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TheLowestByte

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A member registered Apr 13, 2022 · View creator page →

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Thank you for letting me know, I might have built it on the wrong platform and then uploaded the old build again by mistake. I do things like that every so often. I've made some changes anyway so I'll upload them now.

I appreciate that. I actually just fixed the issue though. I realized that I was accidentally adding a collider every frame, which predictably was killing the frame rate. I will be uploading a fix right now.

I think it's fine to interpret it that way. My game has a different button to restart the game, but I don't consider it a part of the games controls so I gave it a pass. I'm pretty sure however you want to consider it is fine.

I'm going to start by saying I love this game; Unfortunately I can't rate it because I didn't join this jam this time around. I do have a lot of thoughts about it though

Great Art: It really is a fun game to look at. And there isn't too much going on which is nice when there's that many enemies and xp on screen.

I love the upgrades/downgrades: In particular the downgrades were well thought out to balance the upgrades in various interesting ways, and promoted buying a lot of different upgrades instead of just the best one every time you see it. This is great because it makes it harder to metagame; there's not always a clear best choice even though the upgrades are simple and easy to understand. I almost bought something that would have killed me one time which was an interesting experience. The only thing about them is that I want more of them, It's a three day game jam game but if you want to develop it further I would add more of these because the more upgrades and interactions there are between them the more replayable the game is. (there were no upgrades that increased health and reduces damage or attack speed for example)

Lag: I've seen comments about lag. I never experienced it in a 21 minute long game, but if people are having lag you might want to make the XP clumps have more range to draw each other in. Or make sure that the logic for XP isn't running all the time. If each XP is running code to check for other XP every frame it might cause more harm than good. If so make the XP pickups only check for others to clump up with the moment they appear.

Also I've noticed that XP is often hard to pick up right away which is fine, but consider having them drop red XP orbs or something from time to time that lets you pickup all XP that's laying around like in vampire survivors. You could even make it so that dark blue clumps turn into red orbs if they clump up. (for example 5 light blues make a dark blue and 5 dark blues make a red.) the numbers are something you would have to experiment with.

The flies: There was only one enemy in the game but I like how they had an attack range instead of needing to touch the player directly to attack; This means you need to keep your distance from them in all directions.

I have a couple of suggestions for enemies.

Bees: if you draw a few yellow stripes on the fly and maybe add red eyes you have a solid bee sprite so that would be an easy way to add more variety in enemies. I was thinking the bees could have more damage, range and hp but overshoot you instead of going back to where they were and you can dodge their charge if you have enough movement speed. I was also thinking that if you make them spawn in late game instead of flies you could add beehives earlier on that your player will auto aim at sometimes and destroy if you stay too close for too long which will cause some amount of bees to spawn in it's place.

Frogs: They will leap to places near you but not within their attack range, If you step too close to them they attack you with their tongue drawing you even closer to them and dealing a lot of damage.

In conclusion: This is a great game especially for a 3 day game jam project and you could definitely sell it on steam or here if you add some more enemies and upgrade/downgrades. At least I would pay at least $15 for it if you did maybe even more.

If I add to the game in the future, I was thinking about having some one time upgrades, one of them could be mandibles that let you collect ores from further away to the sides.

It's right below the button to view the game's itch page.

Really nice game, I especially like the animations, music, and sound effects.

I found it as well and abused it quite a bit in my speedrun of the game.

I speedran the game if anyone wants to see it.
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If anyone's interested I posted a speedrun of this on YouTube.


Also I love the music.

Out of the 7 levels, the purple rings are the first where things get really difficult. I'm glad you enjoyed it.

OH i forgot to put it in the description! R will restart the level.

I just fixed a couple of movement problems with my game, but the voting is still going on for another month, I'd rather not have to wait that long to publish the new build.

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I could fix that by killing your momentum the frame when you land. Maybe I'll update the game after the voting ends.

Edit: my idea up there was a terrible idea, I just made it so that if you're on the ground and not hitting a or d, you lose momentum rapidly, which is pretty much exactly what you were asking for. I also fixed that bug where you slide down tilted logs.

Your trash looks cleaner and tidier than most of what I've seen when I went to a thrift store downtown, it's important to remember that anything can be made to help someone if you just keep it nice. Calling something old "trash" and assuming someone could never use it for anything goes against my morals and hence I cannot pass level one, and will not attempt to.

Thanks, I almost made time to play your game even though I struggle to play other people's horror games, your title image was really good. It's a bit late now but I'll give your game a play or two.

I am aware, simpler font is a way, but I've tried it, I think it's not clean enough because it was my first attempt at pixel text, and I didn't have time to properly learn typography during the jam, so I used a very rough system for generating text in the editor and then I doctored it up later when it was particularly atrocious looking, it's a bad system. I have more time now though. I'm definitely planning on continuing this game, but it needs a major rework for sure.

I haven't played that one, but It's a really popular rage game right? is it good?

Thanks, It can be tough, but if you brush against the wall on the way up you can rotate and jump mid air to get out to the side, this works for a lot of places where you can get stuck without it.

I like this game, the controls are unusual, but I like the present vs dash mechanic. I think it could use a speedrun timer, but I'm a speedrunner so that's what I think about a lot of games.

Once I figured out how long you have to hole the grab button in order for it to work I was able to do it right consistently, but It does feel a little off. I like the challenge weird controls provide so I'm probably biased to not mind them.

Sounds like a plan, thanks for the feedback.

Thanks, I was concerned about the interface, I decided to change the card colors, and background once the voting has ended. Actually I posted what it'll look like in a comment further down, if you feel like it, I'd love to know which color scheme you think is better.

Interesting, I'll give it a try.

WAIT, that rock skip is a real thing?!?! I noticed it was there, and It looked like I could skip that bit with it, but I couldn't get from the rock to the platform above, so I thought you didn't intend for it to be possible and gave up on it. Is there a trick to It? This is the rock you're talking about right?


I did it, here's the video.

Thank you, I played your rage game, and I love the physics on that, I guess I just like games where the player jumps based on their rotation , It's an unusual challenge. I did a speedrun of your game and beat your time by 11 seconds, those last two platforms were rough though.

The confetti is perfect, I love rage games with odd controls so I really enjoyed playing this. If there was just one thing that frustrated me in a bad way it was when the present respawned only to fall through the floor, this didn't happen often though, and you can prevent it by moving right away. Other than that it was a great rage game.

I somehow managed to finish in 119 seconds.

Really good game, I'll upload a video of my run on youtube if anyone is interested!

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I'll try this in the editor, I was definitely struggling to get colors that made the text more readable. I'm thinking it's possible that the text itself is difficult to read. P.S. I made the cards look darker, and changed the background color, it won't be on the site until the voting ends, but what are your thoughts?

Thanks, I agree that a tutorial of some sort would be great, I just ran low on time so all I managed to get in was the rules page, which is very cluttered.

Accurately conveys the same feeling of frustration you get in real golf!

5/5 golf experience.

Not many mini golf video games are this difficult, the ball in most of them is easy to aim at and hit. I like the added challenge of the fatigue mechanic, because it makes every shot feel different, even if I'm trying to get up the same darn hill every single time.

Thanks, I definitely feel the same way, during play testing I got really really frustrated sometimes when Snowy started to fall back down the tower climb. Which I took as a good sign, because I love making rage games, or at least difficult ones. (Maybe they're more fun for me, the one who has to play test them over and over.) I can imagine sounds for hitting walls would really improve the game, I just didn't think of it.

I'm pretty sure that as long as you never stop moving they shouldn't be able to grab you.

I'm glad you enjoyed it, it's my first horror game, so I wasn't sure if it was very creepy, I play tested it too much to be scared of it, except for the last chapter which still scared me sometimes.

Thanks, I thought it worked pretty well, if you use unity the lighting was honestly just their 2D lighting package which is free. I just told it to make the shadows pitch black. I couldn't add wall textures because of that though.

Really? mowing down hundreds of enemies doesn't make it bullet hell?

Is it ok if the player uses a flame thrower to melt naughty snowmen? I'm asking because that's my idea and the flame thrower technically wouldn't shoot bullets, I also wanted the snowmen to fire rocket launchers. Does that qualify as a bullet hell?

Deep Rock Galactic did a 3D bullet Hell really well, although they did have a lot more time and people than any of us do.