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VQ Games

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A member registered Jun 08, 2020 · View creator page →

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This was a very fun game, I enjoyed controlling the little guy. I just wish I had a bit more direction on what to do. I got to the stage where I could jump, but then after collecting all the ore previously inaccessible I was kinda just left wandering about, running into either dead ends or those enemy turrets/shields that I couldn't get past. 

Also the first time I played I didn't realize at first the yellow/green marks on the ground were the ore I had to collect, so I ended up missing a few at the start. This led me to not realizing the upgrade pad was for at first since I didn't have enough ore to trigger it. And since I couldn't see a way back to the starting area without the upgrade, I was soft-locked to that section.

I think some visual indication for what you are supposed to do in the how to play screen and in game would be helpful. For example, when I picture ore I see individual rocks rather than veins meant to be drilled into. If the veins are the appearance you want to go for an image of that in the "how to play" section would be very helpful for new players who may not have the same mental image as you do for specific things essential to the game. Same for the upgrade pads. The how to play and controls pages didn't mention how you would be getting the upgrades, so on first glance I thought they were jump pads.

Apart from that, the game controlled very smoothly and I liked the appearance of the various stages of the little robot. Also liked the doors that you could only get through by speed boosting. It felt good to figure that out on my own. Nice work!

Thanks for the feedback! You are actually the second person to mention having trouble with the jump when it comes to the blob animation so I think what I need to do is just not have the sprite go so high in the walk cycle lol. The jump is not that high to begin with, so when its at its highest point in the walk cycle the blob already looks halfway to the max point in the jump.
I'm glad you liked the art style! My main trick for doing minimal art well is mainly in the color palette. The entire game is made up of blues and purples with the only strong deviant being the red laser. The collectables and player are purple, the enemies are dark grey and the environment is a series of very de-saturated blues. I mostly just picked the colors based upon what looked nice and whether or not I needed something to stand out (like the collectables and enemies). Then it was just a matter of adding a tiny bit of detail, some softer gradients here and there and you're golden!

Thank you!

Nice, short game, I found the googly eyes on the caterpillar/butterfly really cute. The only thing I would mention is if you are going to keep the environment to the single tree then it would be best to box it in with invisible walls or something. I found the first time I played I flew too far away from the tree as the butterfly and couldn't find my way back. Apart from that its pretty solid!

I don't mean to say that its too difficult. I'm sure I could figure it out if given a bit more direction. Even just a "how to play" screen on the main menu that shows what everything means and how it works would be good.

I thought the little tadpole guys were so cute! Though I wish there was some form of background music. Even though it said in the options the music was cranked up all the way if there was background music I couldn't hear anything. Though I don't play a lot of rhythm games so maybe that's not a thing?

Thank you!

I like the game, I just wish there was a bit more of a tutorial stage, or something pointing out visually what everything does/means. I think that's what the text introduction was for at the beginning, but it made me feel more lost than anything. I also don't play a lot of tile based strategy games though so maybe that's just me.

OH okay, I get it now. So the animations are based off of individual sprite textures that I just trade out in the animation editor. The issue with the bird is that the first sprite in its walk animation (which has like 4 sprites total) is basically the same sprite as used in its idle animation. So if you tap it forward a little bit, that fraction of the animation can be the only thing that plays, making it look like the bird isn't walking.
I'll keep that in mind for the next game to make the movement a little more immediate. That and the note you made about the walk cycle for the blob. Its not actually a jump at all but I can see how that looks like it in hindsight.
Thanks for the feedback!

I liked the idea of the game but I found the controls hard to work with. I kept missing jumps, being unable to time jumps and dashes correctly, and getting stuck on corners. I wanted to see if there was a way to remap it so I pressed escape and self destructed. I got so frustrated with the controls that I ended up not getting past the tutorial. I really enjoyed the intro of the game though, I thought it was funny when I tried to open godot and paint and both of them corrupted on me.

That's odd. The bird should have a walking animation, albeit a subtle one where its basically just the legs moving. Just tried it on my windows build and it seems to still have it. Is it not showing up on your end?

I'm not sure because I've never seen that happen before, even when it was my own first time uploading a web game made with godot. My only guess is that maybe it has something to do with your export settings? I was able to play it the first time, I just couldn't go back to it the second.

Thank you!

Thank you!

Great Puzzle game. The pixel art and sound design were fantastic, truly giving an oppressive aura that really worked.. This really reminded me of something like Iron Lung or those games made by Yames on itch (Discover My Body and Growing My Grandpa).

I played this previously but when trying to play it again it said it couldn't load project data and asked if a .pck file was missing? IDK what it was on about but I thought you should be made aware.

Fun game loop and a great art style!

"I love cubes!" I love them too buddy

Hello! Used your music again for a game jam submission!
https://vq-games.itch.io/subject-birdfish

Very Nice, made one of my characters, Nonah.

Very cute, very charming, and I will be getting the full game once I have a source of income

Hey! Just used some of these in my most recent game! Awesome stuff, really helps set the mood.

This had a great art style, music, and fun gameplay. I really enjoyed my time with this. I'm not sure if you are planning on a longer version but I'd want to check it out if so!

Really cool, my personal favorites were the Ornithomancy Cafe, Statues of the Forgotten, A Night of Sensation,  and Space Backyard

Very nice. Trans pride

All y'all's stuff looks great so far! I don't have anything to show really, mostly because I'm considering scrapping my original plan. I don't have a lot of time between now and when the jam ends so I've been trying to just make a small project, and the one I was working on seemed to be too high of a scope.

Thanks!

Ah, fair enough with the time limit.

Well done, this was really well made! Easy to understand premise, but had a lot of strategy, and you were able to dissuade people from just spam-clicking the button to win by making that not the most successful method of play. The game looks great, and plus I'm just a sucker for fireworks.

Only nitpick is that there should be an option to quit the game in-game once the player is done playing, since I had to press the window's key in order to get out. But this was well done overall.

I liked the random modifiers, and the occasional bombardment of smiley faces and their effects on enemies (even if I fully didn't understand why they were there).  Only thing is is that eventually I fell into a system of spamming the spacebar in order to get rid of enemies, so some extra strategy put in there would benefit immensely.  Another is that I didn't really understand the purpose of the slider in choosing the different modes, since later on you had an option to just click on certain battle stages (after you died in endless, I'm assuming they were for powerups). That, and when I tried to get out of the endless mode, where I started, to go try some of the battles, the game crashed on me. The premise and the art style were cute, and the game was certainly addictive. Well done.

The game looks great with a premise that's easy to understand. Only thing I'd improve upon would be to put some form of lose mechanic/challenge in the game that could cause a game over. Possibly a case where if the sputniks collide with the planet they would cause it damage, or if they collided with each other they would explode (wouldn't really be a game over case, but would be visually interesting to see).

One thing I'm confused on is the purpose of the arrows. When I first saw them I saw them as a way to indicate where the thrusters on the sputnik were located. I realize now after playing for a bit that this was actually the direction the sputnik was going to go once I pressed the spacebar again, but the way it was presented definitely threw me for a loop. Perhaps maybe some indication on the little tutorial given beforehand would be helpful for that, or just make it look more like an arrow.

Apart from that, the physics done for the sputniks in relation to the planet was very well done. I saw something earlier about someone mentioning the sputniks still being counted after they leave the game screen area, but I didn't see that as too much of an issue. Vastness of space and all. Great work.

The UI for the game itself is nice and the premise itself is easy to understand, yet leaves a lot of room for more challenges to add on to the game. The only thing I was confused on was just how was the mood being improved in the first place? From the sound of gas and the effects that happened with the press of the button, I feel like your just pumping the room full of laughing gas, which I guess would explain why the people wouldn't be so productive if the mood was too high....

This was interesting so nice job.

Thank you!

I'll keep that in mind if I ever make an update. Thanks for the feedback!

Yeah I should've made that more obvious. There is actually a system to it. Basically, when you hit something you trigger a method that uses your earnings to give you back health at a rate of 15$ per one thing of health. However if you hit something with earnings below 15, it wouldn't do anything because it was below a one health heal.

Also you'd lose 3 lives per collision.

Thinking about it now a visual way of putting that in would helped to make it more understandable, rather than just an audio cue.

Thanks for the feedback!

Not bad for a demo. I liked how much detail you put into the scenery, and I could maybe see how some things could be applied for the final games lore/gameplay (such as the fountain at the start). As well as that, the speed of the character and the jumping felt grounded and controllable, which is a plus. Only thing I'd add, apart from just, more, would be a way to get to the main menu from the game since I had to press the windows key in order to escape. Knowing that this is just a demo though, you're probably already going to add that.

Look forward to seeing the finished product!