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tkellaway

21
Posts
2
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A member registered Aug 28, 2018 · View creator page →

Creator of

Recent community posts

Thanks. Using Unity Tilemaps really helped with placing pipes, otherwise making multiple levels would have been a pain. Also a good strategy is to only start making your game in the afternoon of the last day lol.

I like you went for different movement mechanics, and a good number of phases for the boss considering the dev time. Makes me want to make a boss-fight style game, not tried to before. Well done.

Cute wind effect and sprites, nice one.

The name alone is a 10/10

Impressive to get a proper boss fight with phases done in that time, nice job.

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33 is my best score. A little strategy to it, but mostly luck.

The sounds and visuals are great, cool idea.

Yeah I think on timed games It would have been good to have the timer start once you solve the first room, with perhaps a tutorial message - but then I guess it wouldn't conform to the 60 second theme.

Thanks - originally was going to have an attack button and you needed to be on top or below the object just so you don't accidentally walk into it.

Nicely done.

Nice job! Reminds me of the games where you collect blobs and grow in size - maybe if you had to evade predators and drop off nuts the slowdown would factor in more.

Took me a while to get the right ratio - really nice game.

Nice job, I like that there is a scoring system.

Very nice game

Brilliant idea. I love how you can smoosh the paddle as well.

Thanks :) I am tempted to give this one some more work, I had a lot of stretch targets for towers if I had time like mines lasers and shotgun towers. Digging plots sounds cool.

Nice XD With a bit more time I would make the walls destructible, at the moment they have no properties at all - just collision. Also, the waves don't end when all enemies are dead, just when they are all spawned, so technically it should continue I think?

Very cool idea

Very cool having to remember your way back, and having to think about when to pick up health.

Hah, yup. I made a game with gravity centre things before where I lerped the rotation of the player to make it smoot but I'm so rusty I knew not to be that ambitious. Originally there was not going to be a core, and I was going to reduce gravity the closer to the middle you got, but I made a red circle early on which ended up staying there. Was also thinking about making the core damage you if you touch it after some testing - that would at least prevent players from hanging out down there and suffering the speen.

Thanks! Yeah, I was over-time by a few hours already otherwise I would have - There are actually some sprites in there for a larger jetpack flame when flying but I just disabled them. And I really like drawing walk animations, but the movement is so floaty it would have taken me a while.