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ThaYoost

22
Posts
6
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12
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A member registered Jun 30, 2017 · View creator page →

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Cool, works well. Good  onboarding. Gets to some really cool puzzles later on, had me restart levels like 10 times, but without feeling frustrated. I was learning at every restart and getting closer to the solution.

Agreed, out of control is cool, but the player agency gets a bit lost. Thanks for playing.

Thanks for the feedback :)

The drift audio is brilliant, and got me drifting for as long as I could. Shame the clown pickups is not working so I can't actually complete the level.

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Yes! Enjoyed this... The fact that the rude doors sometimes jump to your tile while you jump on theirs made me do an actual "Ha!". The 'some keys are enemies' rule did really mess with me though. I may be missing the visual clue.

Stage 13 btw.

Thanks mate

yes using primary, secondary color mixes would definitely be more suitable. I actually realised that a some point this weekend, but then I never set it straight.

Thanks for playing.

Absolutely true. Thanks for playing...

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thanks for playing and the spot-on feedback.. *hits forehead for not adding a standard +1 animation onscore, and feedback ondeath* Especially when dying by the fires, playtesters often have these wtf moments..

It's brilliant to see how the 48h pressure and creative process make it difficult to see the obvious sometimes..

On a side-note, hitting missiles and chaining them is satisfying, but not rewarded in the main loop. Any ideas on how to tie those in better?

Great! Jams are such a great way to create :) Hope you guys join again next year..

Thanks for playing! 

You're absolutely right, the scoring lacks feedback and therefore the core game loop is not clear. The little green sphere goes to the green square and 'eats' them, which gets you a point. I'll make a postjam build where this part gets some more feedback.

The missiles hitting earth don't matter, creating a target prioritisation dynamic. Theme-wise, the earth is going to shit while you only care about protecting your kid and it being fed. Overscoped for 48 hours :)

hahha that's brilliant! The kill volume falls with me. I once made a bug where the spawnsocket for projectiles would be shot out and not stay in place. This made for some really funky aim mechanics. It's not a bhug, it's a feature!

Gamejam Sundays are really something special :)

yeah the 48 hour time constraint is tough.. I feel adding enemy types and a little escalation (more enemies, bosses, etc) is good bang for buck. Doesnt cost too much time to build and gives gameplay variation...

If you want, check out my game TheWoocatcher to see what I mean..

it popped up in the 'games that need rating' list. Anyway, I'll check your game if it comes online...

A challenging platformer-puzzle game, where you need to figure out how to get past each screen. I only got the screen 4. Do know that you can also jump with Z, so when it says press C, press Z first ;D

There seems to be no game to play on this page :/

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Great game, best one I've played and rated so far. Must say, that I am a 'mechanics-junkie' type of gamer, so this is right up my alley.

The game has a complete core loop, including screens, score, timer, death, etc. The mechanics all play nicely into this, as there is more score for combo's, touching an enemy is time penalty, etc. Feedback is excellent too, as the sound and animation of the ball shooting is very pleasurable, and enemies have a nice knockback an pop on hit. The ball powers up as you hit more enemies, which makes for a nice escalation of gameplay, and the enemy spawn rate seemed sufficient to keep enough "entropy" in the gameplay. After 30secs of playing you figure out the shoot + catch tactic works well, which raises the skill level of the game, nice game dynamics at play here..

Some ideas for further improvement:
- make enemies and objects round, so the ball does not bounce of in strange angles but is more predictable like billiards.
- dual stick controls (as a console gamer I hate mouse-based aiming relative to my avatar's position)
- enemy types that further extend target prioritisation like +10sec enemies, extending that 'only-couple-secs left' feel

Hiscore 30100, but feel I could go higher if I practice..

A nice basic game with a procedural level generator. The core movement mechanics lack some control and feedback (I couldn't steer, only space to thrust right?) and therefore you sometimes crash into things which you can't stop. I did liked the feel of 'swinging' between orbits, which could definitely serve as a core mechanic for a game. Also, I'm not sure where the goal is so it becomes a survival game of sorts..

The procedural system shows the core challenge with procedural systems, as all levels kind of feel the same. On restarting the level, the level generator would hang and create massive black holes ;D

It's cool that you got some art assets together and made a basic game with it. The loop is functioning, I can die and win, even though the gameplay is not very interesting. 

I love bullethell, and the onbeat mechanic sets an interesting premise for when to dodge and attack.

The gameplay is stifled by some strange hitboxes, the visuals and hitting enemies do not always overlap, which makes it often feel unfair when I die. This is made worse by "on beat" mechanics, which by definition suffer from lag between audio and video depending on the users set up (check how much calibration Cadence of Hyrule has to do). 

My hiscore was a bit more than 2450. that's the last score I saw before I died and was put back in the home screen.

Ohw and I love the pun of the title, actually made me giggle.. 

It's got style and visuals and funnt intro audio.. Cool!

The game mechanic was not completely clear at first, It took me a couple of tries to see my movement would correspond with the star below. When I got that the game clicked and I could play pretty well pretty quick. The game is not really a rhythm game with thinking, as the intro suggests, but a reaction based platformer. The level is linear and requires mostly jumps and rights, so I need to spot those and quickly respond by pressing. I had a hard time predicting what the next direction would be, making it very reaction-based. 

Indeed a pity the game does not have a kill volume for when you fall, as now you need to restart the game, and there seems to be no skip for the intro.