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wesje101

21
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8
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6
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A member registered Aug 19, 2018 · View creator page →

Creator of

Recent community posts

Good game, impressed with the amount of content you managed to make.

Small nitpick, when introducing the shooting, make it more obvious you have to aim at an object

Maybe make the green elevator stay scaled for the entire trip

Appreciate the volume slider, wish I had time to add it to our project

Conveyors launch you very far if you shrink it instead of grow it, is that intended? it feels unintuitive

Respawns can get frustrating on harder sections of the game, I would make them faster.

You could make a full game out if this if you wanted to.

Great little game

I found a small bug when crop selection appears. I can't instantly drop the selected crop, I have to press either left or right first.

Getting activation chains is very satisfying, great work on the sound and visual effects.

I can see this game get expanded into an actual game if you give it some more content.

Interesting concept

The game currently lacks player feedback, I have no idea when something takes damage, how much damage it took and how much it can still take.

Company value is also very opaque, I have no idea what it is based on.

Placing rooms feels janky, especially when placing the boxing glove rooms.

This could definitely be a cool little game if it had some more time to work out some of the problems.

Cool game.

You could maybe exaggerate the weight of the creatures, make heavy creatures heavier, lighter creatures lighter. When I played I was mainly concerned with their shape, not their weight.

It is interesting to have weight and size be separate things, that could lead to interesting scenarios.

The art style definitely stands out, so great job there.

I'd love to hear your feedback on our game as well if you'd like to give it a go.

Appreciate the auto fire

Of course you added bonewheel skeletons

Tthe shrinking mechanic is cool, but shrinking the camera along with the character reduces visibility of enemies, and makes it harder to aim and plan ahead.

That might be intentional, I don't know

Shrinking the camera also puts ephasis on enemies looking bigger, instead of the player looking smaller

That might also be intentional, but I thought I should mention it

Solid game, I should spend more time with godot, clearly

If you're up for it, please play our jam entry and give some feedback as well

very cute, great style

this game was submitted by mistake, it should no longer be a submission to the jam

Rolling around at the speed of sound, also, RIP that guy's Gameboy

I'll bookmark those sites and check them out later, thanks for the tip.

Thanks for the play!

Music is an area I would love to get more expertise in, so sadly I had no time or skills to make background music.

Of course some visual bugs slipped through during testing.

Capturing the bases is something I was implementing, but I didn't have enough time to fully test and finish it. My bad if it doesn't quite work.

Adding an indicator for troop cooldown would probably be the first thing I add if I were to work more on this game.

Thanks for the play and the feedback!

I'm really proud of my first little AI in this game.
My co-developer did a great job on the art of the game.
Variety and additional levels are things I'd love to add, but sadly gamejams don't have infinite time.

There is indeed a delay before you can send troops again, we didn't have enough time to implement an indicator for when you can send more troops. 
Good to see my AI is actually challenging, this was my first time making one.
If I had the time and skills required to make music, I would have. Sadly I had neither.

Thanks for the feedback.

I would have loved to add some sort of indicator for when you can send troops again, but gamejams be gamejams.
Glad you enjoyed it anyway though!

Glad you liked the game!
We went with predators/prey and police/mafia as our opposites.
Probably not as obvious as some other games in the jam.

Thanks for playing and glad you liked it.

We designed the unlockable weapons to be side-grades as opposed to upgrades, with no one weapon being objectively better than another. At least that was the intention.

As for difficulty, we send stronger enemies at the player the farther in you get. Have you found the laser pointer in the options menu? That thing really helps when you are learning the game (and when you're just playing it, both me and my co-dev can't play without anymore).

Thanks for the feedback and glad you liked it.

I agree the background is a bit bland, I was looking for something to put there which wasn't too noisy or distracting for the player but I didn't manage to find/make something relatively quickly so I opted to drop it in favor of assets I could finish relatively easily.

As for the laser pointer, we really regret not turning that thing on by default. Everyone who we have seen playing or heard feedback from so far turned it on as soon as they learned of its existence.

The hitboxes are already a bit bigger than the enemy sprites would suggest, and I felt they were quite fair, but then again, I've been working on the game semi-non stop for 2 days so I probably got used to them in playtesting.

The cooldown mechanic is certainly a cool idea, but I'm personally quite fond of the system we have now. I might be slightly biased in that though. Should probably discuss it with my compatriot.

We wanted to turn the laser pointer on by default, but we kinda forgot

Thanks for playing our game!
I've returned the favor and gave your game a spin too.
I'll give it a rating when I get though my rating queue

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Gameplay feels nice and the weapons feel powerful, so great job there.

Very easy to pick up and play for a few rounds as well, I can imagine the skill ceiling of this game being quite high when you make good use of both the sprint and the current toggle.

I'd personally have made the time between toggles a bit shorter to further lean into the chaotic and out-of-control nature of the game.

All in all great little game.

I sadly can't rate yet since I haven't completed my rating queue, but I'll leave a rating once I'm able to.

Edit: I have finished my queue, consider your game rated.

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The concept of this game is interesting, but the impact of the player's spells is missing something.

While playing I had no idea if my attacks were even hitting enemies sometimes.

This game reminded me why I'm more of a dog person myself.

All jokes aside though, very clever little game you made here, well done!