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Alex's Account

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A member registered Jul 29, 2025 · View creator page →

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Yup, that fixed it. Saved me having to rework the sliders. Thanks.

I was hoping for the alt ending where I you don't sell any of your belonging and go get the gym teacher job

The actual physics processing is done in _integrate_forces, but I set the flags to turn thrust on/off outside of that. I think this is where the discrepancy in the time-step is causing me problems.

I switched from 'add_constant_central_force()' to 'apply_central_impulse()' and it appears to have fixed it, but now I need to figure out how to integrate the "burn duration" slider back in. (it was just an await() to reset the constant force, but I didn't want to move that into _integrate_forces())

Looks like I have some refactoring to do now.

Thanks for your help!

oh geeze, I found the bug that pulls it to the right.

The rocket physics is pretty basic. I don't do anything hand-rolled. Its just a rigidbody physics object that I apply some force to and let the physics engine handle the rest. But, I also applied a constant force to it so the player doesn't slow down too much for the longer levels. The problem is, I forgot to rotate that constant force in the direction of travel. It doesn't fix the determinism, but its still something.

Awesome! Thanks for your help!

Your upgrade menu is very well done. It has a very good sci-fi feeling with the popup animations. It wouldn't let me pan around until after I had purchased something each round, but that didn't prevent me for getting all of the upgrades eventually.

The start was very slow, but once I got the first speed and health upgrades it was smooth sailing.

Yeah, I should have spent a little more time tweaking the controls. Or just had someone play-test it during the jam to show me it was a problem worth spending time on (It's my first jam, so, live and learn). I already implemented 2 of your suggestions for a post-jam upload. I may do the last one just to learn text boxes and how validating input works in godot.

I have no idea how to fix the non-determinism. I stripped down the code to bare bones and couldn't find where it was coming from. It just pulls to the right; which is noticeable in a game that relies on a bit of precision. I may try reproducing it on a blank project to see if it's me or the physics engine.

Thanks for playing my game, I appreciate the feedback

That was great! What kind of boss fight wouldn't be improved by an angry goose. I wouldn't want to fight one of those things. they're terrifying. 

Its cool to see the more unique ideas that people came up with.

Where I live, it took a good while for people to understand how roundabouts worked when they installed one

I really wanted to honk the train horn, but it wouldn't let me

That was pretty cool. One of the few games I played more than a couple of rounds of.

The wolves don't seem to obey the movement restrictions of the tiles, which prevents players from playing defensively.  I was also able to place the wolves that I drew well behind me, so those ones weren't a problem.

That's actually a pretty good solution. I tried making the sliders longer, but it only helped so much. The angle slider only really needs to go from 0 to 90 and not -90 to 90, so that would have helped a lot there too

This was really cool. I found fuel a little hard to come by though. I think that probably could have been mitigated by having less drag on the ship when floating between worlds. get players thinking about fuel conservation and planning where to fly.

I tried to see if I could gain momentum and do a fly-by feeding... only 2 of the cats starved while I was turning around from that.....

That was pretty cool. Very hard, but I started to get the hang of jumping, throwing a bolder and then immediately grappling it

I wonder what would happen if planets crashed into each other.... oh, exactly what you would expect would happen. Now I have no planets.... lol

Some hover text or tool-tip describing the planets when buying would have helped a bit. I forgot what all of them did as soon as i left the tutorial

It's been a long time since I played this type of game and I learned I'm still not very good at it

This was a really creative use of the theme. Awesome game

Love the art and 3d models. I couldn't quite zoom out enough to see where I was launching myself, but that could also be my computer.

Took me a while to figure out breaking the ice wall by slamming next to it. It gave me some portal vibes though, which was nice. Now I want to go replay that game again.

This is why I work remote. Love the concept

Flying horizontal reminded me of emulating game boy games and letting it speed up the clock rate. good times

Love the cute artwork!

That was pretty good. I was about to quit when I finally got it

Cool idea. I could see this doing well with joystick movement

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I'm such a good elevator operator that I was able to serve 22 out of 20 people in the mall!

A third floor might have been a good addition. Not too much extra coding and art and an extra level of complexity

Accidentally grabbing the cabinet behind an object had me panicking. It was great.

Took me a bit to figure out the rotate and flip controls. Maybe put that higher up on the description page?

All the clones trample me! Maybe a 2 second cool down after spawning before they become solid would have helped

This feels like a 2d version of Manifold Garden, which is kind of cool. I had a hard time getting around a ledge though

Poor guy kept on falling to his death.

I kept on overlapping blocks and trying to right click to deselect

I managed to fling one of the aliens off screen by turning quickly. That gave me a good laugh.

That plant is getting so much plant food. loved the game

You picked great music for a fun little game.

Cute game that gave me a good chuckkle. The lasso was a good use of the theme

Thanks!
I wanted to put in some kind of planet atmosphere looking effect to show where the gravity was, but it ultimately got cut in favor of more levels.