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Yän

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A member registered Aug 02, 2019 · View creator page →

Creator of

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Really cool ludum dare submission. Rated & commented just in time :D

https://ldjam.com/events/ludum-dare/56/hamster-hamiltons-cardboard-quest

Sure, will do. No idea why itch.io doesn't add the link. We do have the tag

Actually felt fine though, I liked your music :)

Had a lot of fun playing. Game seems really complete and decently well rounded. Would be nice if the UI style worked more in tandem with the awesome 3D modeled style and colour scheme. But otherwise the game also looks very pretty.

I encountered some bugs which made my towers shoot cars that already were at hp 0 and only died once they left the tower range.

I didn't understand that you can rotate towers with scroll wheel while you build them which made me missplace my first cannon tower. Add that to your itch page description, you can still do that :)

Ran very smoothly in webgl which is nice!

Melon.

yes

Hey thank you for your kind words and suggestions. Inverting the cam rotation from what it is in the jam build was one of the first things I did for the new version. Honestly already wanted to before the build but kinda forgot in the hurry.

Just capturing the mouse for camera control doesn't work in this particular game because the controls depend on you clicking on spots in the room relative to your character position. So your target position to aim for with your mouse cursor would constantly shift just by moving your mouse. So it had to be with holding down a key.

It totally would make sense to place some world canvas with the controls or some button prompts when you first start the game so you know that you have to use your mouse to control your character, that holding down the button makes you go further and that you can spin in the air.
I think I'll do that for the updated version.

Thanks again and have a beautiful day :)

Thank you for your comment. What do you think could make the controls more intuitive to you personally? I'm currently thinking of adding a jump arc that gets displayed as you hold down the mouse button to charge. Do you think that would help to make it feel more intuitive or did you have other problems that made the controls difficult to get into or understand?

Oh I'm a Firefox user. Also it's not the whole game lagging, just specifically the character. When I set the sensitivity to max, the character moves significantly faster than my mouse but still somehow feels unresponsive like it's a frame behind my inputs or something. It's hard to pinpoint but it feels off to the point where I find it causing difficulties with keeping up with the action.

And yeah it was very enjoyable otherwise, I really like your game design :)

Oh, thank you so so much, that's very kind of you to give us so much praise. Really happy you appreciate my texturing work too :) Doing these paintings was very fun!

If you want, we can let you know when we've got a fully playable version :)

Yup. Thanks for mentioning it but yes we are aware. At first we tried to fix it early but it took so much time that eventually we felt like just making it a proper post-jam version after the voting period instead.

This has some of the best mechanics designs in the jam for sure! The chain reactions are super fun and the fact that your direction relative to the meteors matters is quite clever and makes for quite some interesting gameplay situations. Unfortunately, the controls felt very sluggish to me somehow. I wish the character just directly followed my system mouse. It often lags around in a certain spot before suddenly zipping over but it also generally doesn't match up with my expected mouse speed, even if I change the settings ingame. But that really is about the only area that I think isn't so great. Otherwise, I really enjoyed this title. The upgrade options were also a really nice touch and made the game a lot better.

It's a solid and complete game. Hats off for that, especially since you made this alone. Well done! My clicking finger is very tired now lol. Wish it had an ending or difficulty that ramps up so it doesn't just go on forever.

Wow, the art in your game is so pretty! Everything fits together super well, the thumbnail alone already really caught my attention, the rock crumbling animation is cool, the background looks gorgeous and the character design and drawings are all beautiful too. Really well done on that front! It's also cool that you came up with this whole story but I think I'd have preferred if it wasn't all front loaded in a wall of text and instead had some kind of back and forth with gameplay sections or was embedded in a cutscene to make it more engaging.

Gameplay could have used some more variation and depth as it got old pretty quickly. But it's basically fine. One interesting thing about it is the arrow travel time and that you have to aim ahead of the moving obstacles so that the arrow hits them where they will be. I'd like it a bit more if the difficulty ramped up over time I think. Or if there was a way to win at some point.

Pretty cool little music quiz. Interesting to be able to see the code right next to the game. I got 8 points in my best attempt :D

Though I didn't know every single one, I like the selection of music pieces you chose.

Also, hey your game has the same name as ours haha ^^

Hey, cool, your game title reminded me of ours, except we did it for music :D

Pretty nice tower defence game, feels quite complete.  The intro was pretty funny, I laughed :)

Aww you're too kind. Thank you a lot for your heartwarming comment. Really pays off to have my generic cutscene script I can just drop into any game jam game, so making cinematics like this is just a breeze ^^
I'm glad people like you are being so nice to us even though we clearly didn't manage to get our game to be fully playable in time. So thank you again for that.

This was crazy amounts of fun! The control scheme is innovative and yet (most of the time) works surprisingly well to create a pretty flowy experience with a quick learning curve. Impressive game design work here!

I also really like the character design, it's just so funny.


Some more audio, like maybe doctors yelling after you and stuff like that would've really brought this over the top. But it's very nice overall. 5 stars :D

This was one of the most fun experiences I've had in this jam so far. Really well written and the art you drew was perfect for the game's tone and humor. Nice acting too, very comedic.

Only thing I'm a lil confused about is why there is a loading bar between gameplay and story parts. It's short though so it's fine :)

We played this together in our jam group and were all really impressed with the amount of high quality artworks and really well produced music in this. We were wondering how you managed to create so many of these assets in such a short time, especially since you mention that they're hand made. Could you tell us just a little more about the workflow you used to make so much so quickly? I think we could all learn a thing or two haha

Also, really nice story, for me personally, that's even the strongest part as far as ratings are concerned. I also liked the puzzle based on music progression idea (though we got confused about the UI and in our first run didn't notice that the play buttons were clickable for some reason)

I like the look of the enemies and it's satisfying how they fall apart with my sword swings. The knight could fit in with the rest a little more if it had more texture to the armor or some gradients like the enemies do. A really nice addition which can be seen as storytelling is the environmental art with the burned wagon and corpses. That's really neat and also well drawn :)

The sword swings are a very fun idea but feel a little clumsy in practice, especially with the rotation of the arm. What if there was some sort of sense of how fast I'm swinging and based on that it extended the rotation of the hand so that the sword can reach enemies further away? Or if I had a way to turn around so that the best strat is not just to always be on the left side of the map.

Some invulnerability frames would really help because as is, the health system doesn't really matter much, you just run into an enemy for a few frames and are immediately dead.

At the end of the day I think it's very impressive that you managed to do all this as only one person in a game jam and got it pretty much finished in time. Well done :)

Really impressive graphics! It's also impressive how complete the game feels.

The only thing I would've wished for would be some more inventiveness and creative ideas, for example for the upgrades, movement mechanics, weapon, enemy behaviour or even just setting. It all feels a bit standard. Really well done for what it is though, I do commend that!

Seems like a nicely finished submission with a complete, closed, and fun game loop. Respect!

Sadly can't play it with others because of lacking controllers and well... people but I can imagine that it must be quite fun to play with friends!

Ah no need to be sorry, we forgot to write it into the controls section on the jam page. I added it now :)

Thank you for playing and leaving such a kind comment! I think the main reason why it's pretty confusing right now is that there are presently some major bugs with the AI and the interaction system that don't let you finish the game (object interaction is simply not working at all because of this). But hey, they also make it impossible to lose the game so at least it's kind of a fun little sandbox haha :D

We may realize our vision at some later point by fixing the game. I'm glad the character is already hitting the mark for you hehe

Cutscene can be skipped through with right click by the way.

Beautiful art, quite relatable setting, too. Feels like Factory Berlin, haha. Took me a while to understand what I had to do but got it eventually. I think being able to bring up the tutorial text again after closing it would be helpful since I accidentally closed it, trying to figure out how to make the game appear on the right monitor.

This is absolutely the best game in the whiskey stone dimension franchise I have ever played!!

Hello, our voice actress for the player character, the ghost, is indeed female :)

Damn you're the heroes this game needed

Can you not still change these things?

Hmm I can't find the ruins and also I wonder why the main menu isn't there anymore since that also had credits ingame. I also think the music should be a bit quieter, it's drowning out all the subtle sounds which can mess up the atmosphere a bit

Hmm that's uh... really strange. I don't remember any of us putting that in the game...

Additionally, how about adding grave upgrades such as mausoleums that can store more corpses? That way you could reduce travel time and add more visual variety

Ah one idea I had was to add some automation, kinda efficiency stuff to deal with piles of corpses. Like maybe you could employ some of the zombies to be grave digging minions

Thank you so much. I loved your game and wish you top marks in the ratings!

Yep. we just kinda uhh didn't do anything to prevent winning after losing and vice versa :D

Thank you super much, your compliments mean a lot to me

Nice one, pretty satisfying to get into the rhythm!

Really good take on the incremental game reversal. I wonder what those small cookies do once you've already grown in size a bunch. Do they still serve a purpose?

Wow this game was actually so well thought out, it's incredible you came up with the rules so quickly and still managed to package it up with such beautifully realized art. No complaints here, I thoroughly enjoyed my time. Managed to get to level 22!

Cool idea, though I wished it focused more on controlling the ball. Would be interesting if I had stronger control over the ball and no or very little control over the flippers. Sometimes the flippers bug out and cause the ball to fly straight down after shortly being pushed up, dunno why.

I like the music a lot, fun tune!