Skip to main content

Indie game storeFree gamesFun gamesHorror games
AssetsComics
Bundles
Jobs
TagsGame Engines

dense13

88
Posts
1
Topics
17
Followers
14
Following
A member registered Apr 30, 2020 · View creator page →

Creator of

Recent community posts

We uploaded a new version, with a few bugs fixed. Not sure if this will fix your issue, as I couldn't replicate it on my laptop, but if you're still curious, give it a go! :)

Damn, sorry about that. We were aware of a couple of bugs, but this one's new. I'll try to have a look.

In case you don't visit the game page...

Controls

Building phase:

  • A,W,S,D to pan the camera
  • Q,E to rotate the camera
  • RMB to zoom out
  • 1 - 5 to select the defense structure
  • R to rotate the selected structure
  • TAB to go to Fighting mode

Fighting phase:

  • A,W,S,D to move
  • Mouse to aim
  • Left click to shoot
  • Space to jump
  • TAB to go to Building mode

Thanks!

One good thing about fixed 3D camera is that it hides things that you can only see in 2D, which I think makes it interesting. I wanted to explore the differences between the two worlds. That said I can also imagine a movable camera in a more developed version of the game, especially if there were other gameplay elements that make you explore more.

Loved the sound design, the idea is pretty cool too. It would be fun to develop it further and have more interactions between daytime and dream. Nicely done!

That was great, very original! I enjoyed swapping between 2D and 3D, and I particularly liked how the music responds to the evolution, very cool!

It could be nice if the 3D scene had more transitions between states, just like the plants grow, to give it a more organic feel. I.e. to see the animals move and/or die, with an animation.

Very nice! I really like the 3D/2D perspective, my game explores a similar idea. :) I'm impressed by the amount of levels and the detail you managed to put in. Both visuals and SFX are really well resolved for a short game jam. Good choice of font too.

Why no background music? Might have been nice.

Very cool idea! I really enjoyed the different 2D/3D perspective (my game also explores this idea, it was fun, right?). 

I like the visuals (especially the 2D), and the funny tutorial, nice touch. More levels would have been great, but I imagine we had the same problem, 10 days is not enough for this sort of puzzle design!

This was cute and fun! Looking forward to the buffalos and the upgrades. Btw, I enjoyed robots and animals flying high up in the air. :) 

I got stuck on level 8...

This is awesome, I love the idea, and you guys wrapped it up very nicely in a month! The main menu is fantastic. :)

Thanks, I'll try that!

Thanks! Noted about speed, there were other comments in this respect too. You can get to move faster with powerups, but maybe starting a bit faster than now would have been a good idea.

Nice game! I like that the goal (destroy!) is ultimately going to be your end (x2). I personally found the controls a bit difficult to get used to (though I only play for a few minutes, I'm sure I'd get better at it with more time). My feeling is that WASD moving you directly in the 4 directions might have been a bit easier. Or maybe I'm just lazy. ;) I also liked the consistency (music, visuals, sfx all fit very nicely together).

Yes, I knew about the annoying aspect of having to go through the intro. But the intro also is the way to select which powerups you'll have during the game. Which maybe wasn't a great idea, in hindsight. Had I had more time, I would have certainly done something differently, I myself also got annoyed with having to re-run the intro, which I had to do *many* times during dev/testing! :)

They do! What you pick up in the first part is what will spawn in the second. The first three are always there for you, but you only have time to pick two of the other three (health, invulnerability and bomb). So you get to pick your 'strategy' if you want. My intention was to have section 1 be both a quirky intro and a weapon selection mechanism, but I think it's not clear enough.

Wow! How did you manage to squeeze all that work into 10 days? Impressive! Great visuals, great sound, good match for the theme. I didn't get very far, just lack of time, I hope I can give it another go soon.

Thanks! Yeah, I didn't have much time to work on difficulty balancing, I published with literally less than 5min left. :) Thanks again for your model, I really like it!

Nicely done! I really like the idea, and great take on the topic. I missed a bit having a run key, or at least being closer to the first room door (I died *a lot*), and maybe some background music. Didn't get very far (didn't have much time), but I will try it again.

Nicely done! I really like the idea, and great take on the topic. I missed a bit having a run key, or at least being closer to the first room door (I died *a lot*), and maybe some background music. Didn't get very far (didn't have much time), but I will try it again.

If I could only replicate this in RL... :-P Good job, this was a very surprising idea for a game.

Nice way to convey a message! :)

Thx! It was fun to develop too. :)

Thanks! I'm determined to add yet a few more things, but I suspect it'll still take a couple of months.

Very cool idea! What happens after shooting everyone down? Is there a way to restart? It'd be fun if you started a new level, with increasing difficulty. Another idea might be a level without weapons, a sort of 3D Tron. :)

One thing that I'd comment is that movement seems to be limited, at some point you can't turn to one side/up/down anymore. You can then move to the opposite side really quickly, it's a bit weird. I think it'd be better to have unlimited movement (i.e. do loops).

Well done! This was very engaging, I hadn't seen this idea before. I can totally imagine this develop into a full game.

This was a team effort by members of the Melbourne Game Creatives meetup group.

We're still having a few issues with the multiplayer match-up, sometimes it doesn't find the other player, but we're working on it.

Yes, that's what I've done, but:

  • You can't download the 'unstable' version directly from the devlog, you have to first go to the game page, and then choose it correctly in the downloads section
  • This will quickly get messy if I have more than a few versions (and even more if I have Mac, Win and Linux builds)

I think it would be good to have the option to have per-post uploads, just like we can have per-post screenshots that don't interfere with the game page.

I know it's not possible at the moment (correct me if I'm wrong), but I think it'd be a good feature if we could add files to devlog posts, without having to add them to the game page.

I read somewhere that not allowing that is intentional, so that there is a centralised place for all downloads. But I personally would like to allow people to download 'dev' versions of the game specifically from a devlog post, without them ever showing in the game page.

Alternatively it would be good to be able to add some description to the uploads of the game page, or somehow categorise them, otherwise having many versions of the files becomes quickly messy.

Thanks! Glad you enjoyed it. You're totally right about the feedback when they're hit, it's in my todo list. The skeleton model even has an animation for that, which I want to try, and I'm thinking of cancelling their attack when you hit them, too.

Thanks! Stay tuned, I'll definitely expand on this one (at the very least, more enemy variety)

Nicely done. Is there any reason why the jump happens on key up rather than on key down? Feels a bit less responsive to me.

Nice work! I like the old school feel (fast!), reminds me of the good old Doom days. :)

Maybe I missed something, but there were only a few rooms? The initial corridor, then the big hall with two levels?

I liked the bullet holes, but to be a bit picky, they always face the camera, which is a bit strange as you move around them. Also sometimes they ended up floating in mid air, like in the screenshot below (they were shots at the rocky block).

I also found sometimes the enemies got stuck around the stairs.

Are you planning on developing this further, or was it only for the game jam?

Nicely done! Vanilla JS, wow. I like how polished it all looks.

That was fun! I reckon you should develop this further. The magnets are very cool, and the atmosphere is very well done, with the animated backgrounds. One thing I didn't quite figure out is why sometimes I could only jump twice in a row, and sometimes three.

Btw, I think your "1 game a month" adventure is very cool, I'm tempted to join you on that. :)

Thanks for adding it to your livestream! It was great to be able to share your experience. Glad you had a laugh, we did too. :)

:) Guilty of ZX Spectrum upbringing.

Nicely done! I recognise the game from the 3D course. :) I did a version of it last year too. I quite like these skilled-based games, and enjoyed having to figure out what was in front and what was behind. I also liked that collecting gold made you heavy, nice touch. Maybe you could have a star rating system where you get 1 star for finishing, 2 for collecting 50% of the gold, or 3 for collecting it all. Or somehow get some reward for getting the gold.

Two things I'd point out: the rotation feels a bit funny, like it's not centred in the rocket (maybe that's intentional?). To me it felt a bit strange, but got used to it quickly. And also, in the last level, going vertical was tricky because there was little 'preview' of what was coming. While it's nice that it raises the difficulty, it meant crashing 'out of the blue', if that makes sense, which was maybe a bit frustrating. I would keep the rocket a bit lower in the camera view for that level at least, if it was me.

Really enjoyed this one. Simple idea but very convincing, with enough strategy in it to keep me hooked for a while. Also one of the best ones I've played in terms of the jam's theme.

Only constructive comment I can think of is that I would have liked a bit more variety in the music (or a longer loop at least), it can get a bit repetitive after a while.

Btw, is there an end? If so, how many levels? (if that's not too much of a spoiler). I died on level 11 but I'm sure I can do better. :)

This was awesome! Incredibly addictive. I love the idea, simple yet super effective. Congratulations also on wrapping everything up so nicely.

If I wanted to expand the project, I'd say work the gfx (though what you've done works really well already), and maybe add some more sense of progress. Maybe have 'waves' that you have to complete, and each new wave adds more difficulty, or even better new gameplay elements, such as power ups, special terrain (i.e. swamp tiles that make you walk slower)... I can totally imagine this evolving.  :) Great work in any case!