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Fun Base Alpha

200
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A member registered Jul 04, 2018 · View creator page →

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it just felt like i was muddling through and didnt have a good mental model of what the game was asking of me.

short and sweet and very polished. i didnt feel at any point like i really understood how the movement was meant to work.

aw dang it. WELL ITS FIXED NOW

what

wait

Correct. Also, Esc will quit the game at any time.

Feels better than gamemaker. Good community too. No complaints.

(1 edit)

clowns do somersaults. thanks for taking a look

We have reuploaded with the proper physics system included.

Honestly pretty good. You're nailing the horror design on light, sound design, and pacing.

It's not bad, but it is terribly dark.

(1 edit)

Yay! Music person! Those tend to be very valuable. Welcome, heading over to Discord is the best method for teaming up, sharing your progress, etc. (We forgot the link on the main page but its there now.)

We get that we have those 4 abilities. The wall jump doesnt seem to work so good. We would be interested in a finer grained explanation of the mechanics. e.g. landing on a platform resets double jump? does wall jumping reset it? what sort of directional inputs work best for wall jumping? shotgun is infinite use, but has cooldown/reload? It's a great start, Nick and Ryan were both really disappointed that they didnt get more out of it.

we dont get how to keep going once the platforms go away

the game does not fit into the window ;-;

Had to play this because something about the title screen was just so oddly familiar. Really fleshed out entry and a very cool iteration on the classic 'find the difference' style of puzzle game. Always encouraging to see a fresh feeling non-violent game loop. Makes us want to play a game where you walk through a metroidvania and just count all the monsters. Censusvania.

This is a fantastic entry. Great tutorialization, use of theme, character art, general tone. One of the most impressive GMTK submissions we've seen so far.

Some really cool graphical elements here. The roll did not seem to change its behavior as much as we would expect as the roll got low. Honestly, the ground covering is a more interesting concept to us. Maybe there is a way to leverage that into some kind of mechanic? Rolling over and obscuring some kind of ground obstacle in the hopes that your opponents hit it? IDK, just spitballing here. Decent enemy AI as far as challenge in the context of a game jam. Good work.

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We played this on stream and finally circled back to rate and say thanks for coming by! The art is really fantastic. As we mentioned, it'd be nice to have had a few moments to wrap one's head around the game before getting attacked by enemies. Maybe if the enemies didn't start spawning until after the first growth phase? That said, still a very solid entry.

So many questions here. Who is the person credited with the code and why is there a link to a Steam game next to their name? Why isnt anyone credited on the other games on dogfightx? Why is dogfightx, and why isnt there a single mention of anyone involved with the site?  What is even going on here? It's like uncanny valley but instead of a 3d model its an itch account.

This is really great and i like it a lot. More games should be this game.

current WR?

We like the direction you're going artistically. Keep coding. It burns us out, too.

Thoughtful and precise, everything you've said is true. We spent more time wrestling with new concepts in godot than we did actually building what we wanted. Neither the level nor the sound design got as much work as we would have liked to consider it truly done.

The  stage ends because that's as much level design as we had the steam for. We would be embarrassed to show you the code for the audio handling. The pronouns in the narration is a great call out and just a thoughtless oversight. Doing it again even without the YOUR STORY part we would've liked to change the narration to gender agnostic. It's a live, one-take recording that was made as Nick played the game, so we used his pronouns by mistake.

Hopefully we'll have more space for design and art (which we enjoy) once we can dial in some templates for coding (which we do not enjoy).

Looking forward to playing your entry this Saturday. Thanks for playing ours.

This is sick.

There's a lot to like here. I love the Doom movement speed. The confined space and dim lighting are anxiety inducing. The treasure feels balanced (maybe it isnt idk, but it feels ok). The combat is very shallow and i could see you taking it one of two ways. Either lean into the horror vibe and make the monsters much stronger, possibly even one shotting the player, or brighten up the setting and focus on feedback and diversity in combat. If the enemies aren't going to be much of a threat, they should at least be fun to thwack around. If it were me, I'd try for the latter. Good game.

Great first game. There's even sprinting! 

That's a good game, fun game. Very good job of setting up the player to learn elements of the game in a controlled environment before adding challenges that use those elements.

Although you should know we have not given our employees access to any VR equipment so it will not get to stretch its legs during The Judging.

Yes, AI Rule 7:

Platform Restrictions: Games can be developed for any platform, including but not limited to PC, mobile, console, or web. Participants should specify the intended platform(s) for their game during submission.

cant get the stamp to stamp

Nick's Joke: What kind of laundry soap does a rope use? Tide.


Ryan's Joke: How many champions does...can you...how many? One.

love the mspaint palette and artstyle. It's like Microsoft Wind-waker.

If it were us, we would have kept wasd locked to up left down and right respectively.

We are curious about the control scheme for movement. What led you to go with the one that you chose?

It's great!

Pros

Nick: A kidsy vampire survivors with couch co op is a million dollar idea. Not sure why we haven't seen it until now. Sounds and overall theme are very endearing.

Ryan: Its cute. its fun

Cons

Nick: Screen gets very busy with all of the telegraphed attack warnings. Most weapons feem so outside of my control i essentially have no agency at all. the orbs were easy to use and it would be nice to feel that way about any of the other attacks.

Ryan: In a game with pursuing enemiesm its surprising there is little to no crowd control abilities. May be too many enemies as the game progresses.

Wishes

Nick: More characters. Couldn't figure out how to do dual controller instead of 1 controller, 1 mouse + keyboard.

Ryan: No additional wishes.

Pros

Nick: Cool core mechanic. Controls well. Screen information is easy to parse even when things get hectic.

Ryan: Art direction, character design. 

Cons

Nick: Game does not adequately present how it 'wants' to be played. Design does not appear to do anything to make the retracting part of attacking discoverable in a way the player will easily see and retain.

Ryan: Too much downtime between shots. Pace of play.

Wishes

Nick: Mouse controls for menus

Ryan: powerups

Pros

Nick: Lovely art and music. Novel and engaging variation on the tower defense genre.

Ryan: ARPG elements.

Cons

Nick: Levels are dense to the point of feeling crowded. Not enough set up time between wave or at the start of the level. Especially true if one is just learning how the game works.

Ryan: Pace of play is too fast. 

Wishes

Nick: Some kind of digestible "these are your characters and what they can do, these are the enemies and what they do" kind of armory/bestiary files in a pause screen.

Ryan: Scroll wheel to select appliance.









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