Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

mich

79
Posts
31
Followers
2
Following
A member registered Jul 19, 2022 · View creator page →

Creator of

Recent community posts

i like the other waiters kind of acting as obstacles, however if you press space in the wrong spot it is possible to put the plate into a wall and softlock yourself

that intro waz the zickezt thing ive ever zeen

thats a glitch i ran out of time to fix sadly :[ it seems to happen when you come from the bottom of the boot? but it shouldn't be inheriting the velocity of a past jump since i set the velocity to 0 and it shouldn't recognize you as being on the floor so i really dont know currently

it actually works better on browser surprisingly, since most browsers dont go in a low process mode when resizing unlike normal apps

originally it used a 5x5 font but it made all ui so much bigger than you'd think, so i had to scrap together a new 4x4 font that was similarish to the old one, ended up having to do like 7 iterations to get something usable enough

tried to reduce it by having a loading screen cover some particles, but i either didnt get them all or it just didnt? i dont know, i was sad about it but it doesnt seem to be nearly as bad on the downloadable versions

honestly didnt think about that but there is bomb height upgrades which probably help

i know you said the game doesnt have a complete game loop but i think it just adds to the experience, the game doesnt try to stop me from spamming dash on the boxes or filling up the room with boxes, and honestly managed to keep me engaged despite there being little-to-no progression

unique and memorable artstyle, in the future there could be different drinks that needed different temperatures you had to hold at for a couple seconds

really interesting worldbuilding that you could expand on further, at first i didnt realize you could sprint though so i'd make that more clear
the limitation is loosely used but it really works well with the theme

this one was really good! the mechanics are easy to learn but in-depth enough to stump you at times, some of the puzzles gave me that "aha" moment

the idea for the theme is really unique and not what i wouldve expected to find, i think it would control better if it always switched directions no matter if you hold it though, currently it will see alot of my taps as holds which makes more tight sections feel unfair

pretty easy to pick up, i think if there were more time there could be some late game items like a water bucket which decreases heat but makes them demand more items (like an internal annoyed counter)

the horse has a concussion now :[
pretty fun game, with a unique artstyle that fits the setting well

i assumed knockback was enough, but i quickly realized after the jam that a hitflash would've helped alot (i don't know why I didn't tbh, i had one in the game already for the player)

my headset died at the most inconvenient time, like an hour or so before the jam when i was actually making the music lol, otherwise i wouldve made a more proper song loop

ah okay, i assumed it had something to do with polygon2d but since i rarely use it i wasnt sure what

didnt know you could do either tbh, good to know

initially its hard to tell what to do because you dont really give the player a chance to read and think, it immediately goes into having a customer while you're reading
after that though, the game is alot of fun, you get into this flow and order in all the chaos that is very satisfying

i couldnt figure out how to dodge the horizontal pistons, but beyond that it was fun :] a little bit of lag though, even without the web build (might be my setup though? arc cards hate running opengl so if you used that at all that probably caused the lag)

you people are too nice :[ thank you

yeah thats just how jams are unfortunately, i often find myself focusing on polish so much that balancing kinda gets forgotten

this game has so much charm to it i really liked it :]

curious on how you made the hammer hitting though

noticed a similar thing when my dad playtested, he avoided alot of the upgrades that let you click faster for the same reason

really love this one, it always feels like you have to be doing something and it flows nicely, also the humor of the tutorial guy gave the game alot more personality
very, very hard though, even the levels where i did succeed it was barely

i did give pressing space as an option, but because i forgot to disable godot's focus system it will bug if you press refresh at all

i think with more weapons this would be alot of fun, i liked seeing what the next weapon would become, especially since each one was different mechanically
initially i didnt realize enemies were dropping anything though; i thought i was just getting these upgrades randomly

to clarify, i assume this is the camera movement and UI tweening?

oh didn't think about that sorry; will keep that in mind in the future

they gain a small amount of health each time you get a gadget

alot of crunch at the end, but i also tried to make everything i wrote very reusable, all the enemies are basically the brass but with their own components added on, and its a similar situation with the upgrade resource, technically they can be overridden but i didnt get far enough to make anything like that

(1 edit)

something along the lines of metal clicker was one idea for the game name i had at one point

also the magnet upgrade will also reduce knockback since you mentioned it, i found one is more useful while another is more fun to watch, so i added both as an option

the loop was gonna be longer, but when making it my headset died so i lost an hour to let them charge, do agree though if i could've made it longer i would've 

that's one of those things i thought was too much initially and and decided to make it smaller, you can upgrade the slam radius though which helps a little bit

i think instead of just drawing pixels on the screen, it could use a line2d that appends the mouse position to the points instead so it draws inbetween each mouse position, i definitely found that made it alot harder (might be harder to set up though; i don't know how you set up the score and all that, so maybe that wouldnt be doable)
honestly beyond that the game has such a nice charm to it, enjoyed it alot

honestly i was worried with doing upgrades like that because i found it hard to design it so you cant just go slightly off the stage and then hit them, so im glad it was worth it and i think i found a good balance between it

this is just evil. i love it

i really don't play these kinds of games enough, very calming and has its own personality that make it unique from other games like it :]

really love the environment design especially! some more responsiveness (things like indicators for when enemies will attack and when the roll stops, starts, and refreshes) would help alot with the difficulty curve though
(also, this isnt a big deal for most, but your game doesn't work if the resolution isn't 16:9)