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zoldy

15
Posts
6
Followers
A member registered Feb 05, 2019 · View creator page →

Creator of

Recent community posts

Couldn't get the pick up action to work. How do you do it exactly? I sat next to a rock for a bit, but it always just disappears. I also tried using E, but I think because I never picked up the rock it never worked.

Awesome system, I could definitely see this being part of a bigger game. This is probably the game I've played the longest in the jam so far. Very fun.

This is great, both of us really enjoyed it. Great idea and the concept for the fish tanks themselves is really creative.

YEAH

Sweet, I the jumping feels great and I'm glad the seagulls/cormorants don't immediately kill ya if you get caught. I also like the detail on the music getting quieter when you're in the water.

Danger 22, stage 4. The fish is adorable.

HS 1665. The umbrellas are pretty fun.

Great closing card. I went for Red, but things got steamy when that smokeshow got close and I just couldn't do it. Maybe he's too good for me. Maybe he's too bad. Austin might be used to this kind of thing, but I can only imagine the bravery required and raw emotions Blake experienced while working on this. Nice work team.

This was really cute. I like the idea of using the bubbles underwater as the markers to indicate where to talk to each character, that was smart. Thanks for posting!

Glad you enjoyed it, and thanks for trying it out - I'll be sure to give your entry a look too.

Hi Jupiter, thanks for trying out my game - it's good to know what aspects were unclear and where I should be putting a little more time in. Speaking of which, the reason why the rings kept shuffling is because there was a clear line of sight betweeen the prisoner (the person in the middle of the rings) and the guards (the little red eyes on the rings).

Thanks for your compliments! The level generation process does often end up spawning trivial puzzles disappointingly often, and you're right to point out that hand-making the puzzles would likely turn out some more consistently interesting puzzles. I'd originally planned to do this, but some things outside the jam came up that necessitated my wrapping up early (hence the early publish date), and I still wanted to submit something.

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I think your game shines most in the levels where you've got to move one plane while another in your fleet is still moving - more levels focusing on that aspect would be nice, if you intend to develop it further. The model planes you made are also really cool, what software did you use to build them?

I love this idea! It's a great distillation of the 'time stands still when you do' kind of idea, and having the rockets smash into each other is fun (particle effect look great). Using this particular piece of music is a really nice touch too.

This is a cool idea - I like that you mixed damaging bullets with the ones you can mirror. If you decide to work more on this game, I think it would be interesting to see different types of projectiles that change from damaging to reflectable on some condition (e.g. proximity, timer, enemy ship's health).