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stereofuture

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A member registered Oct 07, 2022 · View creator page →

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Really enjoyed this. The exploration gave me the similar feeling of early 8-bit platform adventures. Appreciated the checkpoint system too as it helped keep the difficulty in line with the overall atmosphere.

My only critique is around the way the movement scaled when close to the edge of the screen, since I could get the mouse far enough to get good distance. Did you try offering the ability to hold down the mouse to alter distance instead of using the distance from the character?

They have one in their editor at code.thumby.us, so if you want to copy the code from the repo and paste it into the editor you could run it.

I am currently cleaning up some bugs at which point I'll do a quick port to something that can run in the browser, like Pico8. If you want to check back for that, it should be some time late this week.

Congrats on completing! Just doing that is a big hurdle. I know I almost missed my first deadline because I hadn't thought to leave time to publish.

I could use some art if you're interested. I need a title screen for a drag racing game for the Thumby. I'm also porting it to the Pico8, so I could use one monochrome treatment and then something in the Pico8 colour space.

Got really excited when I saw the jam and was prepping to make a PSP game. Re-reading the rules, I realized that PSP misses it by a year. Any chance that we could include PSP in Jam #7?

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Thanks for putting on the jam. Appreciate that you all took the time to provide some comments.

I enjoyed seeing the other entries and found some new devs to follow on Itch. Definitely learned a lot.

May I suggest for next year that you put a little blurb for each of the scoring categories in addition to the overall comment? I am still new to game jams and can't quite seem to work out how different jams determine things like adherence to theme or creativity. Feedback from professional devs is incredibly valuable, so the more the better.

Love the title slicing idea. The look and feel of this is great, particularly the animations and sound.

I did run into some bugs and hitting "p" in my browser seems to be a hotkey for something else. Maybe try switching the reset key to something else?

Really enjoyed the feel of the controls. The way that you kind of slowly can over cook a turn and then try and save it made for some tense moments. THe simple art suits it well and I like that there are different vehicle options. I can imagine that a full release would be great for skins and other customization content.

My biggest critique would be the fuel mechanic. It doesn't seem to add much to the game. It prematurely ends good runs which I found frustrating and makes me think the top of the leaderboards will either require a lot of grinding or spending money.

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Art is gorgeous. Love the fade out effect on the plane's vapor trail. Controls feel very responsive. I was playing on a laptop touchpad and couldn't seem to get the hang of things. I only managed 16 coins.

If you keep going with it, would love to see keyboard controls and I bet a nice parallax effect in the background would make things pop even more.

Also, might be a bug but the vapor trail on my machine wasn't contiguous like it is in the gifs you have of the game in action.

What kind of license comes with these?

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To your earlier comment, looks like I missed pushing the audio assets. I've fixed the repo.

For this issue, I just uploaded the build directory. Copying that to my PSP and running worked.

I guess after all the tutorials, the one I actually needed was what to submit.

I'll try reuploading when I get to a computer