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XYZT

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A member registered Apr 16, 2021 · View creator page →

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That's coming in the next patch

> I managed to get a 99.95% radioactive element with the lead :)

I didn't have time to implement the punishment for making radioactive elements, so you got lucky there! 

I think you meant mommy crab ;)

I think I just played a crab eugenics game.

You did! Haha.

There's a bit of an "Oh, come on" zone right next to the crab where I felt like it could have moved its arm back just a little bit to catch a mutated crab that I didn't want going through.

It's funny you mention that because the attack animation intentionally swings back first before swinging forward to help the players grab that crab that was almost past you. Perhaps, I wasn't too generous!

Hi, thanks! It's my first game ever and I obviously did not telegraph events clearly. I am hoping to add a non-intrusive hint system and make it more obvious when things are going badly for the player.

I was in stitches the whole time. "What? You never played a game before?" in the beginning was hilarious!

Is this in Oregon? 

Thanks for the feedback! I did debate over whether I should improve the spawning logic for the crabs. I did make the special moves (dash / sand quake) specifically to address that -- if you miss a blue crab because it was on the other side of the screen, you might be more likely to pick dash which negates that. You are correct that the energy mechanics are too easy right now.

Thanks! Unfortunately, I ran out of time and couldn't add a visual effect for sand quake. So, you have to simply imagine a wave going out for now.

Ah, this is great feedback. Thank you so much!
Especially since the mutation meter goes up when you don't eat a blue crab! I should think about how to best explain that in a nice non-intrusive way. You're not alone in saying this, so it is obvious a problem I should fix!

Hey Krafter! I am happy you liked the game! 

I am glad to see you remember the early screenshots of the game that I shared on the discord server. I did get off to a very late start in the jam, and you are absolutely right, it definitely did not show promise at the time :D I am glad you think I was able to turn it around.

This seems like a good time for me to learn how to implement customizable key bindings! Thanks for the feedback.

> If only there was a timer or score at the end

I am working on this and am excited to update the game after the jam is over (and I am allowed to update the build).

Can you give me a hint about what I should be doing? I'd love to try it again!

Hey, I won! But in the first run, my character got stuck in the desk and couldn't advance. A potential bug to fix!

blah blah blah blah blah. blah blah blah blah blah.

I wish I had some direction in the beginning, I have no idea what the lady wants!

LMAO, pew pew pew pew pew

A very intriguing artstyle!

I couldn't figure out how to make it to the second platform!

A really cool idea. I am interested to know where you take it if you develop it further.

Interesting idea! I think the mechanics of how cloning works should be more transparent. I really didn't know what I was doing. 

Weird game! I didn't do so well on the test :(

The lack of anti-aliasing made it hard to read sheets when I inevitably tilted all the pages. I also swung a page wildly and then couldn't put it down! I think the springiness of the mouse controller needs to have strong damping.

Nice idea! I wish it went faster at the start, I felt like I was waiting a lot for things to ramp up!

Noo, grass growth breaks after you max it. Seems to be a bug!

This is a great concept! I really liked it. I think it could use some polish around the visual representation of the mechanic. I was very confused about how to navigate diagonals. While I get that you move through diagonals on the beat, it still feels strange to essentially teleport through what visually doesn't look like a gap. If you find a nice solution to that, I think it would greatly improve the visual readability of the game.

I am happy you liked it! A progression system involving time/score/stats is in the works, so that players can get an idea of how far into a run they are, and compare different runs with each other.

Nooo, my queen collided with the enemy knight and failed to capture it! Then I lost. I think I don't fully understand the capture mechanics :(

Thanks for the great feedback! I should definitely make that more clear in the post-jam update.
The game is intended to be an arcade-style game with endless runs, where you see how long you can go before losing. I want to add a nice scoring/stats system so players can measure how well they did each run.

I beat the game

Woah, hold up! You can only lose the game, all end states are failure states (running out of energy / becoming a mutant). When you say you "won" the game, what did you mean?

(2 edits)

It's a great idea, but the movement just "feels" off. The jump and A/D need to be tuned a lot more. I wish the collision boxes for spikes were slightly smaller. I died a lot just rubbing up on a wall segment with spikes on top, even though I shouldn't have intersected with the spikes.

I am unreasonably proud of "South Claw", but no one uses it!