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Buffed Bits

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A member registered Aug 04, 2023 · View creator page →

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That was pretty nice game, its simple but time is tight enough to trigger the speedrun component of the human brain :D gg wp <3


I love the small detail of different spawns like the "dominos" or "the tower".. Thats how you know the developer had much fun creating the game :D

From a game jam persepective i think its a very good submission and i can't really give suggestions since it would be too picky.

But from one game dev to another i can give you my personal view as a gamer of it in general so you might get another feeling for the future.
The balancing is a bit too player-sided for my taste, i don't think you can really loose a card if you don't do an oopsy. With it you can focus full on getting more money and upgrading your current cards to not loose cards even more. With it comes that "buying new cards" and "new cards level" become an empty button.

(but i know you might have planned some things that didn't made it into the game to balance that out)

Still, Numbers go up = fun. Simple as that. Smooth animations and controls lets you stay in the flow. 

In conclusion: Balancing - especially in a set time window - is hard and needs much experience. Atleast i never get the balancing right the first time and need some patches :D

Hope you can use these insights from a players perspective. Keep up the good work <3

Well i got kinda hooked with it for 30min xD Well played, good game :D

Thats a solid game, well done. :D 

Good 'ol Frank :D

Damn you DarkMagicians launching 1000x ShadowBolts up my butt! D:

Good game :D <3

First of all, the graphics are sick <3
Second, the soundtrack is soo on-point with the details in it :D

Third, for the controls and mechanics (i've already read that you got trapped in the scope) i wasn't really able to figure out how to catch fish the right way, but me gamer me mash button: So, if you mash E's long enough next to a creature, you catch it too :D (Tip: Always check what happens if people mash a button, because they will try it!)

Back to the scope: everybody will get trapped there atleast once - it hurts kinda - but thats part of it. And maybe it will happen again until we've learned it. For me (a moron) its the 8th game jam and it was the first i didn't panic towards the end xD

So stay on it, you have still achieved a more than playable game and for sure learned many lessons <3


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Ah, i like some good metaskills that you can use in different ways :D Liked that.

P.S.: In Godot, try playing around with the Engine.time_scale that could be a thing you like too, for slow-motion and stuff

Credits to the graphical designer, he made the majority of the jokes and i backed it up to feel right in-game :D

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thats the proof, being british is fun!

The first 5 cocoons you take attack-damage and after that only attack range :D this way after like 10 cocoons you can stand still and just spam attacks and kill everything getting too close :3 at the end you can get some movement speed just for collecting points faster 

I don't know how you implemented it, but it happened when the text color didn't match the belonging stickman color

Found the meta guys, i call it biggest ball of lightning.

Really Fun game :D

Same stuck here. Don't wanna tell where because of spoiler, because i've never played much storygames but this one somehow got me catched 

It took me a while to understand what was going on, but when i did it was really good :D well done!

I love the artworks, so clean!

Jea, with great power comes great responsebility

If you wanna build something similar, it's basically a RayCast (Godot4) that sets the endpoint of a Line2D (Godot4). Its pretty simple but effective. :D
And the corner issue - well - thats for the difficulty!

thx <3
jea we tried to find a good gameplay loop and had many more ideas, but as you know time flies in gamejams :D
But we are happy that you liked it and we will add some more variety as a post-jam patch!

interesting, the loop bugged but I thought I fixed it 

And yes I am totally with you at the "things that shouldn't be cleaned". I had that idea too, but didn't implemented it because deadline was close, so I left it like it was since I know my games always die when I wanna do last hour changes.

Still I will post-jam patch it like this :D

Thats a nice adaptation of the genre, especially the way the room isn't just filled with objects to make it full but the way they are fitting well together.

The only thing i wanna mention is the fact that i was able to easily get 15+ score by just pressing "wrong". So maybe implementing a way that a correct room is more possible the more incorrect rooms appeared in a row.

Besides that i liked the game because everything made sense together! :D

This is indeed impressive work for this time. Everytime i will see a fly from now on i will here the "help!"

If you ever think of patching it, can you make the flies on the door hitting the glass in their typical annoying behaviour? :D

Even with the keyboards turbo-function and 20hits/sec it will take ~6,8 years to reach the integer limit of 2^32.

thats just important if there are ways to stack huge numbers of points, but always remember: gamers are maniacs and there are many and they will find ways you won't even consider happening xD

"0 guests had a family emergency" I am fine with that! 

First of all: The amount of sprites is remarkable, everybody doing his own graphics will recognize the amount of work behind it!

For me this is one of my favorites - graphics, sounds, gameplay, UI and menu/ tutorial, everything is well rounded! Great job!

<- Another spot camper here :x

For me the favorite parts were the graphics and matching audio choice. I think thats an artstyle you should keep following 

I hope you made sure the catch count can't exceed the integer limit, because in 6,8 years i will be there!! 

I wanted to point out that my favorite part of your game is the storytelling.

Storytelling often falls down the process - understandable - since its not much time for it, but even a little text can go a long way. Definetly will remember this in my next projects, thanks!

Ok, i am not talking about the theme, because this is always somethign with "room" of interpretation.

The tutorial part is also something already discussed and personally i am fine with a explanation in the description since i know we all want to create a good tutorial but at the end of a jam it will always something that will be cut off due to time issues.

Anyways: For some reason i think you have some reallife experience in electronics. Maybe i am just seeing things, but this reminds me of school where you have to match the voltages to make sure the electronic circuits are working as intended.

So, even if this is "just" juggling numbers i think you should dive atleast a bit more into the electronics theme and see how you can balance the educational parts and gaming-experience part.

Kinda like games like "Minecraft" and "LittleBigPlanet" teached electronics without kids even knowing :D

Yea, he is a really dedicated robot :3

thank you! And I will fix the 100% afterwards, I can't let your soul be broken 😭

Yea, I somehow needed to prove something too myself, but working/focusing on it for 36 h straight wasn't the plan xD but I found my developer spirit again!

everything is better with googly eyes 👀 

Nah family is fine 🙂 

And yes, I can tell you reaching 100% is possible but the solution for it wasn't really my best idea so I need to fix it afterwards. I can't leave anybody unsatisfied at 99% 🥲

Thanks for your feedback!

ok xD I will watch it, because after everything I was going through in this game I need to know the outcome!!

Jea, I hope we will see some more graphics from AAA_3XA too.

For programming: the most things are pretty well done and since it runs in the browser without lag I guess it's also pretty efficient.

What you can try is a bit more randomness by letting the enemies spawn not only left and right, but a bit more in the back- and foreground by adjusting scale by y-coordinate so they appear smaller "the higher"/"in the background" they spawn.

But as I said, I think you are on a good way and we will definitely meet again. Next time without me forgetting to submit xD

I would say like EVERYBODY in game jams made the same experience like you and underestimated the time issue atleast once xD For me it took like 4 gamejams to learn how to manage the time right. But even then bugs will always just appear at the end, never actually during the process :v

Long story short: I still like your game since it inherits a valuable lesson <3 You are now one of us!

Talking of an "end screen": Yours is pretty... impressive!! xD

OHHhh i never thought about this "round number = satisfaction". I was putting in a lot of thinking into the calculation part of the result, but never had one thought about the way the player will perceive the numbers. And having round numbers is indeed so much more satisfying o.o

Thank you for this feedback, it will help me a lot in the future to think more of the perception of the game <3

Ah nice, thats actually the unseen fun part of audio design. xD