.  I too enjoy the kickback from shooting, and I have way too many ideas for more items :) Thank you playing and providing feedback, much appreciated <3

Thank you! I'd love to play around with the controls a bit more and get them buttery smooth. Trying to strike a balance between simplicity and functionality has been a fun challenge. Thanks for playing!

It is pretty fun to get the drop on them, I'd love to play around with those concepts some more. Congrats, please enjoy! And thank you so much for playing!

Excellent! Thank you so much for playing. Please enjoy as much cake as you'd like, there's plenty <3

Yeah the detection for some things is a bit off, and I'd still like to mess around with the controls some more.  I may want to keep the friend feature next time around too :D Thank you so much for playing!

I totally forgot I had the mouse buttons mapped as well, thanks for the reminder! Yeah the controls are a bit off in some areas, not a problem moving forward. Thank you for playing!

So it turns out there's a bug that makes the enemies friendly shortly after an encounter. It's pretty fun running around with a swarm of pals, but not the intended function in this project. I tried a bunch of new things this time in terms of movement.  Audio was mainly placeholders that never got swapped out. It's a bit rough to say the least  XD 

I got bugs in my jam, ewwwww