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Andrei Tache

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A member registered Oct 25, 2015 · View creator page →

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Aha, I see. Yup, you are right, these are the sort of mistakes I often make, especially with stuff like when to use single L's vs double L's in words. And I did learn english mainly from speach, you are correct :)

I'll be more aware of them in the future, thanks for letting me know!

Hahaha, damn, I though I corrected all the spelling mistakes! :)

I assume they were in the letters, right? I barely had time to write them in the last days of the jam, when I was already quite pressed for time.

Same with the game balance, the game was almost unplayable until maybe 3 days before the deadline and I didn't have enough time to playtest till the end, so I just had to hope for the best lol

Thank you for playing it and for the feedback! I really appreciate it :)

Hahaha, awesome :D

Really nice game! I like the mechanic of either using the kelp for feeding your son or for money to buy the hat; it ment you had to be strategic with it. Nice work!

Nice work, especially considering it's only your second game!

I didn't really understand what I was supposed to do once I collected the trash, or was that just my score?

Very fun puzzle game! I really like that it's not on a grid like most other lazer puzzle games, and that you can put the mirrors at multiple angles. 

The levels were also very well designed and allowed for a lot of player freedom in how I wanted to solve them. The dificulty curve was also very nicely done, keeping me wanting to keep playing the next level and see what would come next.

This is one of the better games from the jam, really nicely done!

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Really nice game! I really like Tux's animations, especially the cute one on the menu! It also feels good to control. Nice work!

Also, this was your first game jam? Damn, way to flex on the rest of us! haha

Congrats!

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I love the game! It's very creative with it's idea and it works great with the jam's theme!

All of the battles are very different and really fun to figure out, and the fish feels great to control! Also, the art look really nice!

The only complaints I'd have with it would be that the trash cleanup can feel a bit tedious, with how much trash you have to move back and forth (especially after how tense the battles are) and also that it feels like it could be possible to trap trash in the corners around the pipe, which would blow if you just defeated a monster and couldn't progress any more.

(Also, an in-game tutorial would be nice, as it's not very intuitive that the pipe would remove the trash)

Other than that, this is an outstanding game and I really enjoyed playing it, awesome work!

Wow, this game is awesome! I loved the art and the idea of the fish getting annoyed with the trash in the ocean and picking a gun to fight with the boats is super creative and funny!

The only complaint I have is that there's sometimes a bit too much down-time swiming to the shops and back, which is a bit boring, but I also think it would be very easily solved if you make the fish move a bit faster or shrink the map a little bit. (Also, the web build didn't load for me, so I had to download the win version to play it)

The game is also super polished for a jam game, really great work!
It's also really cool that you ported the game to mobile as well

Hah, really neat and fun idea! It was pretty fun to move the trash out of the way of the fish before they got hit by it. I think this would work really well as a mobile game, if you want to work on it more after this jam

Really cool idea for the game! I really like the sea rising mechanic making you plan where to place each building, and it ties in great with the theme of the jam!

I only had two issues with the game.  One being that the ui isn't very intuitive with buying the different buildings (it took me a couple of tries to figure out that the buttons would first open up different categories and then show me the buildings).

The second issue was that there seemed to be a very specific order in which I had to buy the buildings at the start, otherwise I would run out of money and would have to wait for a couple of minutes at a time.  I didn't really figure out how to buy more than a couple of buildings and solar panels without running out of cash.

I think both of these problems could be solved with a more interactive tutorial, guiding the player through the very early part of the game, untill they understand all of the mechanics.

I didn't get very far into the game, but what I played seemed really cool and very ambitious, so well done!

Thank you so much! I'm really glad you liked the game, it means a lot!

Really interesting game, I love it's unique style!

I wish there was a bit more of a tutorial, because I was confused where I was supposed to go after picking the trash with the boat.
I moved around the map a bit and got a few coins, but after that I didn't know what to do.

Still, really enjoyable game, nice work!

Really simple, but surprisingly engaging!

Even though this is mainly based on asteroids, it feels good to play and if you decide to add more content to it I could see it pretty dope. I could imagine the turtle destroying bigger and bigger pieces of trash (full Katamari style) and fighting boss battles in space or whatever

But yeah, nice work!

Thanks for the feedback and playing the game!

Huh, I actually never considered having rmb open the upgrades instead of lmb, that might be a good idea to implement. There's supposed to be a small deadzone distance where, even if you drag, the character won't move and will just open the upgrades, but I guess it wasn't big enough.

And I think the lag happens because of the unoptimised pathfinding haha
I added it last minute and didn't have much time to tweak it, I'll fix it in the next update.

Thanks again for the feedback!

No problem, good luck on the game!

For the drag forces you could just multiply the velocity of the boat by something like 0.9 to have them slowly come to 0. You can also even have smaller values for the sideways velocity, if you want the boat to not drift as much sideways

Nice little flappy bird game; The falling trash that you have to avoid is a nice addition and on theme

Clicker games, unite!

Nice work, I really like the sort of 'cobbled together' aestetic with the images of trash and the trash ball instead of the earth.

The upgrades were a little linear, where most of them were a better value as you went along, which didn't give me too much of a reason to keep buying the cheaper ones. It also got a little repetitive, as I didn't have too many upgrades that drastically changed the gameplay.

But it was a fun game nontheless!

lmao

It doesn't seem like he's using any special boat physics here, lust a transform that he moves forward and rotates on the Y axis, then adds a small rotation on the Z axis to make it seem like it's turning into the curve.

If you're looking for some buoyance scripts, I could try searching through one of my older projects; I remember it being really difficult to find what I was looking for too haha

Did not expect a 3d game, really nice!
I really like the idea of floating around and exploring the caves to find trash!

The controls could use a bit more work, it felt like the swim boost and the falling were a little too slow, and the wasd movement could be a little snappier at the start (but still take a second to stop moving)
Also, just a small bug, but if you keep swiming when you hit the top of the level, it takes a while till you start descending (probably need to just set the velocity to zero)

Still, this was a really nice jam entry, nice work!

Neat little game! I really like the art style

Surprisingly fun! I love how chaotic it is lol

I really like the color palette and the simple graphics!

This feels like it would be a nice calming game, but for me it was a bit too slow to play. It felt like most of the time I was either waiting for the claw to move up or down, or going to the ship and back, which took me out of the experience a little.

I saw that there were upgrades for the speed of the boat, but they were a bit to slow for me to get, so I stopped playing

Still, I enjoyed what I played of it!

Fun idea! There's a bit of a wall of text at the beginning that can be offputing for the player, but it's easy enough to understand once you start playing.

The minigames were a bit uninspired though. I think this could work a lot better as a fast minigame compilation game (like WarioWare), where the games last a couple of seconds and they get shuffled around.

Also, I got the $20k, but I couldn't figure out how to take it from the box and donate it.

Still, nice entry for the jam!

Ayy, another clicker game! It's really cool that you made it available on android, that's such a flex!

I like that you added the click and drag support for desktop users too (I didn't really see it's point on mobile but with a mouse it's a lot more useful) and I like how many upgrades and passive options you added.

For some points of improvement, I found that after a while there wouldn't be a lot of trash spawned, so I couldn't focus so much on picking it by hand and had to use the passive upgrades instead. I think you should increase the amount of 'trash islands' that spawn, maybe exponentially with time?
Also, after I bought a passive upgrade, it's price didn't increase, so towards the end I could almost afford infinite upgrades.

Other than that really nice work, congrats!

Really nice game!

Don't know why, but this just screams speedrun potential to me, if you want to continue working on it.
The controls feel very nice and responsive and the graphics look really neat, good job on those!

The globe opening and closing seems like it would be cool if you had to only pick up some things but avoid others (like maybe fish?), but as it is right now it doesn't seem to add much. Also, as others pointed out, not being able to close the upgrade menu can force you to buy upgrades you don't want, or even hard-lock you.

Overall, I'd say it gets a bit repetitive after a little bit, but it's a really solid base for a game if you wish to continue it. Nice work!

Really neat game! I like how you focused more on the characters and the story, that's a pleasant surprise for a jam game!

For me the movement system didn't feel that great though. I was playing on a touchpad, so that probably didn't help, but I didn't really get what rmb did so I was just using boosting and I didn't feel like I had a lot of control over the player.
It was also a little annoying that I couldn't move down faster, maybe through boosting or the fish falling down faster, but yeah.

Either way, this was still a great jam entry, congrats!

I really like the art style and the idea of mixing potions together seems pretty neat, but I didn't really understand how the game works. I think having the tutorial talk about where the potions should be moved and what to do after you add the powders to the flasks would help. I also didn't know tab closed the potion ingredients screen until I started pressing buttons at random.

I saw that you had some problems with the build towards the end, so maybe these things were fixed in there. I'd say you should upload that version as well, maybe titled v1.1 or something, so we could play the more finished version

Also, I'm not really sure how the game ties in with the theme of the jam?

Thank you so much for your kind words! I'm really glad you enjoyed the game!
I'm glad you found the pacing to be good, I was pretty woried about that haha

You're totally right about the policy tutorial.
I found out pretty late that the policies weren't very intuitive for the players, so I added the tutorials very last-minute. I'll definitely update it when I have a bit more free time.

Thank you again for playing the game and for the feedback!

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Hi, I'm really dumb.

Somehow I confused the end day of the jam and thought it was the 30th instead of the 29th.
Like I said, I am really dumb

Anyhow, if some of you would like to give it a try, I just uploaded it to itch here: https://andrei-tache.itch.io/rivaria

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Thanks! :)

Thanks! Yeah, for the limitation I focused more on the gameplay being non-violent and I realized only at the very end that the theme may be seen as violent. (It's also really hard to do a failure state that doesn't imply death :)) In my mind it wasn't a big deal, I saw it just as part of the natural cycle of life and not as something grotesque or overtly violent, though I can easily see it both ways

Thanks for playing the game! :D

Thanks! :)

Played it again, I like the improvements you've made! The music and sound effects add a lot to the experience and the monster animations make them feel way more alive. I also like the new mechanic of clicking when you want to scare bears

Quick question, how did you do the squishing animations? Is it inside Unity, or are you using another program for that?