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tiger-drop

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A member registered Mar 28, 2023 · View creator page →

Creator of

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Haven't seen that happen before, thanks for letting me know. I'll have a look into it for the next patch.

Hey, thanks for playing again! Next update is going to be focused on adding some more weapon types.

Cheers, done another 20 hours or so of work on the game since the February jam and planning to put up a new demo soon. Main additions are the upgrade item system that lets you build your character in different ways (various effects like making enemies explode on death or firing more projectiles) and some more enemy variety. Still deciding when to drop the update but likely be sometime within the next week.

Love the art style, and the humour was on point. Definitely captured the feel of those home renovation reality shows!

Had a little bit of trouble getting to grips with the acceleration at first, but once I did I managed to get pretty far before dying. Think the UFOs were a nice addition as a smaller target that rewards more points. Also, it was a good call not to make the firing automatic as it would have removed a lot of the skill from the game and made it less engaging.

Thanks, had a lot of fun making this one, sound balancing has never been my strong suit lol. Think Godot has a Linux export option but haven't had a chance to test it out yet so might see if I can get it working. 

Love the art style and the boss designs. Augment system and destructible terrain is also really cool. Be interested in seeing what you guys decide to do with the game in the future.

Ran into a similar bug to se1end where after I died I had to watch the opening cutscene again, but after it ended I was teleported straight into the tortoise fight with no weapons. Able to work around this by reloading the itch page though.

Thanks, have an idea for an attack that moves him around more that I'd like to add in the future.

Thanks for the feedback, most of these should be addressed in the next update.

Thanks, got quite a few ideas on how I could expand the game. Only tested the sound with my speakers so could be louder on headphones than I realised, I'll be sure to include some volume sliders in a future update.

Turned out really good, never played the original but had a lot of fun with this.

Best score I managed so far was 20300!

Thought the attack patterns for the first boss were quite interesting, only thing I'd suggest changing would be to slow down the waves as I feel like they're too fast to consistently avoid. 

No you're right there's only one boss in the jam version, planning to add more in future though. Also yeah the shotgun ended up being a bit overtuned, I did want it to be stronger than the blaster up close but I think the DPS is something like 6x as much if you land all your shots so definitely needs a rebalance.

Glad you liked the art, took me a while to get it done but I'm happy with how it turned out.

Thanks, glad to hear the gunplay feels good since that's the main thing I wanted to get right.

I'll have to check out the import settings for the music and make sure that its setup to loop correctly. I'll definitely try out your suggestion for falling projectile attack and see how it plays, should be fairly easy to implement the change. Also the more I develop the game the more I think upping the gravity like you mentioned would probably suit it better, since you need to be able to quickly dodge attacks in a boss rush game. Platforms ended up being a bit hacky due to time constraints, but I'm planning to make it so you can jump and drop through them so they should be easier to use in future versions.

Yeah its a bit of a pain, hadn't realised that closing the fullscreen view shares the same shortcut. I might have to disable the fullscreen in later web versions or find a workaround. Thanks for the heads up.

Thanks for playing! Yeah boss healthbar's definitely near the top of the list for things I'm wanting to add after the jam.

You should be able to press Escape on your keyboard to exit the armory. Works for the mission menu too.

Thanks for playing! Also yeah, I was planning on having enemies take more damage from bullets of the opposite color but ended up leaving out because I was running short on time. There's probably room for more interesting effects as well.

Thanks, I'll be sure to check the video out!

Thanks for playing! Yeah think there's definitely room to expand on the core mechanic, I like the upgrade ideas you suggested.

Really enjoyed my time with this one, the three different modes give you a lot of options when platforming.

The left/right brain modes are a fun twist on conventional turn-based combat systems and a good way of implementing the theme. Could be cool to see more of a distinction between the effects of the analog and digital moves if you decide to develop it further.

Hi, thanks for playing another one of my games. Had to cut the scope down quite a lot from what I originally had in mind (was hoping to have some more enemy types like the pumpkin in the thumbnail) but I'm glad to hear you had fun with it. Also I'll have to take a look at the WaveManager code again because it seems to be spawning way more enemies than I intended. Think its probably due to a weird interaction with the multiple shotgun projectiles causing a single enemy's death to register multiple times, which causes the next wave to spawn earlier than it should.

I'll be sure to check out the discord, and thanks for hosting the jam!

Thought this was a fun way of implementing the theme, and the game feels quite polished for the timeframe too. Furthest I've managed to get so far is 101m.

Thought this was a fun way of implementing the theme, and the game feels quite polished for the timeframe too. Furthest I've managed to get so far is 101m.

Really like the artstyle and the world is quite intriguing, would be interested in seeing more if you decide to continue with it.

Really like the artstyle and the world is quite intriguing, would be interested in seeing more if you decide to continue with it.

Really like the visual style, but having some trouble figuring out what I'm supposed to do. Think the way I cleared the first jump might not have been intended.

10/10 quality fish experience.

10/10 quality fish experience.

Thanks for playing! Yeah the fireball could definitely use some adjustment, I originally designed it in a large empty test room but it doesn't work so well with the narrow corridors that the walker algorithm generates. I'll try your suggestions out, think they should make the fireball less awkward to use.

Ended up playing this for a lot longer than I planned to, game was a lot of fun. Impressed with the number of different shot effects you had to choose from, especially considering the time constraints of the jam.

Be cool to see some more enemy variety and descriptions for the upgrades if you decide to continue working on the game after the jam.

Yeah think I was a bit overambitious with some of the features I wanted to include, setting up the upgrades took me longer than I originally planned so didn't leave as much time for bosses as I was hoping. Should be a lot easier add more content now I've got the basic framework in place.

Thanks for playing, I'll have to take a look into adjusting the way the rotation works after the jam. Hoping it should be as simple as just changing some of the plugin settings.

Really enjoyed playing this, very polished for a game that was only made in 7 days. Turns out trying to hide from Isaac in his home is a bad idea...

Combat took me a little bit of figuring out but had a nice amount of depth to it once I understood what was happening. If you decide to update the game after the jam I think it would be nice to have a bit more audio/visual feedback when attacking or being attacked by the enemy.

Really liked the music and art style as well as the way you worked in the theme with the corporate and fantasy worlds.

Very unique premise for a dungeon crawler and I also really like the art style you've gone with. I also appreciate the lighter hearted tone and humour.

If you decide you want to keep working on it after the jam I'd suggest increasing the move/rotation speed as it feels somewhat slow when compared to the size of the dungeons. It would also be nice to have the option to hold down the W/S key to keep moving forwards/backwards instead of having to press it for each step.

Could also be worth including an auto-map feature and/or some more landmarks in the dungeons to make them easier to navigate.

Enjoyed my time with the game and I think the core gameplay loop has a lot of potential so I'd be interested in seeing what you do with it after the jam.

Thanks for the feedback, I'll look into either adjusting the encounter rate or having the encounters appear on the map. Will also have a look into the sidestep issue, might be as simple a fix as upping the rotation speed.

Hi thanks for playing glad to hear you enjoyed it.

Yes it was made in RPGMaker MV, I used the MV3D plugin that CutieVirus made (https://cutievirus.itch.io/mv3d) for the 3D and forcing the first person perspective.

Also yeah I think if I end up doing more work on the game after the jam it would be worth making it so all the chests have unique items or gold. I remember playing other RPGs and finding it annoying when the item you just spent all your gold on shows up in a chest 5 minutes later so will definitely swap the Tyrant Armour out for something else.

Had a bit of trouble deciding on the encounter rate too, average of 30 steps felt too low but think 15 might be a bit much if you don't already know where to go. Think I have an idea for how I can put the enemy encounters on the map and get rid of the random ones, might require me to rework some of floors with narrower hallways so the player has room to dodge them but reckon it should be doable in a later version.

The graphics and animations were made by a user called Marumugi4510 (all from this pack: https://koji-marumugi.itch.io/8bit-retro-graphic-materials-all-in-one-pack). Think he's also made an NES collection too but I haven't had a chance to try it out yet.