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Shoelariat

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A member registered Mar 17, 2019 · View creator page →

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I realized as I was uploading that I created a very particularly sized game that doesn't rescale according to the viewport its stretched to, and tried to get itch to force it onto the exact resolution required as a quick fix; I suppose that didn't work as well as I hoped.

Sorry for the poor experience on that end, but glad you enjoyed other aspects! Thanks for the tip as well as I hadn't quite looked up what I needed to yet.

Thank you too! Sometimes we just need something simple. Hope you've been feeling better!

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Thank you! The birds were a late addition when I realized I wanted something a little trickier lol

Something silly I realized after everything was done was how much smoother the car feels just by subdividing the course (to make the ground smoother), since the car aligns itself (and the camera with itself) to the ground its on.

Thanks again for your time!

Thanks for the kind words! I originally wanted to come up with three 2D minigames so the dialog choice mattered a little more, but as the week was rolling to half done I quickly decided to shorten the scope lol. I might've secretly wanted to find an excuse to try a lot of different things at once.

That's a really, really good time; I think it would take some good effort just to pass that up a little bit!

I understand that issue with the beginning of the course, when I started modeling it I planned to do a more simple oval shape with some curves and ramps but couldn't work out the sizes. What I ended up doing was breaking down the side to the rest of the course you saw there, but didn't think to patch up the initial space.

Thanks again for your time!

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I'll preface by saying RTS usually isn't something I go for, but adding the time leaderboard on the side enticed me to really get into how the game works.

The ambiance is relaxing despite the sort of bleak story, and the foggy visuals accentuate both sides of that comparison to me, so it felt really well put together.

Moving my ships did feel a bit inconsistent. I think there might be a check trying to stop me from drawing a path directly over land or a town, but it also happened a lot when just clicking, so it felt somewhat random at times whether my command to move a ship would go through. I did also face the issue of getting my ships stuck under towns in my earlier runs, but it is avoidable.

I do like the randomization aspect, it really facilitates on-the-fly decision making and routing when doing runs. Though there are some truly evil seeds in there (no-one buying anything at the 4 nearest lighthouse shops) so I definitely cut some runs short just by looking at the map. In particular if one of the items needed was exclusive to a certain town on the top-middle-right.

Randomizing the ships on the other hand was interesting but a bit frustrating at times. In practice I often would just look to see if I got a good map, and deal with the hand I was dealt as far as ships came. A particularly not great first ship I got could only hold one barrel of water while also not being too fast. and I'm honestly not sure how good armour could be since I just avoided land wherever I could? Maybe it'd help me brute my way to that far off town if I tried it.

All that being said I appreciated the humor in the opening journal, and the chance to flex my routing brain muscles. I maybe could've done better if I was willing to deal with more ships at a time; but here's my best:

Congratulations on the game by the way! It is impressive, even moreso that it's engineless.

P.S. Appreciated all the random sea-based pun names.

The atmosphere is really well done, graphically and audibly! I half expected something to come up behind me..

Figuring out the keyboard is definitely the hardest part, but flipping through the error book while tracking down letters on the key poster is very engaging and satisfying when you get it right at the keyboard. Great job!

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I really like the concept here, and think it could transform into a pretty fun roguelike! It's a pretty unique spin on the genre as is.

I unfortunately had some bug issues with my playthrough though. To give context I died the first night because I didn't make enough cards, but while retrying I think I took some damage that didn't get pushed to my health, and after making it through to the 2nd I was instakilled before I got to take a turn (I suspect that damage was queued up from before), and when retrying that 2nd night I got a crash while a skeleton was moving.

That being said, not bitter! I'm a fan of deckbuilding rogues so I had a good time. I wonder if the resource gathering phase would flow better as something turn based instead of time based, because as it is it's actually more frantic than the actual battles to get resources in time.

Hope you keep at it!

I really unique game in general, and not just for the theme! Dealing with pedestrians and cars crossing in that frantic kind of way is a lot to juggle, and it really ramps up fast. There's a ton of situations to react to even without throwing your own positioning in the mix.

If I had to mention anything in particular, I had issues predicting where to position for turning cars due to the drift they often had, and it seemed difficult to position myself out of the way in the areas i was allowed to direct them from.

Nevertheless I had a lot of fun, and got a sort of overcooked/plateup feeling from dealing with the patience of each car. I think it has a lot of potential for a full game!

I really liked the top-down 3d of the building phase! The visuals of it really struck me. It took me a minute to put the first piece down but it was straight-forward after that. I'm not sure if the different pieces had different effect beyond aesthetic in this version, but I like the idea!

The sailing phase could have a bit more to it. More obstacle permutations, or some mechanic to mix it up like stabilizing for a big wave. On the technical side there could be a check to make sure certain obstacle set-ups can be evaded, and maybe a timer or distance meter. But maybe it's the point that you don't know how long you'd be on the open sea.

Pretty fun! It's unfortunate it didn't get finished but what is there is pretty satisfying actually.

Of course I don't know what you planned to implement but I'll just go on and say things.

Since bullets penetrate and turrets can't die, you get to rolling the waves pretty fast since the numbers themselves matter less when the bullets can hit as many critters are in a line. That being said I think enemies can stand to do a bit more damage as well if things remained as they are.

Maybe locking bullet penetration to an upgrade or enemies that target turrets could mix things up a bit.

On the technical side there does seem to be more lag every wave start, about wave 4 I felt it was running at half speed.

Otherwise it's pretty good for a week! Visually it's clean and the sound effects are really satisfying to listen to. (Also I love the name)

Oh you know I love a movement shooter!

I think it plays pretty well for what it is. The slower trident throw from a standstill in practice felt a bit gimmicky but didn't cause too much trouble. Oddly the level I had the most issue with was the platforming focused one, 2-3. An odd ledge can steal your speed and otherwise I felt I was dropping like a rock at times when trying to actually platform. However, if you're able to march through at full speed it just kind of flows together.

Otherwise I've maybe had the most fun with this one so far! I think the visuals are pretty impressive and your choice of music complimented the feeling of playing pretty well.

Very solid entry! I thought the boss was a bit easy to avoid if you wanted to brute force the score you needed, but once I realized how many times they raged was directly tied to your ranking it made much more sense. Tying ranking to how well you interact with all the mechanics was really smart!

The graphics were also well done and your choice of audio fit right in. Can't really complain!

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Thanks for the feedback and the time!

Kind of that unfortunate game jam difficulty curve, there was a lot of ideas I wanted to cram in still and sort of just did so, thanks for sticking with it! That time seems pretty close to optimal actually.

The name is pretty prototypey but it's named that way cause it borrows its setting and character from my other game Sacristrike. Though since it didn't contain striking or sacri-ing(?) I didn't want to lean into the contractions that I usually do. Perhaps I'll add in some content and mechanics post-jam so that I feel more confident renaming it.

Quite good! I admit I played the first 5 levels and skipped to the last one, but I did 3 star each one I played at least. Might come back later cause it actually is pretty fun.

I also liked that the music changed when you paused; this is really fleshed out, good job!

Fun and unique take on the theme, and in my opinion quite well executed.

At first I thought grabbing objects should be more snappy and consistent, but after playing through the hard mode I realized there was a lot more nuance to it. It really matters that you use the push and pull in conjunction to put things where you want them to be in that mode.

I usually ignored most upgrades besides the blue resource generators and shields in a pinch. Things spawning inside other things is a bit of a bother, but there's usually more than enough spawns to get on with it (unless you're unlucky).

Loved the art and the choice of music fit as well!

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Fun! I spent enough time with it to get at least sub 10s on each level.

Lvl 2 was the toughest to do this with, I think the normal path is faster than the harder one. Also through doing this I've come to realize there's much oddness about the wall-jumping. Learning to use the gravity mechanics well actually helped me finish my goal.

That being said, love a platformer, especially a momentum based one. Good job!

This is great! It really reminds me of some of the well-made flash games of olde. No complaints, good job!

I had a lot of fun! Musically and visually it's quite nice, and though difficult you can kind of wrap your head around the main mechanic. I ended up getting 3 items a lot until this happened!

Also a cute concept, love galactic errands.

Thanks for the feedback!

*Admittedly I just ran with the first jump arc that came out, but as an action gamer I agree the whole thing could be snappier. In retrospect the total height gain could be divided evenly between the two jumps for greater effect. (Especially since I didn't put much emphasis on longer jumps).

*That might've been a slight bit of inner troll coming out, I purposely lengthened the drop so one would have to react to what they've just been put into. Not sure if it was the best decision but it happened lol

*If I thought about it I probably would've enlarged it, given the point wasn't to "line yourself up just right" but rather to stomp after getting it to avoid the spikes.  Sorry about that!

*I didn't know about that actually, Z and X are common for a lot of games I play; I'll keep that in mind for the future.

Thanks for playing! 

Thank you for your time! I can't deny I need a lot more practice with audio in general and music doubly so, and after some brainstorming I hope I can deliver something better in a post-jam version.

Thank you and well done, it looks like you really took to the playstyle! There's a lot of ideas floating around honestly so this might be the first time I go through the effort of a post-jam version.

p.s. also added to the scoreboard in the desc

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Thanks for your time! I actually forgot to choose a real palette this time for some reason, so I'll definitely take a look to improve by my next entry! Having a real palette would probably help convey my level design too lol

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Very cool as a fellow golf enjoyer, but I may have hit upon a bug or two getting this score. There was a number of holes that I sort of just launched the ball through the wall off-screen and it seemed to give me an instant hole-in-one.

After reading the other comments I will mention that I do use firefox, which could be the culprit.

The visuals are great, I do like checkerboard grounds and autumn vibes so that gets a plus from me. The music is also solid and well paced for the gameplay. I do enjoy the simplicity of timing your angle and power, kind of like using a 3D golf game's systems in a 2D one. Fun overall!

I'm glad to hear you enjoyed it! The tunnel and bgm are consistent with other feedback so I understand it's something to watch out for next time. Also I do enjoy creating thumbnails so I'm glad someone noticed lol

I think I can see where the screenshot is supposed to be? But for now I've added a makeshift highscore board at the bottom of the description for the scores I've received.

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I appreciate the feedback!

I might have to fix something audio-wise on my PC cause it's much louder on my end, but that complaint is consistent with other feedback I've received about my setup. Edit: I reset some settings and it is much quieter.

I'll also value that art advice highly, I'm a novice on that end and still tend to just feel my way through it. I myself was unsure if just darkening the tunnel would be fine, but I see now that I could've done a bit more to convey my intention.

Thank you for your time! I appreciate you giving it a shot.

If you just got the purple fruit, you stick to surfaces, which means you can climb up the darker tunnel to the upper area. Once there, you continue using that power to cross the obstacles to the left and find the next fruit.

Though it is a failsafe, the "R to reset" can also help if something catastrophic happens after getting the purple fruit; It returns you to where you first got your current power-up, but it also adds a stroke so it's fair.

Thank you for your time and compliments!

It can be a bit tricky, but it might help to adjust your position using the lowest power shot.

Admittedly while there are a few situations where choosing a middle power level is better, most progress can be achieved by using full power but adjusting your angle.

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see everyone they crossed it, it's just a normal bridge

Good atmosphere, and finding places to manually rewind the tape is very fun. Good work!

Pretty fun boss fight, and though it feels like the story could go on the game itself feels complete. Well done on releasing a fleshed out game within the week!

Unique take with really satisfying visuals. At first I thought being able to shoot as fast as I want made it too easy, but once more colors got added I saw how the color wheel worked and it was interesting choosing what to focus on. Great job!

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I didn't read anything beforehand but ended up picking up on the mechanics while playing. I really liked how effective the game was at getting you to jump at literal shadows while wading through the darkness. Good execution.

I couldn't find any pills in the first level (besides next to spawn) but ended up finding a bunch in the second one, though I couldn't nail down if they were randomly spawning or manually placed there lol

The controls are pretty smooth and nice feeling, and I like how you use the tether as a weapon but also have to be careful about the hexagon in the middle. The sounds are also super satisfying! Good job!

Wow, I think this is the first time somebody mentioned anything about disconnecting, and you raised a couple good points! I will mention that the movement cooldown does reduce as the waves get faster, but I'd like to do it in a smoother way in the future so that it's not so egregiously slow at the beginning. Or at the very least make it more obvious when you can or can't move, in which case I'd probably tie the movement cooldown to the beat. I'd actually really like to implement an incentive for breaking off and see how it affects the gameplay, it sounds fun. Thank you!

Original, funny, and honestly really charming! I'd love to see more from you!

Extremely cool game, actually surprised me with how much I liked it! I love parable-esque things and there were a lot of interesting implications and mechanics that came about from tearing up the contracts. Really well done!

Wow, actually insanely cool! The dialogue is cute and the main mechanic of dropping stuff between screens is really fun. I'm sure you would've thought about it already but dropping things off the bottom to use on the top would be pretty cool too!

Fun idea to connect everything into a single big health pool, really keeps the difficulty constant throughout waves and might be something to explore for similar wave-based games! Though the music was slightly repetitive as some have mentioned I still think it fit the "feel" of the game, and the art was pretty good (I honestly really like the skull on the end of the horde health bar). Great job!

Nice, clean aesthetic and honestly pretty fun as a tight platformer. Others have already mentioned the double jump bit so I'll just move on to the good job!