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Advance2112

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A member registered Jul 05, 2023 · View creator page →

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For a first jam entry this is really good. Balancing was a bit strange, I found. Like the game got way easier after a good round. Would probably be best to put a maximum on the amount of trash per round, maybe double the requirement. One round I was about to pick up over 100 pieces, despite only needing like 10. Putting a cap would force the player to play more rounds to collect everything while still rewarding good play. Idk just spitballing ideas here. Still very good for what it is, loved the upgrade images (Chad is my favorite).

Loved the art and relaxing music and sounds. Chill vibes, perfect for a short idle game. Very impressive for "like 2 days" of work!

I was surprised to see the Blue Prince-style map building, that was a real treat and was done very well here. Visual style, audio, and gameplay are all up to the usual ace_of_4s standard (meaning really, really good). The only thing I would criticize about this game is the fact that I cannot pull up the map before choosing a direction. Aside from that, it's a damn good jam game!

Sorry about that lol. As it turns out, the game I made in 4 days isn't super well optimized, who would've thought? Thanks for playing!

This game has similar aesthetics to mine, with the black UI, menu-focused gameplay, and a concept surrounding atomic particles decaying. I think yours looks way cooler than mine though! The CRT effect on just the particles gives a really "science-y" effect, like I'm looking at the output of some scientific instrument. I probably wouldn't play it for hours at a time, so I appreciate the option to finish the game early lol. Very unique!

Thank you for the detailed feedback, and we're glad you liked the game! We are considering doing more with the game, so stay tuned!

We've been testing in Chrome on Windows, I just tested in DuckDuckGo on Windows and it worked for me. I unfortunately don't have a Mac to test on.
Looking into it a bit, the best guess I have is that this is a result of the shaky compatibility between Godot's web builds and macOS. In particular, there seems to be an ongoing issue with web builds that use multithreading (which our game does), but the best source I could find on this is this note from the docs. In retrospect, we probably don't need multithreading on this game lol, thanks for bringing this to our attention.

Sorry to hear that the game crashed :( What browser and OS were you on? Perhaps we can troubleshoot.

Thanks, glad you liked it! As mentioned in the game description, we used this pixel planet generator for the planet visuals. The generator uses shaders, but also allows you to customize a planet then export it as a sprite sheet, which is what we wound up doing. We did somewhat regret going this route though, as our sprite sheets wound up being huge (Saturn's sheet is over 51 MB... after compression).

This is the game us Horace Heads have been waiting for. Some might call it "derivative", "not even really a game", or "a scam", but us TRUE and HONEST fans see the ART in SUPER FIGHTER X. I am currently writing a more detailed review, including a 9-page deep dive on the symbolism and subtle (genius) story telling in SuFiX. But first, I have to get back to drawing trees (very important).

I just released a game where we used this. Thank you!
https://cache31522.itch.io/project-kardashev

I didn't see a license included in the files, nor one mentioned in the description here. I would really appreciate if you could add some kind of license that explicitly allowed for other people to use this, something like the MIT license, or a Creative Commons license.

I just released a game where we made heavy use of this generator as well as your space background generator. Thank you for making this!
https://cache31522.itch.io/project-kardashev

I just couldn't stay away. I used some more of your music for a game.
https://cache31522.itch.io/project-kardashev

Thank you! I went back and finished the game, it's so incredible, thank you for making this.

I think the issue with the second argument is not that it's confusing, more so it's that there are just so many options that made sense to me. I was pretty sure it was the calendar, but I wasn't sure which statement (and I really did think I tried "I never wanted this" + Calendar, but I guess not). But in my desperation I tried like 40 different combinations, trying to link together the words of statements and the objects, like how the aquarium is described as "empty" in the statement but clearly had a fish, or at least an image of one. Anyway, clearly I was just overthinking it.

Originally we planned on doing different types of guns that you could switch between, but unfortunately we didn't have time to implement that. As for why we have the player hold down the mouse button, it's because 1.) not all of the planned weapons would be fully automatic and 2.) there is some subtle knockback to the player when shooting, and we figured players wouldn't want to be constantly being knocked back with no way to stop it.

Thank you for your feedback and ideas!

I'm in the same boat. Fantastic game, but I couldn't figure out that puzzle, even after like 20 minutes of guessing. I would gladly play the game again just to see what happens next if someone posts a solution though.

Very cool, always love reading about people's creative process. "Cookie Flicker" is such a good title, even though this game has little to do with Cookie Clicker (aside from cookies lol).

I was wondering: why the switch to Godot? I made a similar switch from Unity to Godot, though it was before I started doing game jams. For me, I made the switch because of the changes in monetization policy for using Unity. Even though they reverted those changes since, it makes it harder to justify using a piece of software when they've demonstrated they have no issue changing something as major as that at the drop of a hat.

This was so good! Love the art style and music, and the gameplay was a lot of fun. It's a pretty straight clone of Ballionaire, but a good clone with a lot of its own ideas. It's a shame you couldn't get a web version working. The non-.NET version of Godot does support web builds, did you try using that? Obviously if your code is written in C# that won't work, but just a thought.

I'm glad you liked it :) I know it's been a while, but I just uploaded a new version of the game that, among other things, adds controller support. Let me know what you think!

Glad you had fun with the game! I know it's been a while, but I just posted an update to the game that, among other things, adds an option to show the hardware cursor. Plus, I did what I could to make the sprite cursor a bit more responsive. Thanks for the feedback on this, and if you play the new update, let me know what you think!

Thanks for playing, glad you liked the art! I know it's been a while, but I just uploaded a post-jam update with some major tweaks to the gameplay, including making the enemies and player move a bit faster. Let me know what you think, I'd appreciate the feedback :)

Took a while, but I just uploaded a post-jam update with a new option to disable mouth sounds. Please, let me know what you think!

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I love the look of this game, reminds me a bit of an old Atari game. I did have some issues picking up the bombs. If I had to guess this is because your CRT shader is warping the screen at the edges, causing the actual cursor to be misaligned with the thing you're trying to click on. To fix this, I'd recommend making a cursor that exists under the CRT effect. You can pretty easily have a Sprite2D that follows the mouse position, plus you can hide the user's computer cursor. I used this effect in my game SUFFER.er if you want to see this effect in action.

Such a wonderful subversion of an incremental game. It ends very abruptly, and as painful as that was from a player's perspective, narratively it was perfect. Yet another ace_of_4s banger

Excellent game. New fear unlocked.

I did consider having a volume slider specifically for the mouth noises, but I didn't get around to it, unfortunately. I'm glad you still enjoyed it, thanks for playing!

What a weird game. I love it. We need more weird games like this.

I was going to say the art gave me major Pizza Tower vibes... and then I saw your Pizza Tower fan game and it all made sense lol. Much like Pizza Tower, this game has this weirdly amateurish but also weirdly polished vibe that I think gives the game a lot of charm. Like yeah the art is "bad", but it's intentionally bad, so now it's just the game's style. This very much so felt like a "grind" even to get some of the "cheaper" items. I do wish for some more variety in the fighting, and I think that would make the game feel less grindy. But idk at this point I think that was the intention.

Amazing. No notes. I played it all, 19 stumped me for a bit but I loved every second of the challenge. I need more. This is like picross levels of good. Let me get this game on my Game Boy Color in the year 2000 and we're set for a road trip. Loved the music, loved the art, loved the design, I love this game and I want more of it.

Cool concept, it's very Katamari Damacy/Donut County. The game play is a little slow, at times there isn't much going on, but overall I enjoyed my time with it. And I found out I could swing those red particles around really fast just by moving in a circle, and managed to get some stuck behind some walls, which I don't think was intentional but it was really fun to do lol.

Thanks for testing the macOS build! Glad to hear there were no issues and glad to hear you enjoyed the game!

I like this game a lot but I think I'm just bad at it lol. A chill mode where you have more health or infinite health would do numbers. But as is, it's great. Solid music, solid and consistent visual style, unique and satisfying gameplay. Just a great jam game all around.

This was really cool. It's got good music (the horn was a little grating but I got used to it lol), great art, and great design. It does become a bit trivial to get over obstacles after a certain amount of upgrades, but that really makes you feel powerful as a player. Like I used to get stuck on every little box and wall and now I just fly over it all. I had some issues with the repulsor, it felt like it took too long to activate, and often the black hole would get me before it went off. Or I'm just bad at the game idk. But hey, it was still a pretty dang good entry, and I had some decent fun playing it.

This was so cute! I had issues with it displaying on my 1440p monitor, some elements shifted to the top left but other things didn't, so looked kind of weird. I moved the game over to my 1080p monitor and it worked great. Aside from that, it plays great, looks great, sounds great, kind of reminded me of Cuphead in style. I would say that, while it's fun, some more variety in the gameplay would be nice, I found myself not really interested in playing it again once I got a decent run (~70s). But still, a pretty solid game.

Took me a minute to understand the game, but I got there eventually. I do wish there was more to it, like some kind of a challenge to it, be it avoiding damage or a time limit or something. But that said, the music, sound effects, visual effects, art, just the general look and feel of the game is really solid.

A cute little game. I liked the animations and art style a lot. Reminds me of an old flash game I'd find on Addicting Games or Armor Games, and I say that with love. It is very difficult, though, and I didn't really understand what all the abilities do. I had the most success with the fart bomb ability or whatever "Q" did, but I only just barely made it to the half way point. I think it would be nice if it was just a little bit easier to kill the enemies, whether that's doing more damage or having a wider area of effect for each skill.

Hello fellow Tallbeard music user. I had a pretty good time with the game. I think you did a really great job exploring the mechanics, and twisting it on its head served the game really well. 27 levels of placing a slime in a somewhat obvious spot would have gotten old, but after playing the back half of the game, I get why it's set up the way it is. The last puzzle had me scratching my head for a bit, but I managed to solve it. The art is charming, if a bit simple. And I loved the little quips from the research notes, very funny.

You ever play a 3D platformer as a kid like Sly Cooper or Banjo-Kazooie and reach that one mini game where the gameplay completely changes to something else and it's kind of poorly made and shitty but you can't really articulate it because you're a stupid little kid so instead of skipping it and doing something else you just hand the controller to your little brother and make him play the bad mini game? Yeah, this game feels like one of those.

But here's the twist: I'M the little brother, so I LOVE THAT SHIT. And this game was great. It's a little wonky, but in a good way. Loved being able to just absolutely launch myself across the map at a moments notice. I do feel like it would get old pretty fast, and I appreciate keeping the length of the game short because of that. But at the same time, I could see a lot of directions you could go to flesh this out some more. Great art, great music, great concept. Frog.

Hello, fellow Tallbeard music user. This was a fun little romp, was very satisfying to play quickly, even if the game didn't really ask me to play it quickly. I can see that you had more plans for this game, and it could be a fun little kitchen management type game if given more time in the oven. While what is here is simple, I still had a good time with.

Yeah you know what now that I think about it after leaving the game running for an hour and a half yeah it would have gotten old lol. I just mention it bc it's a common issue, especially in web builds.

Oh yeah, that's good stuff. More of this, please!