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Tuatarian

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A member registered Jul 03, 2020 · View creator page →

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Interesting game. The difficulty spikes a little abruptly which is fine and maybe even good for this type of jam. There's definitely strong rage-gameplay here lol. I think there are some things that could be tightened up (most egregious: wall-grip animation is way too slow, causes huge readability issues as I cannot be sure whether I'm on or off the wall a lot of the time.

Nice game! The art is quite nice as well. I think it would benefit from a failure condition though, as is I just spammed the pawn/knight/bishop and got enough eco to rush with every piece and win, which really doesn't feel like it should have worked.

For the record and in case it wasn't clear I actually do really like the game, you've done a fantastic job, but I try to say everything I have to say in these comments in the hope that at least some of it might be helpful for next time. Please don't take anything personally: this is a really solid entry!

Thank you! I should definitely have added a simpler tutorial level but I was so burnt out by the time I finished the base code that I couldn't bring myself to. A wiser man would have done that instead of making a second, harder level that most players wouldn't see... Lesson learned for next time I guess. Thanks for playing and commenting!

Really nice game! I think it takes a bit long, and I wish it were a bit more clear what the stats of your crafts are going to be, but those are relatively minor gripes. Nice job!

This game is really funny! Very well polished

This game was really fun! Level 6 was kind of insanity and not that great but I'm aware that's the point so I don't mind, I'm viewing ir more as a bonus level than anything else. Good visual/gameplay polish and very nice mechanic and tutorial

That shader is absolutely incredible. I kind of feel like I missed the point of this game, I just collected a ton of ammo and shot the thing until it died, and then got off the spaceship.

Nice game, nice music, and nice art! I wish it would remember where your platforms were - placing them is a bit of a trial and error process for the later levels.

Thank you so much! Just gonna reply to stuff as I see it in the video:

  1. My bad on the controls lmao. I badly overestimated how intuitive they were
  2. That file you opened with the pathing was included accidentally lmao, I forgot to remove that. Those don't do anything for the game, it was just a tool for me to be able to input some coordinates more easily
  3. This is a kind of a custom engine! Using Zig and Raylib
  4. Watching you figure out how the controls work was a glorious moment
  5. You are absolutely hilarious, 
  6. That death where you clicked Ma-Kt and it snapped you back was completely unfair. This is an artifact of me not wanting to code collision + bad placement of navigation points, super sorry about that The second level is a lot better in this regard
  7. Watching you trap Rob in the Bedroom was a similarly glorious moment
  8. That snap back with the Ma-Bd door is the same issue. I have learned my lesson about that one, really sorry you had to deal with that unfair death
  9. I'm really glad you commented on the muisc! It's made by Geowizard, who runs a geoguessr/travel channel. It really has no buisness being as good as it is, but I really like it and use it in almost everything.
  10. I really should have explained this somewhere, but you can only have 2 things on at a time, including the stove/sink/toilet clicks. Very very bad decision from my end to not have anything indicate that ingame.
  11. Not quite SFML, but raylib is pretty similar. SFML is wonderful though, though I prefer rl api . If SFML 3.0 comes out I will definitely make another game with it. Love to see another no-engine user, especially in jams!
  12. Glad to hear the graphics aren't too much of a turnoff. I don't know how to do art, so I just use geometry and simple colors lmao. 
  13. I completely agree with everything you said at the end. I also definitely should have made a much much simpler tutorial level, but I was so completely burnt out near the end of the jam that I just couldn't. Lesson learned for next time, to polish the UI/UX first!
  14. Using emacs, not VS. I developed the entire thing on linux and breathed the hugest sigh of relief when it compiled painlessly for windows.

Thank you so much for playing! Your video was very insightful and incredibly fun to watch.

Really interesting vibe and I love the graphics, but the glider was hard to control and I never felt as though I understood what was happening in the plot. Still, intriguing idea, and I enjoyed playing it for a bit

Incredible. The idea is done to death, and it doesn't adhere to the theme a whole lot, but this is the most fun GMTK 23 game I've played so far! The beginning is a little unclear on what you have to do, but the grapple mechanic is incredibly fun and pretty responsive. I like how the acceleration changes based on distance (ZOOM!). I really hope you add more levels (as you said in the end card)!

Fantastic art & music! The walnuts gave me a good chuckle! Super clean and well polished, no real criticisms, just the normal zombie is a little too strong compared to his cost compared to the rest, but balancing is not a huge deal for a game jam game. Very impressive given the time constraint!

I couldn't understand what the crystals did. Graphics are nice but seem incredibly unoptimized, ran very badly for me (no idea why. Are you using really high res textures for the ground/grass maybe? Not sure. Either way, fun concept, and fantastic visuals.

Pretty nice game, really frustrating that dragging the cards doesn't work properly if you drag fast enough (This could probably have been remedied by having a check for if the card was held last frame, and if so, sticking it to the mouse if LMB is held regardless of the mouse pos delta). I had fun, but I think this game is a bit lacking in strategy, it's mostly just using the cards that you get dealt. Still, I had fun with this one, and nice job!

This seems to be a really common suggestion. The disconnect between the clicks and the actions on the map was intentional, but I probably went too far with that one. Thank you for your comment!

Thank you!

Ah that make sense.I think you could get away with something lighter than proper pathfinding for this.

Very nice lighting, and frankly fantastic graphics overall. This unfortunately became a bit of a slideshow really quickly. I'm not totally sure what the object of the game is. Are you just destroying houses to destroy houses, or is there some

This game lags way more than it really should, I am not so sure why

The game looks great and has a nice idea, but I really couldn't figure out how to play

I really didn't think most of these were very much puzzles, it was mostly just doing the same thing of accumulating speed and then jumping. One of the levels (with the man in the boat and the weird box thing with a white stripe next to him) seemed broken, or maybe I was just unable to figure it out. The art is really wonderful though.

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Interesting idea, but the execution could really use some work. The knives aren't well telegraphed, which makes it really hard to save the fruit. What is the shadow that covers all but the bottom left of the screen?

Good concept, I really like how fast the guy moves even if it is hard, but the controls make exactly zero sense. I got to the finish and still managed to game over more than once - how do I win? This game would benefit immensely from a tutorial level that's much simpler than the current one. I really think there is a great game buried in here, but unfortunately it looks like you ran into issues with the time limit, which is very understandable.

Absolutely incredible game. Not too much to say. I wish it got harder faster though - as it is, it is prohibitively long to replay in the context of a jam. It's also not clear how balanced the plant is at any given point, and the fruit may be too heavy. Regardless, this is an absolutely incredible game, and I really do think you may end up featuring in Mark's video!

Nice game! Good idea, good execution, very fun setup and story, and the controls are exactly the right level of unresponsive to be a manic kind of fun. Unfortunately, I encountered a bug where after restarting the level, the right arrow key would stop working, and then the next round the left would work, which could only be fixed with a full restart of the game. Other than that, well done!

Nice game! First off, the gameplay was very enjoyable, the game is really not easy at all lmao. The side moles are way harder to react and respond to than the bottom ones. The reds coming right after another mole, especially from the side, were really hard to react to since I was never looking at the sides after another mole had just shown up, but that might honestly be a good thing.

These are all really good suggestions, color coding would probably have been the move. Thank you!

Thanks!

Thanks for your comment! I don't think there are actually any gameplay softlocks (short of bugs in my code, which are surely plentiful), but it definitely isn't obvious how to lock Rob in random rooms while you complete tasks. I probably should have included some easier levels to ease players into the tricks needed to beat the levels though. Thank you for playing!

That's fair. I thought it might be some fun to scramble to find the correct click, but I may well have made a mistake with that one

Thank you for playing, and thanks for your comment! The disconnect between the boxes and the effect on the map was intentional, just because I thought scrambling to find the correct click might be some fun, but that may well have been a bad decision on my part. Again, thank you!

First, the presentation is insane. The music is good and fitting, and I'm astonished that you guys managed to make this in the time limit. 


The game is really fun, I really enjoyed trying to trick the snakes into killing themselves, but I wish the AI were a little bit more intelligent. The snake often kills itself by running into the invisible wall which never feels good, and the AI regularly voluntarily traps itself. That's more or less the only issue though, and it's not too bad since you can just replay the level and it isn't too likely to happen the next time. The idea is pretty clever, it is a role reversal from typical Snake, and and the gameplay is very well realized. All in all, very good entry!

Nice game! Good concept, I played with my cousin, which made it considerably easier, but it was very fun. I liked the level of visual polish, very impressive given the time limitations of this jam. This is not a criticism, but I found it funny that I recognized the default Godot UI styling :). Nice job!

I enjoyed this game quite a lot, gameplay is the right amount of unintuitive and the difficulty is well balanced. Please don't restart the track upon death though, as it breaks flow somewhat

Solid game! Some criticisms:

- It is inobvious that only the deep red regions are capable of spreading fire. 

- It is similarly not clear what the firemen do, or that surrounding them with fire kills them. These are both logical game mechanics, but should be explained more explicitly (or by way of a significantly easier, basically unfailable tutorial level where the player will see all of this happen)

- The tutorial and Stockholm are genuinely the same difficulty

- Music and graphics are good. Good sound effects

- Very novel idea, this would probably be a lot more fun with polish

From a level design perspective, I'm not sure how fun it is to retry such long levels after failing once. With the Rio level at the end, I really had no will to give it another shot after failing. Once and I was done. Perhaps you could implement some sort of checkpoints or score system to make players more willing to retry the levels?

yeah this game is way too hard lmao

I understand. On rereading, my original comment was a bit negative. I really did enjoy your game, but there's so much untapped potential here! If you release a more polished version, please message me on itch or discord (iWonderAboutTuatara#6390), I'll be happy to play it. 

I was invested, though maybe not having the most fun, but got my run ended when I fell down somewhere and was unable to progress. There need to be some sort of checkpoints, and the snapping back to the rock needs to go as well.