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Joki Moki

17
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3
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A member registered 14 days ago · View creator page →

Creator of

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This one was really fun! Great music, and clear visuals :) Being able to mine the block you are sticking to made for some fun saves

Wow, what a fantastic concept! This hooked me immediately. The visuals and sound were fantastic, and the layout felt very intuitive. I ran into a bug where the label from a clue wouldn't go away, so I couldn't click anything, but a quick restart fixed it. Would love to see this fleshed out :)

So satisfying! Loved watching those little guys go :)

Thanks for playing!

Wow, thanks for the lovely comment! I would've loved to make a global leaderboard, but I figured it was a bit too ambitious 😅

thank you so much! :)

Yeah, that's understandable. The week went by so fast 😅 Really impressed with what you managed to do :)

The visuals of this game are stunning! The presentation is just incredible. The bounciness of the UI, and the collecting of materials are very satisfying. The clicking however didn't feel very impactful, because of the lack of click upgrades and limited click speed. I think it could be fun for clicking to feel like a powerful single-target tool. So while your army of machines fight off hordes of enemies, you try to focus on the strongest enemy. I think this concept, sort of an incremental Battle Cats, has a lot of potential, and it could be fleshed out in a lot of interesting ways! Great work :)

The atmosphere was really great! Also really cool game concept, I loved the chase sequence :) I felt the puzzles could've had some more depth. After reaching the bottom and starting over, I realized a lot of the blocks should just be left untouched or barely moved, which felt a little unsatisfactory. Would be cool if some puzzles required multiple blocks to be used together, or maybe backtracking to make use of a block from a previous screen. Overall really good execution for such a short time frame! And I think this idea has a lot of potential :D

You weren't the only one, so I updated the description to make it a bit clearer :)

No problem :D 

A snake/train would probably be the best solution for making it dynamic though! Could probably combine the two solutions. So sine waves for the base waves, then add the snake on top for dynamic interaction with player 🤔

Thanks for the feedback :) Seems the the current description is a bit too vague 😅  "Oxygen keeps you breathing, while doubling as jetpack fuel. Dive beak-first into creatures to replenish it." Would it help switching out "it" with "your oxygen"? Maybe splitting up the description and creating a separate "How to play" header would help :)

Thanks! I used multiple sine waves combined together to create the waves at the beginning. By defining different variables like wave_height, wave_length, and water_spd I could control the look of the waves. In my case the water consist of 80 water tiles stacked side by side, and I simply draw the tiles one by one, where their tile index decides the sine waves' starting point (think when current_time is 0, then only the tile index (var tile) decides the y value of that tile. This ensures not all tiles are at the same height)


(current_time is the number of milliseconds since the game opened, so I divide by 1000 to convert to seconds)
The first wave has -current_time, so it moves in the opposite direction. Then the secondary sine waves are multiplied by a float, to make those waves longer and less defined. The result is that the first sine wave is much more obvious, while the other sines just disrupt a bit to help to make the motion less constant and more natural.


The water tile is just a simple sprite, so I could change its texture quickly if I wanted :)


Then finally the boat uses the same sine waves to make it bob up and down with the water. I also wanted make the player affect the waves, but didn't have time to implement it. Hope this helps! If you have any more questions I would be glad to answer :D

A short tutorial would definitely help 😅 You aren’t meant to return to the ship, just keep going down as far as you can. To replenish oxygen you need to dive into creatures using S or the down arrow key :)

Thanks for playing! I’m glad you found the challenge rewarding instead of frustrating :)

Thank you for playing! Fun to hear you enjoyed it :)

Thanks for noticing the UI dithering! I might have spent a bit too much time on that small detail 😅 And yeah the dive is pretty punishing. I wanted it to feel committing and heavy, so there was some risk to getting more oxygen. But I agree it would be fun to do longer dives, where it’s used more for movement than attacking :)