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t3snake

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A member registered Aug 12, 2024

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Thanks for the feedback and playing my game!

I can be sensitive to low frames which can evoke the same feeling in me, and I am simply updating the position every frame to exactly where my mouse is, which does cause not smooth cursor movement, but did not know it could cause the kind of nausea you mentioned. 

I used a dynamic camera and put some code to make it work with controller and the code is not very nice, which I think is the weird behaviour I think a delay would be nice too. The camera with the fast movement is a bit weird! In fact I had to put a delay in the shotgun animation so the animation clearly visible, because in motion it isn't.

Thanks for playing and your feedback!

Yes what I had in my head did not translate that well, I wanted dash and shotgun to be offensive and movement abilities at the same time, but I cant say I could use shotgun to make my time faster. I also did not put much effort in level design so shotgun is just an extra dash without the invincibility. More tuning would be required to realize what I had in my head.

Thanks for playing!

Thanks for playing and your feedback.

I was also aiming to make a speedrun game, which would require dash and shotgun to go faster/cover more ground. But currently I also felt that it does not feel very intuitive in a basic hack and slash setting.

Shielding with cursor can put some challenge if fire goblins surround you, but I am not sure of the mechanic overall.

Movement feel and dash feels great and so does shooting. 3d graphics are always a achievment in my opinion.

Nice work !

The kill feedback is so good, I don't quite get how it is so responsive.

This feels really good to play!

It took me some time to get the different buttons and what they do. A more guided experience would be nice!

Amazing work and congrats on this achievement!

No text story is really nice.

Turn based combat which is balanced, I cut it pretty close in the end having used all the items.

Very nice sprites and animation.

Congrats on this achievement!

The bread jiggle is nice there are few black pixels in some frames of the animation at the top.

Coyote time would definitely help a lot with experience.

Nice work!

This game is so pretty!

It is polished and really nice. No sprites is insane!

It kind of lags a decent amount, maybe a firefox skill issue. But I imagine a native build at high refresh rate would work wonders!

Congrats on this achievement!

This is really nice, the bullets shoot slightly to the right, the style system is nice, but I don't know how to be stylish in action.
I feel maybe a trailer of how you intend it would be nice!

Congrats on this achievement!

This is really nice, the degree of movement is insane, though I dont know how all that movement can be translated to description.

The first time I played I was just trying to unflip the car, the physics playground is really fun to play with.

Being able to destroy cars faster and future developments could be interesting.

This kind of destruction is also calming in some ways!

Congrats on this achievement!

Movement feels good, the animation is also seems high fps. Shooting seems to be optimized for controller rightstick but it would also be nice to have mouse direction for aim. 

The difficulty also seems to be tuned in a very thoughtful way.

I died the first time, 2nd time I just thought that I will spam shoot in the direction I am moving and the game owned me when it said it takes my soul to shoot. Nice job catching that!

Congrats on a nice release!

Such a polished game and there is ton of depth just because of the chess rulesets.

Congrats!

This game is soo good!

I like 3d platformers and this is absolutely something I would buy and play!

I feel the same way as playing Psychonauts. Polish is just amazing, the level is beautiful.

Also the hook feels like playing Pathfinder on apex which is just too impressive and satisfies that movement itch deep inside my brain.

Congrats on this achievement and I hope you release this game :)

I hope I can be this good one day and make a 3d platformer that is fun!

This is a fun slice. The controls were nice, with only the opposite direction not responding which makes sense, I played on KB + mouse but I believe this would play better on a controller.

As for what could be improved: more choices on top of the movement like abilities or recall to base on command (like god of war 2018 axe). Less enemies on the screen and more thoughtful placement to challenge the player.

Nice work!

The game is responsive and primary controls are pretty intuitive.

I also like that you have low poly version of your screenshots in game, maybe that is unintended.

One bug which isnt a dealbreaker was I can clip through some of the outer edges.

Congrats!

Thanks for playing!

Also happy to see people appreciating responsiveness, which I focused a decent bit on.

Thanks a lot for playing and your detailed feedback!

I did spend some time on the controller support, but could not get menus to work with controller.

I would say I did not put enough thought on the level design, I would definitely like to be more intentional (but I have no idea how to get started). The stairs part was the only place where I wanted the player to loop around to the stairs, but enemy placement is mostly random.

Sound I feel is very important, but I was learning a lot of new systems and while I started looking into audio at the end, I could not make it happen within deadline. Music on the other hand I am a year deep into the guitar journey and don't think I can do it on my own, I would probably have to rely on someone else or use an existing asset.

Happy to see that most players did not encounter any bugs and liked the simple UI.

There was no sound, That was the major feedback around my first game jam and it was on my list, but it was too late by the time I started looking into sounds.

That is the one missing part, which looks obvious when I play other games with sounds, it does add a lot.

For the goblins it is instant explosion and for slime there is a small animation before it explodes. I never got around to deciding which is better, but I think hit markers would be the most obvious.

Thanks a lot for playing!

Very meta game and makes me think what kind of things could possibly be used as weapons.

Very clever, maybe something like the pause menu could also be dismantled and thrown at the enemy.

Nice work :)

Amazing atmosphere, feels truly high quality. The slow ramp up of music and tension, a great sense of mystery.

Congrats on this achievement and hope it becomes a full game!

Ohh I see that makes sense.

Thanks a lot for playing!

I did focus most of my time with combat and UI. This is my 2nd jam so my goal was to actually finish a slice of the game, which I am happy that I did. (I did not have even an end screen in my first jam)

I hope I can spend more time on game design, level design, sounds (which I could have done but I just got too late) and maybe even my own art for future jams.

the theme interpretation was simply that you are a force of nature and thus a weapon yourself (like doomguy) but yes I guess the whole package doesn't immediately convey that and also it might be a boring interpretation.

This is great polished work!
The particle effects look good the feedback is amazing.

It is rather fun to play

There are lot of upgrade builds possible (Thanks for n and m cheats)

This game would benefit a lot from a tutorial walkthrough or one by one introduction.

Ithink clearing dead bodies after some time would be helpful since it gets crowded fast, though there is enough visual difference for it to not be a big issue

Really liked your game. Its really polished the sounds feel great.

My game is also top down action game but yours inverts the formula and is really interesting.

Your game has inspired me with a few ideas on what could be added to mine.

I also wanted to do leaderboard but it was just out of scope for me.  Your looks great!

Congrats! 

Open source btw:
https://github.com/t3snake/you-are-the-weapon

I spent a lot of time on the dash mechanic, glad you liked it!

Thanks a lot for playing and sharing your feedback!

You are supposed to block/shield using the cursor around the character. The fire itself was supposed to be homing but moves weird and I just kept it as is.


Thanks for your feedback :)

This game has a lot of great things going for it.

The art is pretty good

The tutorial needs more guiding for sure because it took me some time to understand the controls. maybe controller would be better for this game.

The art in dialog is very fluid and music and sounds are great!

Great job!

I have been learning to touch type recently, but I am not fast enough for this lol the apostrophes owned me. 

Very nice presentation and sound feedback and music is great!

Also the first time I have seen truck kun in a game!

Thanks for the feedback!
All credits for sprite animation goes to PixelFrog: https://pixelfrog-assets.itch.io/tiny-swords
I did do some aseprite hacking but I am barely a beginner in the art department.

My theme interpretation was basically doomguy, he is a weapon himself, but yeah there is basically no context.

I didnt quite understand the first gun, it felt like it was jamming, others are fun to use. I didnt expect bosses, they felt nice. The death animation is pretty cool :)
Finally the music is amazing

Great work

Very fun and complete game, Very nice and enjoyable.

Very smooth fishing mechanics, and I really like the art style.
Great work!

Great work!

The web build has an issue with pointers I guess so wasd would be some different direction compared to where I was looking.
The environment and vibe is very nice.

Great work!

Great work :)

Great work :)

I played single player, which was nice but can be made more interesting, with multiplayer this game becomes very fun.
Great work!

Great work :)