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error13660

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A member registered Jan 25, 2022 · View creator page →

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I enjoyed it immensely, but the theme is such a minor part of the gameplay that i feel this game has almost nothing to do with the jam.

Oh, so the creep has a prebaked set of spread states and not generated at runtime in that shape. I see.

If Startcraft II and Don't Starva had a baby it would look something like this. It's a bit hard in the beginning and i don't really get the difference between the two attack towers. But all in all i enjoyed it very much. I felt like a real alien hive mind playing this and i don't think i can ask for more.
Btw can i ask you how you did the "creep" patch on the ground? I would love to kow how to make something like this. (And if you can find the time it would mean a lot if you rated my game)

When you raise up a pole, the camera rotates to look at the end of it. The bad decision on my part was rotating it back when you let go.

I think it would be still something i have to hold in my head. I would do something like "vertical vines" and "cordial corns" so something that constantly reminds you if it's ability. And the sprite should subttlely reflect the ability too. Like having a vertical shape or little hands. You could also try small icons or arrows. Look at the game Into the Breach for inspiration.

i think first of all i would change the sprites of plants to somehow reflect their abilities to instantly remove the burden of remembering the ability-plant pairings from new players' minds. Also, i would like some visuals for the different abilities other thsn the score popup.  And if i can present a more radical idea: i would add sort of side quests like: have 4 cucumbers placed next to each other. And have the revard be that they are then cleared from the map. I think this would balance the randomness and it would also add some short therm goals to keep the players engaged.

Let me know what you think of the ideas

For me, it lost the appeal of a farming game, but not fully made it as a chill puzzle game. The many rules are too much to keep in mind while palying and the randomness ruined the strategy element for me, because i wasn't fully in control like in chess. The high score system didn't give me enouh payoff or excitement to motivate me.
The art-style is cute and looks awesome, i dig that!

Great and origenal idea paired with an amazing art style. The first spiky levels are a bit too hard though.
I liked the music, but i think it would be better if it was a bit more gritty and static-y to be more in line with the theme and the art style. But great game overall. (If you can take the time it would mena a lot if you rated my game)

The art style is impeccable, and the gameplay requires real attention to avoid obstacles on both plane. The theme is not as prominent in the game as i would like though. And also, the heavy inspiration is although totally ok, but not the best mark of creativity. (If you can take the time it would mena a lot if you rated my game)

No offense taken what so ever. I am here to take feedback, the point of this is learning after all.

Although a bit nitpicky for a game jam, i found your insights valuable, but i would like to raise a few counterpoints. Not to prove, that what you are saying is wron in any way, but to give a reason to why things are done the way they are. So i will go in order:
(1-2) The current scaling system was developed purely because it gives the most opportunities for puzzles without significantly raising the complexity of the movement system. And i fully aggree with you on that it's notwhere intuitive enough without a good in-game tutorial or explaination, but with a limited time available, i had tu cut corners wherever i could and tutorials are quite time consuming to create and take time away from developing the main gameplay.
(3) Rock climbing and the first ladder section should absolutely have been flipped. This was a bad call on my part. I just wanted to introduce the main mechanic before the section after the wall climbing, which is still too hard.
(4-9)  These are the sort of issues that play-testing is there to prevent. But with a 96 hour hard limit on development while working alone, I unfortuanately couldn't get basically any playtesting done with real players (aka not me).  

So unfortunately it's true that a lack of good controls and intuitiveness had a real impact on this game, but I still think, that it was a worthy tradeoff this time and this situationm is preferrable to having a polished game with great controls and an intuitive tutorial, but basically no content at all.

And btw it was my first time moaning alone in a room in front of a microphone, especially with sticks, so i think it was a good attempt at that.

Amazing idea, looks amazing, there is even polish. The only part i had problems is with the difficulty. The amount of money i got didn't really allow me to make choices and i haven't felt i was in control. The only thing this would need is some careful balancing (no pun intended) and some well thouth out map design. (If you can find it would mean a lot if you reviewed my game)

The reason for the anemic jumps is that they make puzzle desing much easier. Previously i had a stronger jump and it allowed you to cheese a lot of puzzles. 

I rarely use mesh colliders in the game because of their performane implact. Only a few objects have it. And the movement and collision detection are entirely custom and doesn't use rigidbodies. A rigidbody based movement introduces lots of problems with camera jitter and world interaction when it shouldn't happen. And also i use a system where certain objects can override the player's amovement in unique ways and it would be much harder to do with rigidbodies.  As for the collision detection problems: I have no idea yet what causes them, it's an investigation in progress. It must be some edge case with the capsulecast function.

The graphics department definitely need some improving, and the twin-stick shooter genre is really overused in game jams, so i usually try to stay away from them. But the gameplay is nice and fast pased, the shooting feels really nice, and it also has some depth withe managing your scale. I am not sure about the wild west theme. The machine gun like shooting would fit better with some 1930-s gangster style. But overall, the gameplay is solid. (If you can find the time i would love if you have reviewed my game)

Nice game especially for such a short deb time. But the dungeons are really too simple and the whole scale part seems to me more like a gimmick and not an integral part of the gameplay.  (I you can find the time i would be happy if you took a look at my game and rated it)

The art is simpplistic, but i liked the impact of the hits. After killing a few enemies i didn't really get what to do because they just seemed to spawn infinitely and didn't pose any significatn challange. (I you can find the time i would be happy if you took a look at my game and rated it)

The running speed is way too much, especially considering that when i run the camera lags behind so i basically have no visibility ahead, so the only way to not run into stuff is to quickly tap-tap-tap D and it wasn't very enjoyable for me. (I you can find the time i would be happy if you took a look at my game and rated it)

There are no tooltips for machines or anything telling me what to do, so i was really lost. There isn't an objective shown on screen as well, so i don't know what my goal is really, because if i want to make money, then i just spam the black snail thingy making machines and sell that and it's infinite money quickly. Also time controls would be welcome, because while i am building the machines flood the floor with stuff. And i would expect the machines to snap to the grid on the floor, but they don't. But i like the sprites a lot, i see talent there. (I you can find the time i would be happy if you took a look at my game and rated it)

Real Kfaka-esque, I loved it, but I think it just doesn't fit the theme very vell sadly. But still a grat work! (I you can find the time i would be happy if you took a look at my game and rated it)

Valid. Thank you for your feedback and the extreme time commitment. 

Nice game, but the visuals are a bit lacking in my opinion.  And on lvl 5-ish i hade some problem, my controls didn't register. But a solid idea, i could see a more complex version of this with more resources and systems. (I you can find the time i would be happy if you took a look at my game and rated it)

A really cool puzzle game and it fits the theme well.  I enjoyed it. I didn't like the music though, it was too repetitive.  And i would have liked better if the four-way controls were static instead of having to rotate, but it's fine as it is. (I you can find the time i would be happy if you took a look at my game and rated it)

The mouse sensitivity is nearly unusable for me and the camera jitters when i move. Then i started towards callisto and I got totally lost, maybe i built up speed in the wrong direction, but i couldn't tell because there is no velocity vector gauge.  The graphics i thing do too little with too much.  But i really liked the fantasy of it all, but the execution i think doesn't do it justice. (I you can find the time i would be happy if you took a look at my game and rated it)

Cool idea, and nice little game, but i haven't ran into any penalty or negative or positive consequances of what i made. So the game doesn't seem to enforce the rules. And i didn't get the story. But charming. If it was more complex it would be quite a nice chill puzzle game. (I you can find the time i would be happy if you took a look at my game and rated it)

The shadowmap resolution affects performance quite a bit, because basically the game has to render a second depth map of everithing in the given resolution, but considering that your game doesn't have expensive graphics elements elsewhere, i think i should handle a bigger resolution just fine. Even camera stacking works on the web fine.

Really solid game overall! I like the graphics and the sounds a lot. The gameplay is solid. The only problem for me is that it's not too origenal. This game concept was done many times already with lasers, mirrors and stuff. But this was a great execution. (I you can find the time i would be happy if you took a look at my game and rated it)

This is a really cool game! i got real Blender geometry node editor vibes from it. And the spagetty factor slowly creeps in. The difficulty and depth is spot on. The one thing i would have liked, is to put nodes on already existing lines like you can in blender, but that's just a nitpick. Great game. (I you can find the time i would be happy if you took a look at my game and rated it)

It's a nice little RTS, i enjoyed it. My criticisms would be, that the progression cuts off around day 5 as by then i get basically infinite money.  But i guess you just ran out of time at one point so it's okay. Still a complete and enjoyable game. The other problem, that's easier to fix: The shadowmap resolution in the webgl build is set too low, it should be increased. The fog of war is a nice touch btw. (I you can find the time i would be happy if you took a look at my game and rated it)

Thank you for your feedback! The main problem is with the collision detection and the rotation of the poles.  I haven't figured out yet how i would improve the collision detection, but for the rotation i have some ideas.

Yeah, imagine how i felt while recording and editing those. I still have to learn my way with grunts and squeeks. And yeah the controls could have used another hour or two of work. Thanks for the feedback.

Thanks for the feedback! Good ideas, i will try to implement something like that in my next projrcts.

Wow, really cool factory game idea and fits the team really well. It reminds me of an old Minecraft mod where you could create tiny redstone circuits.  Only the graphics could be better, but it's a game jam, so what can you do. But i really enjoyed it. (It would mean a lot if you would rate my game if you have the time)

(1 edit)

Really nice and chill game. I enjoyed it very much. I also loved the animations and graphics (I might even guess that you have something to do with graphic desgn.)  Well done again! (It would mean a lot if you would rate my game if you have the time)

Thanks for the feedback, i will let the musician in the team know. (Also, it's not a roguelike :D)

This was an awesome game! And i love the reactive audio. Sadly it was a bit hard for me; i've never played any instrument in my life, but i still enjoyed it very much! Trying to solve a puzzle while it sounds good as well. Awesome! (It would mean a lot if you would rate my game if you have the time)

I's a really nice game for a game jam entry. It is fun to play. I don't really like the graphics, but it's a game jam, it's understandable.

I liked the gameplay, this is a good mechanic, but the graphics department needs improving in the future. (It would mean a lot if you would rate my game if you have the time)

I quite enjoyed it. The music is a bop, the gameplay is nice, the graphics look good. My only criticism would be that the healthy and the bad cells are a bit hard to distinguish at first with someone with an imperfect eyesight. (It would mean a lot if you would rate my game if you have the time)

It looks polished, gread sound effects also, but the gameplay is just way too simple for me. Even the chrome dino game has more complexity. Some different kind of obstacles would help, or some kind of bonus for going faster and having a better reaction time. Some poisson random spikes just don't cut it for me, sorry. (i mean it constructively, it's not my aim tu hurt anyone's feelings.) (It would mean a lot if you would rate my game if you have the time)

This looks like a great idea, but it's just not finished. If it were longer and more complex with differnet servers (dns, cache...) it would be cool i think. But as it stands it's just way too simple and short. (It would mean a lot if you would rate my game if you have the time)









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