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BurgerDaddy

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A member registered Sep 10, 2022 · View creator page →

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Sorry not sorry.

Even MORE eyeballs? Amazing.

Hey why not?

https://burgerdaddy.itch.io/doom-koi

I know this game has its clunky bits still, pinpointing them could be really useful. It is absolutely designed to be played with controllers and is a local multiplayer game, so if you don't have the ability to do this with friends and controllers it wont be the intended play experience. Only so much testing has been done in the browser, it seems to run well but has some limitations. I'll leave it at that, feel free to link/comment whatever you wish on the main game page. Thanks!

👀

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I don't know how to link to a specific post in the thread, but this user only has a few posts so you can find it that way pretty easily.

https://itch.io/profile/nikkoin

Some other reading on the same thread has me believing that the intent was that the tag applies to assets, not games. Games are not required to use the tag (which... is confusing as the tag is present, and a choice is required when making a game page...) and that generative AI use in developing code (far beyond the scope of what you described having used it for) is not what the tag is intended for. I think you could turn your project listing back to no AI and remain well within the intent of the admins.

Further reading in the Ai disclosure community forum suggests that the way you are describing having used generative Ai to assist in your coding does not fall under what the tag is meant to imply. I don’t know how to link exactly to it via my phone, but the comment thread from about a year ago between Nikkoan Games and Leafo is what I’m referring to. I can try to send you a link to it directly when I am home later.

My understanding of the description of this tag is: "If you have used AI for anything code related and you use that database again (that database being your own brain, or the code you have written after looking at AI output EVER), then you must check yes to AI generated.

What this means to me is, according to itch, AI owns all your code if you have ever used AI.

I know this is not the intent, but... if people wish to be honest it's the boat they land in. I am far more afraid of this kind of thinking, and more specifically it becoming law, than I am of AI itself.

I started reading the long thread in the community forums about the AI gen tag last night, wondering if this had come up… but it was more than I wanted to spend time reading. From my point of view it’s a tool… it can be used in a good way or a bad way just like a car.


If you choose not to use a car on moral grounds good for you… but you are going to have a slower time getting from a to b.


You can also use a car to murder people. I’m not a fan of this second choice.

This touches precisely on what I think is lacking in the description of when and when not to disclose Ai generated content. Having that flag set will unfairly turn people away from your game, when you are simply using a tool that exists in order to develop a hand crafted game.

We don't have to disclose whether we use a web browser to help us learn the code... for example.

Your honesty is appreciated by at least one person.

oh interesting, the analog stick turned the wheels so I kinda assumed controller support was intended. I was actually driving w the analog stick and keyboard combo. :P

Felt very slippery and I had a hard time w that, also ran a little chunky in the browser. Any intent to make a Windows or Mac download?

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I was playing it w an xbox controller, steering works but none of the buttons seem to be the gas.

Brought you traffic if anything though. I literally came here after I read "Very original!" and wanted to know.

Yeah, I think so? At first I was confused about the controls, was trying to figure out what to push on the keyboard. It became apparent pretty quick to click on the salvage objects and then pick upgrades as you encounter them.

The main thing I found myself wanting was a way to go in a direction without clicking a target on the screen edge. Like... yes I realize the warp gate is too far but I do want to go in that direction even though I can only see salvage options in the other direction.

The only way I could figure out to get more fuel was to do distress beacon and then kill the mobs that showed up, which only got a tiny bit. Made it to the first warp gate thingy limping along like that and then was killed in the second sector when I ran out again.

Are there controls other than the mouse? I did not encounter a re fuel option at the depot places, maybe would be good to add one?

Hey, got the analog stick working the way I was asking about, nice!

https://ltjax.itch.io/you-are-circle

I played this like a month ago at first, keep coming back to it. It's just so well put together, graphically simple and pleasing, the sound effects are nice. Feels very well rounded. ( ... . .  .   .   rounded)

Waiting impatiently on the full release.

Might already be on your todo list, but some indication of getting hit in addition to the blood spatter. I know you might be limited by what frames are in the sprite sheet for that character, but it could also be done with a dazed stars effect over the head maybe, and a brief moment of stun, and/or some nockback. I'm rambling a little... but if the first swing in the sequence activated a little faster I think that would feel good, and also the block animation being a little quicker.

The stat applying sheet looks better now, and also it is clear what to press when done.

Using actions mapped to b,a,x & y means player must take their hand off of the right analog stick. From this point of view I think Interact and Heal make sense to have there, but Dodge would be better on a shoulder button.

When I am not using the right stick my expectation is that the attack will go in the direction that I am moving, not remain in the last direction that I pressed on the right stick. Meaning... if right stick is in the dead zone default to left stick for attack direction. Seems better to me anyway.

Gonna play some more in a bit, will pass along any other feedback.

For things that don't feel finished... I guess I kind of like leaving the debug information available. As a player I have always enjoyed the "peak under the hood" that one gets from that... like playing Minecraft w F1 open, it's hard for me not to!

I'd love to come back to this idea also, but you really can't do everything you dream of, it all takes so much time. But who knows, maybe some day.

Thanks! I worked on it for about 10 months before I published anything. In hindsight maybe I should have made regular posts as it progressed. I learned a lot more about Godot and working with an artist in the process (one of my best friends did most of the art, I did some of it). We have started a new project together which is what my focus is on currently. I do intend to come back to this one though.

There is no objective. The goal I originally intended would be to reach the top of the level and escape out the top. I hit some performance snags in the design I was going for back when working on this which is why it got shelved.

Oh that’s a good idea!


I was trying to keep the scope small, which is why it doesn’t go from place to place any, but I’ll definitely keep this idea in mind of a possible future plan.

I swear I hit that button and it didn't go.... but it did now, maybe it was me missing it. No controller yet, wont have one till I get home tomorrow.

Not sure how to close the Stats screen in the current version

I did some Unity years back... and C++ even more years back.

Username and also the profile pic are👌

I was meaning the itch page font, what you set it to now is much easier to read.

I'll play some more later and get back to you more regarding the 3 questions. I think it felt a little close on gameplay... but not always. I just like having control though honestly, like a 2 of the triggers on a controller, or the mouse wheel for zoom in/out would be nice.

What are you developing in? I work in Godot myself.

Nice start to something, looks good and the motion feels pretty good too. Looking forward to playing it again w a controller hooked up. Main thing I didn't like so far is that the camera zooms in rather close and I don't have any camera controls that I'm aware of. I appreciate the cinematic effect of the camera, but want to be able to override it once the effect is completed in order to see my surroundings a little better.

 Separate note: This font is difficult to read, it's cool looking but for example whats up w this "k", looks like an F, not a K. :P)

The trees are nice. It's also nice to have collectibles in the level, fun to get but also gives me a good trail of where I've already been. Do you have something like this effect in the main game?

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Here's a project I've been working on for about a year.

It's a Multiplayer Battle Arena kind of thing where you are a tiny critter trying to not get eaten by Koi fish, and also potentially smacking your friends into said Koi Fish (and other dangers). The art is made by one of my best friends and favorite humans.

https://burgerdaddy.itch.io/doom-koi



Hope I'm doing this correctly, new to me to post a promo thing. Hope y'all enjoy, and thanks!

Works now



I landed here. Not sure if I'm doing something wrong or if its on the other end.

Looked around and didn't find a discord link, mind dropping me one here or pointing it out for me?

A couple thoughts after playing more runs... I think I did 14 or 15 so far.

The difficulty ramp from level 1 to level 2 seems steep.

I wan't to be able to zoom out.

Grav gun / Rifle is by far my preferred combo, I don't see how anything else could compare (maybe later in game the others shine?)

Happy to elaborate on these thoughts if you'd like.

Apparently I was just being dumb before, the controllers I have tested this evening all work. Playing in Chrome.

I’ll test again later… I have many controllers hooked up to my computer regularly for testing (in progress making a local multiplayer battle game myself) and the only one I had w me when I came across your game was my nock off brand one, could be related? I’ll test them all in the browser and on windows over the weekend (if I have time) and let you know.

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Runs pretty nicely in my browser anyhow. Controller support would be rad. It's works well as is, but for myself I find that with mouse style pointing (as opposed to twin stick, for example) I sometimes make critical mistakes where I think the mouse is in one spot and it's in another, and then I'm firing the wrong direction for a moment as I fumble to fix it. I played a few more runs last night, this is the kind of thing I'll definitely buy and play through the full game, very nice. Wishlisting now. :)

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Cool demo, gonna have to come back and give it another go later. Any chance at a Mac version?

Very nice, simple and cute. Made my girlfriend giggle with how cute it is.

I get the distinct feeling that some of the farm guests are not human, and that is also cute.