Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

vurtual

41
Posts
3
Topics
3
Followers
A member registered Sep 14, 2020 · View creator page →

Creator of

Recent community posts

If anyone fancies a challenge: https://vurtual.itch.io/quad-pong-xtreme

Thank you so much for trying the game and your kind comments. Difficulty seems to be the one thing everyone mentjons, so I have to fix that. 

Thank you for trying the game and for your comments. The only real negative comments about it have been regarding the difficulty, so I will be making some adjustments to that. Lots of exciting improvements on the way. 

Logins already work, as well as leaderboards. Friend groups, collectibles and powerups are all on the way. If I can get a satisfactory control method for mobile that will be coming soon. So, if you enjoyed it like this, then you'll love what I've got planned!!

Really cool little game, but I  got very stuck on the four boxes/lots of wind. Tried a dozen strategies but no joy

Nice job! Cool to have two very different games in one. On the 1VS1 I found that it was very hard to beat the CPU unless you drive very perfectly. What made that hard is that the colliders around the mud were too big, causing you to slow down when you shouldn't. I loved the music and the opportunity to change it, but the only thing that prevented me from giving the music/audio 5* was the lack of game audio. Some crash sounds, engine sound, sirens etc would have really helped with the atmosphere.

Took some time to get used to the controls, and even then, the urge to press the wrong button can cause a lot of failures, but the mechanics used are very interesting and fun to grapple with. I found the difficulty curve a bit steep, but I am not generally that good at platformers anyway.  Big thumbs up! :D

I'm not going to vote on this until I try it with a physical mouse. I'm playing it on a laptop, which doesn't do the controls justice whatsoever, however I have a couple of suggestions that might be useful. First and foremost is audio. As Ellis James Game Studio said, some music would make a massive difference, as would gunfire and injury sounds (I found some awesome royalty free music for my entry if you'd like to see what a difference it makes:  https://itch.io/jam/finally-finish-something-2021/rate/873768. I also think that R is never going to be a convenient key for reloading if you're using arrow keys, so maybe left and right shift  or space bar would be more logical?  The shift keys are within easy reach, and the spacebar is pretty much unmissable. Lastly maybe consider controls for those that are on laptops. It's inevitably going to be harder for them to get the angles correct, but it widens your audience.

Fully agree with Infinity Downhill! It can be very hard to spot the stars

Cool game!

Thanks for trying out the game and for your comments. I have been struggling to get the difficulty curve right. Long term I think I'd like to have it react to the player's skill level, but I like your idea for having the difficulty stepped according to score or something. Might play around with that. I've been adding logins so that people can compete between friends, but gameplay still needs a little work.

Thank you, really pleased you enjoyed it

Hey, hope you’re good. As part of the Finally Finish Something game jam, here is my first real project, Quad Pong Xtreme. This seemingly simple pong variant will soon have you screaming at your screen in frustration as you try and beat Obstaballs, Multiballs and the ridiculously hard Totally Impossiball mode. Beat your friends with the 2P Competitive mode or work together in the 2P Cooperative mode (currently local play only).

There are loads of improvements coming down the line like optional guide particles to help beginners, touch screen controls, power ups, user accounts with friends to compete against, 2P online modes, 2P with AI, collectible coins for bonuses like new music or sound effects, upgraded graphics. 


Overall a great effort. I wasn't able to playtest the Angels section very well as I was testing on a trackpad, and I'm just not quick enough to get far on it without a real mouse. I like that it was essentially more than one game. My only quibble is that we should be able to skip or speed up the text intro, and in the "Dodge the Asteroids" section it was a bit hard to tell what was going to destroy you. Seems like only if you get hit on the tip? Anyway, I think that could be clearer, because it's very hard to defeat without knowing it.

Loved it.

No offence intended, but I'm afraid I refuse to download games from events like this for security reasons, However, I can see that this game seems great fun,. It's a shame you couldn't get it running smoothly in the browser

Cute game, but as @PixelSprouts mentioned, the devils don't seem to do anything. I like a game with a low difficulty level, but this was too low even for me! Also, as @Dakhaimie said, a slight tweak to allow the player to know how many souls are on the cloud would be handy.

thanks for checking out Cloud Control and for taking the time to comment. I’ve had a few similar comment, so I’m working on how to indicate the range. I use Unity’s CircleOverlapAll to check for demons to damage, but it doesn’t see to share the same units as say a sprite knob, so I’m a bit stumped. 

Yeah the rotation is a bug, I think I've fixed it now, and will be updating once I've crushed a couple of other bugs and added a couple of missing things (audio and an end sequence). Thank you so much for your feedback!

I love the concept! It kinda reminds me of a recent idea for a puzzler I  had where the player is in control of an astral projection. I'll be honest, I think that's playing it fast and loose with the limitation, because you're controlling something that is in effect controlling sentient things, but that's cool. The puzzles are very well constructed, which is great work in the given time. 

Where I'd look to improve this, personally, is I'd have a "Speed up animation" button. I found myself tentatively adding steps because if I died, I have to remember what I input last time, and some of the levels required a LOT of inputting (back forward back forward back forward to stay in one place - is there a better way?) When doing that, watching your angels go back and forth again and again got a bit boring. Some other ideas - lock in instructions that the player is happy with so they don't lose them when an angel dies, lock  in the angels' positions so the animations continue rather than restart.

Hope that is of use!

Wow, I genuinely cannot believe how long you spent with this game, thank you so much! A lot of the points you make are simply related to running out of time, eg no audio, bugs etc. Probably a stupid idea to do my first ever jam over the Xmas period XD. 

I actually  learned a lot through watching. 

  • First wave of static demons don't seem to work when the tutorial is off - Weird! The whole thing with the tutorials is interesting. There are booleans knocking around the tutorials so that you don't need a new one before the previous one is finished, and I guess I've  put stuff within the true conditions that shouldn't there.
  • The rotation  is unintended, so I have already fixed that in dev
  • I have never tried particles or dying effects. Since submitting I've realised I need to do something about kill radius, so I'm adding that. I've added an animation for demons getting damage, but the kill time is so short that you can't see it, so I'm going to try a "post death" animation. Thanks for the tip
  • You mentioned that the demons are a bit out of place. Maybe a similar animation to the main cloud would be tie them in. I'm no graphic designer, so I just went to flaticon for them, and they had no better demons. I did some colour amendments in GIMP to make them stand out, but watching you play, they seem lifeless compared to the cloud, even when the second wave are converging on you.
  • Rain tutorials never seem to come up - basically it starts and stops randomly, and is a secondary way to die. It uses up your water. The parameters are such that you can't really die that way right now, so I need to tweak them
  • I like a game that isn't too difficult at the start, but I think  watching you play it's too easy. You lose water when you strike, and I adjusted it to be less. I think it's now not losing enough.
  • You said you thought it might be an infinite game. It's not intended to be, but again, time constraints meant I didn't get to it. It's going to be a kind of comedy ending where the angel just wandered off to go shopping or something.
  • It took you longer than I'd expected to spot the slider at the top. I didn't want it to intrude too much. The main reason I didn't is because the character indicates it. You mentioned that at the end, so I feel a bit  vindicated, but with the rain/death thing, you have no indication, so I'mma make it a bit bigger. 
  • Similar thing with the score, but also I put the label and actual score at corners as a quick fix (time constraints again) so they don't overlap. I suppose I could do it as a single string - "Score - " & score.Round().ToString()
  • So glad you enjoyed it, and found it relaxing. Relaxing was very much an aim for the game. The eye animation seemed key to that. Actually, as soon as I put the pupil animation in, I was in love with the little guy. By the time he was blinking and squishing, I was 100% sold.

Definitely needed more playtesting! I accepted a couple of bugs so I could make the game feel a bit more complete, and I think that was the right decision.

I have a couple of other games on games.4godsache.co.uk, including one I'd eventually like to sell when it's complete (Quad Pong - like pong but completely insane and not relaxing at all). If you ever get any time, I'd love to hear your comments on them.

yeah, I’m aware of a couple of bugs with the demons. Just working on the fix. Thanks for playing and your comments!

it didn’t, but then I tried again later and it did. I think I needed to wait a bit longer. 

yeah, there’s that bug, didn’t get time to add music or do the ending. I’m fixing it all this week. Thanks for your comments

So no points, no lives, just float about?

Not bad, but a bit too difficult for me.

google ‘culling’ for your game engine

thank you!

Thanks - I agree that it needs a little more variety, but I struggled with ideas and time. First game jam, so I’m happy with the result. 

Not bad. the difficulty vs interestingness is a bit high. It might benefit from either being a little easier, or a little more varied.

Great, thank you! Nice little game. One thought though - you could do with culling stuff that's close to you. Sometimes the environment is in the way of the apple.

Nice little game! 

What's the aim of this game? 

Sorry, my average game duration was something less than 10 seconds. It's just too hard to be enjoyable for me. As for the concept, I guess you could say similar things about a lot of games, but this is space invaders dressed up.

Sorry Marcos, I just don't understand the goal!

A really neat idea, let down a little by the difficulty level. You're often aiming for clouds you can't see, and they can be really tricky to land on. I found that using your first explosion to lift up and the secnod to go right was effective, and then save the last two to guide you onto a cloud.

Tried this, but on a trackpad. It was too difficult like that, so I'm not going to rate it. It would be a totally different game with an actual mouse!

This game seems like it would be fun, but IMHO the difficulty is just too high at the beginning. To make some of the jumps you have to be half off a platform, and if you get caught in spikes, sometimes you get got by the spikes 2 or 3 times. I don't know if there are any checkpoints, but there ought to be. I had to give up, because I kept dying! Sorry.

Is it possible to play in browser? No disrespect, but I'm not 100% comfortable with running an exe from someone I don't know!

Unfortunately, I also cannot get beyond the intro screen!

Well it’s obviously a great idea then 🤩