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aksommerville

287
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A member registered Jan 21, 2023 · View creator page →

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I tried to launch three times in a row; each time it failed 403 at GET http://html-classic.itch.zone/html/13498641/v4/build.wasm

Nice! I was pleasantly surprised to find nice tricky questions, was afraid it would all be just simple arithmetic.

The UI design in general is spot-on. I could see using something like this in a classroom setting.

What a gem! Makes me think of Angry Birds in reverse, creative instead of destructive.

I could see spending a lot of time with this one, optimizing to the smallest possible builds.

The character art really makes this game. Well done there!

I got a little ways in and then somehow my evidence collection became empty, felt like a bug but I’m not sure when it happened.

Cool concept, and really pleasant to play.

I managed to break it almost immediately by slicing off the top of the mango instead of the bottom. The sliced bit stayed on top of the floating chunk right up to the end, then as luck would have it, it fell off after the game-over bit had started and looked like it was trying to game-over twice. (it zoomed in to the scale, with the modal still open, prompting to tap, but would not accept a tap).

It froze up for me during the second run, and there were thousands of errors in the console, something like “node not found: obstacles” (it crashed and the tab closed itself before i could copy). Chrome 136 on Linux.

That’s a very interesting constraint, having to trade mobility for attack speed.

Something that bothered me at low attack rates: Seems the firing is based on a global timer. So say I leave off spacebar for a while then tap it, I expected it to fire since it’s been idle a while. But it might not, since it has to be held at the moment the attack timer cycles.

Clean and satisfying. I think if you were to spend more time on it, it would be nice to have some variety in the levels, some visual cue to distinguish one hop from the next.

Noticed one bug (or maybe intentional?), if you hook a star from far away, you swing below the bottom and it counts as falling, even though you’re hooked.

Pretty cool! I like that we can get right into the action, not much waiting or setup.

Are the monsters picking a side randomly? I seemed to get way more of them on one side than the other, kind of threw off my planning.

Fun concept! I’d have preferred that the sliders retain their value after dying, and that respawn happen a bit faster. (but then again, that’s my fault for dying so much :P )

Nice work here.

If there’s one low-hanging fruit you might change: The whoosh sound effect when jumping, it seems to have a long lead time. Like, you press Jump and it starts 100 or 200 ms later.

Nice! Fun physics that make sense right off the bat, and it works out to be pretty difficult.

Seemed like for most levels, taking it slow was the best strategy. You could add a level of complexity then by scoring on time, so the user is forced to balance safety and speed.

Excellent production here! Everything is juicy and consistent, and the level of detail in the upgrade system was a real surprise.

Clever concept!

Wow! Breakout is always fun, and this is one of the prettiest implementations I’ve seen.

There was a point when my ball was moving almost horizontally, and it took kind of a long time to get out of that. Maybe you could add a check when they rebound, like force it some minimum distance from the cardinal directions?

Awesome!!! The graphics here just blow me away, so good.

It took me a few deaths to figure out that the demon’s hunger was what’s killing me. Even after knowing that, it caught me a few times. Maybe that could be made more prominent, like the screen flashes when it’s below 50 or something?

It’s amazing that you packed in so much detail, well done!

This is kind of more fun than it ought to be! I don’t really like the scratchy graphics style, but it’s a lot better than AI or mismatched 3rd-party assets, so hey. Not bad.

Really appreciated being able to buy and wear a top hat.

If you keep working on it: It would be helpful to get like some passive feedback on how the score is calculated. It shows the total attack for both sheep, but we don’t know how much of that score came from the timing game and how much from the weapon.

Not a bad start! I was hoping for some fanfare once the meter fills up.

And just a little thing: Since it’s controlled by keyboard, the menus should use keyboard too. Kind of annoying to reach for the mouse to restart.

Nice game. Definitely needs audio, and the default iframe size makes the text hard to read. But I loved the graphics, and the simple battle mechanics were nice.

After dying and restarting, it froze with hundreds of this error in the console:

Enemy StartTurn error: RunEnemiesTurn @ EnemyManager.js:18 await in RunEnemiesTurn

What a great production! Very consistent, on-theme, and a distinctive concept.

The difficulty was too much for me, when it got to four lines I just couldn’t keep up.

Simple and satisfying!

A couple times when I had low stacks, like 3 or 4 plates, it seemed like the upper ones failed to adhere to the lower ones. Like, the bottom plate would move with my platform, and the plate above it would remain stationary. Some subtle physics bug maybe?

I kept wanting to build catapults out of the dishes, and then doing it, and breaking everything :D

Very cool game, one of the best I’ve seen so far!

I love how you let the gameplay speak for itself, rather than a bunch of burdensome tutorial dialogue. One just plays a bit, messes up a bit, and eventually understands.

Did run into a bug though: I think it was level 4, I stood on a disabled red wall as it re-enabled, and got stuck inside it.

I get thousands of errors in the console: ERROR: Node not found: “Camera2D” (relative to “/root”). onPrintError @ index.js:474 put_char @ index.js:9 write @ index.js:9 write @ index.js:9 doWritev @ index.js:9 _fd_write @ index.js:9 $func65592 @ 0a6b2fda:0x25bf877 $func65715 @ 0a6b2fda:0x25c6529 $func65722 @ 0a6b2fda:0x25c71fd $func53904 @ 0a6b2fda:0x2168b38 $func53902 @ 0a6b2fda:0x21688d8 $func53901 @ 0a6b2fda:0x2168878 $func53906 @ 0a6b2fda:0x2168cac $func62846 @ 0a6b2fda:0x248365f $func62848 @ 0a6b2fda:0x24837a0 $func17202 @ 0a6b2fda:0x126150e $func17339 @ 0a6b2fda:0x126c3fa $func62092 @ 0a6b2fda:0x241c2b7 $func55355 @ 0a6b2fda:0x223ac90 $func5616 @ 0a6b2fda:0x62602e $func5468 @ 0a6b2fda:0x61833a $func17100 @ 0a6b2fda:0x1255dfc $func16382 @ 0a6b2fda:0x1225e94 $func62070 @ 0a6b2fda:0x24191e4 $func17483 @ 0a6b2fda:0x12763ca $func17478 @ 0a6b2fda:0x1275338 $func17488 @ 0a6b2fda:0x12766f4 $func746 @ 0a6b2fda:0x9da1c callUserCallback @ index.js:9 runIter @ index.js:9 Browser_mainLoop_runner @ index.js:9 requestAnimationFrame requestAnimationFrame @ index.js:9 index.js:474 at: get_node (scene/main/node.cpp:1878)

You’re correct that something’s wrong. But the imbalance is entirely on my end, sorry about that!

Actually I just identified the bug: In the synthesizer, most voices use two oscillators and I’ve only been shutting down one of the pair when notes end. The others pile up and uselessly eat more and more CPU over time. Oops.

Thanks for reporting!

Slick production. I really like your hero’s animation.

It’s so silly, I just love the transitions. “OK monkeys, get outta here, bring in the giraffes!” lololololol

Such a weird mismatch between the graphics and sound, yet it somehow all ties together. This is a real nice one!

Nice and simple. If you’re going to keep working on it, more animation would go a long way. Especially when you lose, a little sequence of the guy falling off the unicycle or something.

Man that is some great background music! You ought to stop it when the finale music plays, though, they conflict with each other.

Really clean implementation of a terrific idea!

It’s easy to imagine expanding this with a wider set of minigames.

My best so far: 31066

Beautiful! It’s a class of matching puzzle I haven’t seen before, and yet just a couple seconds of play and it’s perfectly understood. Great use of the theme, pleasant vibes, and a really novel concept.

Really involved for a jam game!

I got stumped trying to collect iron. Found some in the southern sky, but couldn’t figure out how to harvest it.

Great work here, I’m impressed!

Nice and simple, and it makes you want to try again and again.

One thing I’d change: Make it restartable via keyboard so one doesn’t have to reach for the mouse between rounds.

Oh and also: Mozart? No, no, no! A spaghetti-themed game needs an Italian composer! :D

A great start, only it ends just when things are getting interesting :(

This is fun! There’s a few places where the color contrast was a bit low. Maybe drawing with outlines would help? (but that’s a big difference aesthetically, who knows). And you should nix the vertical scrolling inside the sand castle – there were a few jumps where the floor goes offscreen and you have to guess whether there’s a hole.

Overall, I really enjoyed this! Props for doing your own art – it’s got a real voice.

Great old-school graphics and a clever concept!

I had to give up after just two levels though, because I really can’t do it one-handed. If you’re going to continue working on this, gamepad support would be huge!

Ha ha, what a great idea! And wisecracking driver, just beautiful. I do think the mouse sensitivity was a little high, lot of times I wanted to tune a throw finer than was allowed.

The core mechanics felt a bit loose, in particular I couldn’t always get a double-jump when it seemed I should (eg after bouncing on a mushroom).

I love the concept though! And the idea of things being pushable in one mode and usable in the other – classic!

Real nice game! The 2-button control is intuitive and also challenging, and fits right in with the Balance theme.

It felt wrong when she tipped more than half a turn, the wing I expected to be clockwise actually moved her counterclockwise. And then at one point I got trapped in a corner in the bottom. (but when operating our Catterfly in a non-insane manner, it works just fine!)

It definitely feels unfinished, but then, this was a pretty ambitious project for a jam. Cool idea, that we’re given tasks but completing them is not always the best play. There’s a lot you could do with that!