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TheImmuneCkay

135
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4
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A member registered Apr 23, 2023 · View creator page →

Creator of

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Thanks for playing my game. There's a few rooms that I still need to streamline because they started out way too big. Practicing level and environment design was a big goal for me this jam. 

I'm horrible with art, so I was happy to find a jam that came with art. The ducks were the first cohesive thing I found that "matched" the art style.

Thanks for playing my game.

Functionality to make finding the echos interactive/engaging and a peice the clues together system (similar to the fill-in-the-blank duck detective system) were on my list of things to-do but they got cut due to time. The game was still pretty silent with a week to go, so getting sounds in and wrapping up the story were prioritized. It's really hard to see these as criticisms when they were in my original plan, but were scrapped due to time.

I think you may have gotten the textbox in a state where it thinks it's already open. It's only happened to me once, so I haven't been able to reproduce it enough time to come up with a solution. 

I was very grateful to find so many assets that worked together. If I had made anything it would have looked like Thomas is still very alone.

Thanks. I meant to go back and make it consistent: E to interact, Q to close, and Hold B to skip but I ran out of time.

Press 'B' to close the popup. SPOILER: The second chest will give you an ability to move the platforms.

Press 'B'. I'm thinking I may really need to change that, as it's really not coming across to a lot of people  

Press 'B' to close the popup

Thanks for all the feedback. I will definitely try to implement a lot of the suggestions.

Nice job. I really like the art. Would have loved to have something to do with the money. Otherwise it would have felt better to have the number go up faster for a score like ships x10. Tying score with money fells like you should be able to spend it.

This was really fun. It definitely plays on a person desire for "numbers go up" and cookie clicker like games from all the number spamming. Would have been a great game to throw in a leader board.

I like your art style. I'm not a puzzle game person because I'm not very clever. Like a lot of other commenters, I got stuck on the third puzzle. That being said, without really telling the player I think you could have used you first two puzzles to force the player to have an all on and an all off solution. With out this you leave the player to assume I the instructions and I assumed you needed all the lights on. With the run time for the game being so short, it could have been better to pad the player with easy wins then to get stuck on the third level and give up.

This is a nice start. The player character was really hard to control for the platformes being so small. I think it would be easier to control if you had used up/w to jump so you aren't moving with two hands and then need to switch to a mouse to shoot. Is there a double jump? I fell in on of the fire pits and it kind of stinks because you can't just hop out.

that is possible and if so I definitely missed it if burning keys is possible. 

I saw this and instantly thought of 'dungeon clawler'. I love the art. I wish there was a tutorial or a more clear way to know if you are doing well. I had several cards in a rows and thought I was doing well.  I would have a break in the suit and didn't make the connection of how it affected my score. I had 3 matches just before the end and finished the game with 0 points.

A tutorial to explain the first 5 or so turns or until you break your first streak would probably help.

Thanks for the feedback and playing my game. I probably need to clean up the collision layer for the bullets. Thanks for optimization suggestions. I did want to add in some way to keep track of the number of zombie currently active and not generate any more after a certain number. I also wanted to improve the zombie's ability to locate the player/deal with wall collision, but after 3 hours and little progress Saturday afternoon I scrapped what I has.


Haha drivable cars is a bit of a streatch for a one week game jam as I still have family responsibilities, but that would definitely be cool. I wanted to add some fire effects so the blast radius was more clear but I ran out of time.

I have all the set up to add in gun swaps, but for the length of the rounds it didn't really make sense unless I was able to finish unlimited days mode.

I thought about fog first but I wasn't sure how to make it scroll and be random. The rain was so mich easier to deal with.

Thanks for the feedback and playing my game.

Thanks for the feedback and playing my game. Thanks for catching that. I have to make sure the walking animation is playing when the player is "idoling" outside of a building.

Thanks for the feedback and playing my game. I not sure I got the physics and the logic for the gun recoil correct because I noticed that too if you fire repeatedly and try to move at the same time. After the jam the player movement is one thing I definitely want to try to improve. I didn't want the player to get stuck in a building without being able to escape so i set it up to stop scrolling where you are inside. I could see adding some logic to detect that if you are in the top 25% of the screen to keep scrolling and ease in and out of scrolling a bit smoother.

Thanks for the feedback and playing my game. I was hoping to add an image to the head of the progress bar on the side to make it a lot clearer that you are scrolling. I also wanted it to load in sync with the direct you are walking but godot kept changing it to top to bottom and it wasn't worth the time sink.

Thanks for the feedback and playing my game. I still have a lot of trouble making good player movement expecially when changing directions. After the jam the player movement is one thing I definitely want to try to improve.

Thanks for the feedback and playing my game. I not sure I got the physics and the logic for the gun recoil correct because I noticed that too if you fire repeatedly and try to move at the same time. After the jam the player movement is one thing I definitely want to try to improve.

I loved the opening cut scene and how it set up the game. I'm not a puzzle person cause I'm generally not that bright. I got stuck on the first puzzle with a key. I got the key and went to the lock and nothing happened, so I'm not sure if I missed something or if there was something else I was suppose to do.

I really liked your art. I couldn't get past the first jump one of the starting options so I'm glad it alternated between two diffrent starts. I'm not sure if I'm just bad or if the jump is really unforgiving. 

I really liked the art. I'm not sure if the size ratio was affected by my screen size but I often lost the ship in the field. I think maybe scaling the ship up and down when firing would help it stand out expecially once the page gets cluttered with enemies.  It was also a little hard to tell the difference between the background and the foreground because of the 1 bit colour.

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Yes, I  put that in the description; I wasn't trying to hide that.  I built this for a 48 hour game jam. I wanted to learn how to make a vertical scrolling. I did the tutorial for the first day and added shields, pick ups, limited ammo, changed thr music and some sound fx, added a story line, dialog pop ups, and a combo meter in the next day.  I think you get the point that it's diffrent, but the base mechanics would be the same anyway and if i had changed the are you would have never know. Thanks for checking out my game and go check out heartbeast's channel and show him some love.

Thanks for trying out my game.

Thanks for playing my game. I wasn't really sure what was a good fit to progress the prompts.

I addd options to adjust the sound in game. Pressing P to pause will give you the option to adjust the sound. I ran out of time trying to set it up on the main and game over screens.

I can see the case for not destroying the lasers when they hit the pickup and only destroying them when they hit an enemy. 

Is this an error you received when you loaded the page? If so what OS and browser are you using?

Thanks for playing my game. I noticed that the return key was a bit out of the way, but I wanted to make sure the player didn't accidentally miss something. I was also hoping to have time to put in an option to skip the whole thing, but I ran out of time. What key do you think would have worked better A/D?

Is this an error you received when you loaded the page? If so what OS and browser are you using?

I really like the art. The background and speaker portraits are gorgeous. I wish the projectile was a bit bigger as it gets really lost on the page. I'm not sure what all your vug impacts but the parry for white projectiles doesn't work for me. When I just jump over all the projectiles the dialog just loops and the story doesn't progress.

Nice job. This felt really chill; like power washing sim or house flipper. IDK if I wish there was a vacuum sound when you moved or not. The only issues I had were on the second level; a vase feel just as the room loaded in while I was still on the charger and a bunch of rubbish generated on top of the dresser and not on the floor.

I really like the environment that you built. I abandoned my boulder to look around. I just wish there's was a bit more input buffering/predictive adjustments or check points. I found it super hard to get the ball up the second part of the first hill.

Nice job. Im not sure if I'm playing as desired or not though. I keep getting "game over" every time I clear a row close to the bottom. Is this intended or is it suppose to be a you win screen or are you suppose to do something else?

Nice job. I really like the art. I kind of wish there was a short cut to select the dog like pressing 1 and then clicking to move it so if I want to send it across the screen I don't have to move from one side to the other. The higher I could get was 16 sheep.

I like that I could just run away from the scarecrows and focus on getting the pumpkins if i wanted to; however idk if it feels fair or not that the scarecrows don't respect the boundaries of the corn like i have to. Maybe if that were part of a difficulty scale. I also went up a level without passing the win condition. 

Nice job. I really like the idea; it reminds me of if Shotgun Farmer was a solo game. One thing that could make things a bit clearer are to tie in the art for the bullets with who they fire and show the number of round/seeds you have by what is selected to bring it out even more

Thanks for playing my game. I was going for a spooky, quircky, Halloween sounding toon that would tie all of the decorations in the town together, but I wasn't able to implement kids trick-or-treating and neighbors wearing costumes at night so I can see how what was delivered may not seem to match. I plan to keep tinkering with this project for the rest of the month so hopefully it makes more sense by Halloween. 

Okay. I didn't realize that the plans in the patch were fully grown. I'll try it again this afternoon. 

This looks like a great first completed project. One thing I would recommend is considering balancing the randomness. It appears that the game ends after your third dropped apple however if two drop at the same time on different ends of the map. There's no way to get both and it shifts the reason the player lost from you aren't skilled enough to you aren't lucky enough. 


Game Makers Toolkit has a really good video further explaining this with their "The Two Types of Random in Game Design"


This has definitely been one of the most enjoyable games from the jam. It's so well polished and has a lot that can be built off of. The only gripe I have is the font. I'm not sure if it's because I'm playing on a smaller laptop screen but some of the more wordy cards are very heard to read.