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zondarg

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A member registered Apr 17, 2019 · View creator page →

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Cute character, plays well. I like the triple (or quadruple?) jump, sure could get some more content as always with jam games.

Nice, while I could not test the multiplayer part I do like the overall aesthetics and it runs really smooth. A bit more feedback if a target was hit would be nice, and then some progression in the gameplay. And some muted background ambience / music / ominous drones from machinery could help with immersion. 

Nice proof of concept, the traces the enemies leave behind, is this something like a barrier you shoukd not touch, as in Tron or Quix?

Thanks for the feedback - I seem to have broken the controller setting selection somehow when adding the new intro screen. Will have a look and include this in a post jam update.  The right stick should allow to fire in any direction...

Wow, very fluid gameplay! Much better now than before!

The style is very nice, very fluid gameplay. Do spellbooks give any advantage, like stronger magic? Gets  a bit hectic very quickly, and not sure if the cast spells just stop the ghosts, but thumbs up!

Very nice, I liked the "original" version already, and this is even more polished. A bit more instructions would be nice, was a little hard to understand how to work with the cards and management.

Runs very well, and a good story. I liked it much!

Cool idea to transfer this kind of push-the-box puzzle to 3D. Stylish graphics and music!

Static camera is a bit tricky, but plays well! 

Visuals and animation are great. And the little dog (or wolf?) friend is adorable.

A fun game, and the inspiration by Sonic's special stage is a good one. Steering is a bit ..jaggy..maybe if the possible locations would follow the 8 horizontal and diagonal positions. it would feel much smoother?

Ambivalent about this, on one side the game feels like a lot of work was put in it (much detail, intro sequence, overworld/elevator) but on the other it is missing stuff like indicators where to go, so its easy to miss something and lose interest in the game. I'd like to play this again with the planned quality of life enhancements later. :)

Yes, it is very unfinished, but I hope the update (post voting) will change that.

I like the reduced, almost 1bit black and white style.  A fun game, even without music. 

Thank you! :) If you find any errors or glitches or things to improve.. 

For at least some enemies maybe have a look at the post jam version :) available on itch.io (still under construction though)

Got to catch them all! :) Nice!

Worked with the standard OUYA controller here. Nice game!

Nice puzzler! Got stuck in a corner on my way - is there a way to reset the level somehow?

Small update: missing noises added.

Early demo of a Godot project for OUYA JAM 2019.

You are member of the patrol unit watching over the Centauri Terraforming project site. There might be unanounced visitors.

Hardly playable yet, collisions are buggy, area to small, no enemies.. but it runs on OUYA :-)

In fact the collisions are so buggy I disabled damage and just output a "proximity alert".  Feel free to fly wherever, but keep an eye on the fuel.

Sorry that this is not more fleshed out, but had very little time (besides my day work), on the other hand - this is made from scratch during the jam.

Acceleration with the shoulder buttons, fire with (O), move with left stick.

(2 edits)

Hi, very good idea. I was trying to get the newer 3.1+x versions to work but despite offering GLES2 support they rely on the availability of GLES3 driver (libGLESv3.so). Out of the box the 2.14 works with OUYA, but the controllers joysticks do not work (buttons and joypad are mostly functional). After 2.14 minimum Android SDK was raised to 18 but OUYA is 16, and still requires signing with SHA-1 instead of SHA-256.  (So probably the export templates will not work with newer 3.1+ builds without  the changes you made to the export.cpp)
Edit: the left Joystick does work when reading the axes directly in 2.1.4 but throws errors in ADB Logcat.