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A member registered Aug 10, 2025 · View creator page →

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The pieces not having to be part of the chain reaction was definitely an oversight by me when putting the scoring system together last minute. Nice catch.

Funny you mentioned the scope. I went with the idea of building a rube goldberg machine for the game jam because I wanted to make a game featuring a ton of imitated physics of objects in an isometric perspective. Coding the various physics movement of object shouldn't be a problem. However, after a couple of days working on this idea, realized the only way to make a game with this idea is to let the player create the rube goldberg machine, which would require an editor to place/remove pieces. What I had thought was going to be a short and simple game to make turned into something way out of scope.

I had zero experience with game development (although I've played around with godot enough to know how to use it without much issue), let alone game editor development. So, with only 1 week to make the game (yes, I only joined the game jam 1 week before the end lmao), I decided to scrap the imitated physics side and focus on creating pieces that do different things without needing physics to make it work so that I could put more time into creating the editor. Which was a good call because I just barely put together and submitted a cohesive game with less than 20 minutes remaining.

There is one thing that remains of the original imitated physics idea in the game, and that's the cannon. The cannon fires an egg dragoon in an arc towards the target position. The arc which the egg dragoon travels uses a math function that changes the arc depending on the distance it needs to travel. This means no matter the distance, the egg dragoon will travel in a perfect arc from the cannon to the target location. It's unfortunate that I couldn't show it off more since I had to turn down the scope.

Being able to click and drag to place/remove is a great idea! Thanks for the feedback.

I was considering adding actual arrows to indicate which tile(s) the tools would trigger. Unfortunately, by the time I considered it I only had a couple hours left to submit the game. Same goes for the music. Nice feedback. I'll take this into consideration for future games. :)

An interesting prototype for a top-down RPG based around Doki and her friends. The idea definitely has potential. But the map is certainly too big (a lot of unused space with nothing of interest), especially for how slow you walk.

I kind of wished there was a bit more utilization of the grappling hook for more varied movement, exploration, or maybe even combat. Maybe you can pull in enemies with the grappling hook or she can do enhanced attacks if she attacks while grappling. That being said, nice idea for a platformer even if it was very short :)

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Game is definitely way out of scope for 1 week. I even make a rant about deciding to code (what is essentially) a level editor from scratch with no knowledge as part of the story. The tool placement/removal took up most of the game dev time.

It's a placement bug in the game. Occasionally it'll place a "phantom" tool. It can be fixed by removing another tool first before removing on the tile with the "phantom tool". But I think I may have resolved the issue with the recent bugfix. So please have a go again :)

Thanks! First time doing game dev and only had a week to put this all together. The limitations of pixel art and limited visual references definitely makes it challenging to teach a player how to play the game in a cohesive way. Glad you enjoyed it <3