Love this take on Lemmings. Love that there are Ormlings that get abilities that changes the way the game is played. Level 11 I finally got stuck. But it's a skill issue vs a game issue. Great job!
qtipbluedog
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Really enjoyed this one. Doing CLI in a game is surprisingly difficult (tried to do one for ludum dare one time). So good job on implementing a rudimentary system. Many good suggestions here. In an instance where things are happening In Real Time I would just print out a help menu with each of the commands you can run instead of the typewriting effect. Maybe the "connection ..." then just output to the console. Overall good job trying this style of game. Nice job
Good job creating this game. I was able to beat by just wall clinging on one side till I W keyed outta there. Not sure if that's intended though. The slipperiness of the platforms didn't feel great on the tiny platforms though. I would say the only other thing I would do is add some interaction for the dialogue pieces.
This was a fun little entry. Love all the 3d assets, the wind particles, the movement. The little eldritch tentacles.
The locomotion was pretty good. The slopes for some reason felt a little weird to me though? Maybe I was just already going fast, but going up the slope didn't seem to really slow me down. The text was a little hard to read, and you have to get really close to notes in order to interact with them. I would make the area a bit larger and setup some interaction text to indicate you can interact with objects.
The juxtaposition with the audio to the environment was interesting especially running into the enemies. Overall I really liked this little game.
Really enjoyed the glitchy visuals. Think this style is super neat. The music is relaxing. Good tutorial in the itch page but honestly most people won't read it.
I think the hardest part for me was mining the ore and grabbing it with rmb. It would just float away if I moved normally. So needed to do a stutter step motion in order for it to not fly off. Game became quite easy once I got more upgrades. I think it was a cool game.
Loved the style and the thought behind the game. But like others have said there's some balance issues and bugs in it. Like accidently softlocking myself at the beginning because I used all my ore on towers to find the first access point. not a huge deal, probably would either allow towers to be adjacent to the access point or something. Overall loved it, and fit the jam theme very well!
Good job!
So for a bit of background I'm using a guitar straight into the Meris Enzo X to morph it into a synth. The little clicks are actually the guitar triggering the pedal. It's a bit tricky to try and get it to be smooth and I could have fiddled with my patches on the pedal or cleaned it up with tiny crossfades, but given time constraints decided not to bother with it because meh...
Thanks for playing!
The puzzle aspect of the game was very fun to engage with. Felt like the times I'm trying to vaccumm and get the most out of my cord length. Well done on the physics of the wire. You could get some interesting solutions. Loved the 3d models! Loved the physics of being able to knock things over and move the write around them. Plugging in never felt so satisfying.
Great job y'all!
Wowowow! Game is really good and I could see this being put out. The theme implementation is incredible. Love the art, the sound and music. The locomotion of the space craft was satisfying to do and combat felt solid and challenging at times. The amount of content you were able to pack in here was awesome. Very polished and could see myself going and playing again.
Nice game. I love seeing GB Studio, always blown away. The art and sound all give me lots of nostalgia. Again the art is just well done. I liked the little puzzle in the game and the story line behind the characters. I liked the ability to choose in the game that was really nice.
Well done. Enjoyed it
Music is a banger. Art is great. Enemies and exploding them is neat. The twin stick shooter aspect feels pretty simple. The economy of the game feels pretty rough. Had a hard time getting enough coins the first few times the upgrades popped up. But that's a balance thing. Jam stuff. etc. I was having a hard time being able to get away from enemies as they got more crowded on the screen. Maybe a dash with a CD on it to get away.
Good job team!
Thanks for playing! Yeah I just wasn't sure what to label this. I'll be honest the reasons behind the story was kinda cathartic to put emotions out there and get it out of my system. Should I put it on the internet? Maybe not. Meh.
We probably won't work on the project more as I've got another rabbit hole to go down with Networking for the next jam.
Really enjoyed this one. The particles around the miners are cool and the animation to place things felt satisfying. Neat concept with chaining towers and needing to use them as "cover" to go find more ore. A nice variety of armaments as well. Could be cool to have more variety of towers. Became more difficult as we went along, especially looking for specific ore. But it's a jam. Happens. Good job y'all
Love this game. Very clever mechanic and a lovely sad story. Art is cute and the parallax clouds are neat. I had a little problem figuring out the distance on the picture taking mechanic for the mirrors portion but that's not a super big deal. Sad no audio :(
Died 44 times. I liked the particle fx on the boss part.
I liked this one. More bread. I liked getting "issues" where a tower not placing because of poor connection. I liked that there were random moments where the cost values would change while the net was down. Just random glitchiness as the game progressed. Good job with the limited time you had. Thanks for posting
Thanks for playing. 100% I agree with you and wanted it to progress much more naturally. Either from talking to a character or having a popup. I'll admit for this project I got pretty lost in the sauce of implementing how everything flows. It was not great. Because of that I decided to trigger based on a button press, more of my own technical limitation than a game design one.
Loved it! The model looked pretty cool and retro. (stealing this) The flying felt great while in the air. The laser cannon felt good to use. I liked the robotic "power up" as you activate your crystal ability. The denizens of the world are weird and round which indicates to me they just want peace but you're coming in and screwing it all up, by taking their precious crystals. Boss fight was cool addition and was kinda tough. UI was minimal and well done. Great water shader!
I think for the flying I would have appreciated a way to descend quickly. Felt like I had a lot of control in every other direction except down. I could kinda boost down sort of? But a straight down option would have felt awesome. The pickup areas felt like they were too "small", I had to really get on top of them to pick them up, the movement which is great for everything else is too "floaty" to accurately run over them. Left cannon projectile speed I think might need a bit more tweaking. Leading shots wasn't difficult, but it kinda just took a while to get there I guess? I know it gets weird as you increase projectile speed, but with how large the models are I don't think you should have a problem.
Music was calming and further contributed to my head cannon that the creatures of the planer are supposed to be peaceful. SFX I think fit really well here. The rockets and gun sfx all worked well. The only one I wasn't a fan of was the getting close to death SFX. The buzzing was not my favorite.
Great job getting this done in a Week. Mech Gang Rise Up.
This was a very cool game! Art was really good and the music matched! Loved that it all felt rhythmic, not just the "rhythm game" section. Really felt like it tied together.
In the rhythm section the DDR arrows didn't seem to be matching with the beat, they felt more like on the upbeat of things. But could be a web thing. I would love to see how the Native build plays!
Overall impressive stuff for two weeks of work! I loved it!
The concept is pretty cool! I love that you can have certain number of lives to use per puzzle and that it's not a mistake to use them. The only bit of frustration was the first time encountering bigger mushroom guy that had more than one health. I was having issues trying to dodge then explode, but sometimes the enemy recovery seemed too short to get a full fuse off on them. I eventually got it by just making sure to bait twice and that seemed to work! The upgrades were cool good job on the design there. I also wished the coins would magnetize to you if they were dropped by an enemy. Lost of lot of coinage because of that.
You are forced however to get all the health upgrades or you could be locked out of completing the final encounter. This is a design choice of course. But this would force the player to know ahead of time that they need to make sure to purchase enough health to beat them. Neat concept, but I'm not the biggest fan of that style of design.
Overall tho I enjoyed the concept and thought the game was good!
Hey! Thanks so much for playing my game and for the kind words!
Yeah there's only one level. Wanted to keep it a short vertical slice of what it could be. Keeping it short for the judges.
The shot alignment I'm going to definitely need to think about. The problem is there's always going to be some kind of alignment issue, because that barrel moves around physically in 3D space and is used to direct where the shot is oriented.
So it's either going to be I make a dynamic cross hair that updates/projects where this shot will go or we try and apply offsets based on current rotation of that weapon to match the static crosshair. We'll see when we get there.
Glad you had fun! :)
Hey thank you so much for playing and the kind words!
Interestingly I haven't seen much feedback around healing nor the indicators for what buttons to press for things. So that's great! I've added those to my list! Maybe some sound fx and flash indicators where those are to make it apparent for "repairs".
Thank you so much again! Cheers
Great! Good fun game. Playedtill it said to stop haha! So that's really a Vampire Survivors like. Once you got a certain point you just kinda dominate everything which makes sense for a jam game. You could def add more enemies and weapons and weapons that interacted with each other and it'd still be fun. Nice art and sound!
Good job.
The art looks pretty good! Good job!
The Game is very difficult to control your character. Think it's because too much friction/deceleration when changing directions. Adding some deceleration/acceleration isn't a bad thing but the values are much too extreme and difficult to get used to.
This combined with also trying to dodge fast moving projectiles and objects makes it difficult to get into. It should be much snappier for a bullet hell type game. Being outside the bounds of the window = death doesn't make much sense and it takes away from the gameplay. I would introduce bounds into the gameplay and clamp the character into the box.
I would start by making the character easier/snappier to control, then introducing bounds the character can't go outside of instead of being outside the window killing you.
Silly little game. It was cute! I liked the art and story quite a bit! I liked the different enemy types. I wasn't a huge fan of the directional attacking. It didn't feel very smooth to play with, so mostly tried to get into neutral and attack instead of pressing a button. Another thing that surprised me was the missile staying in the scene and could hurt you more than once.
Another missile issue was during the boss the missiles would go to mid screen and stop making the left side of the screen safe to stay in. I liked the mech's art and animations tho.
Good job submitting! :)
Neat little beat-em up game. I really loved the character sprites on this one. They looked great. The controls felt a little stiff. I think adding some combos to help spice up combat a little bit. Also the enemies once punched were very threatening. I really liked the music and thought it was cool but it was a bit loud and didn't seem to loop.
Good job submitting!
This game is so cool! Really love the RPG like space exploration thing you have going on here. Love the starfield and traveling between the different sectors. The combat was fun IMO and I really liked the current ways you can build your ships. The UI was cool and I loved the combat music. The only thing I think was interesting was I could kinda just choose to avoid combat if I wanted and kept thinking I would encounter something random while floating in space. But that's just my two cents.
Your art style was old school and vibed well.
Really loved this one. Great job





