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BadRAM

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A member registered Mar 02, 2017 · View creator page →

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This is so cute! I remember back when banner ads were flash enabled and could embed little games like this to try to trick you into clicking on them, I love to see tiny games of that scope.

This was wonderful! I love projects like this and windows93.net! I'm afraid I didn't have the patience to play out the pong game though.

I love the idea of this one! it's fun to disable movement and focus exclusively on fire rate >:]

I've been trying to make a battlebots type "design<->test" type game for a while now, and my entry to the jam is an entry in that saga, though I'm sure it's far from the last. I hope you also keep at it!

This is a cool take on orcs must die's dungeon defense genre, I cleared the first 6 levels but got stuck on level 7.

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Cool game!

The window seemed kind of shrunk? might be a thing on my end because I have weird scaling settings set in windows but I had trouble reading the building prices. I'm also not sure if I finished the game or not, I didn't notice any win message but the age progress bar went away. I also found it annoying trying to place buildings and being unable to tell why it wouldn't work. Having the preview image turn red when overlapping another building could help with that.

This is great, I loved Shark! Shark! on intellivision and this is just how I remember it!

I noticed that my hitbox seems to extend further left than right, and it might feel more natural if fish spawned off the side of the screen and swam into frame instead of popping in.

hell yeah!

I love it! Who did the voice acting?

Great work, I love the setting! The range limit isn't fun, especially since there's no way to tell if an enemy is out of your range or not. The game would benefit greatly from better telegraphed projectile paths, maybe a linerenderer that fades out quickly after each shot so you can know where it went. if you want to make weapons ineffective at long ranges, inaccuracy would probably be a more interesting approach.

Nice work! The last two levels felt impossible, but I managed to get through eventually. The mechanics were clever, and the puzzles well designed.


Too tough for me, I couldn't make it past WORDS. stuck at 3/4.

A nice platformer. Pressing escape to exit as prompted at the end did not work, and I wasn't able to solve the last level, instead managing to clip through the wall adjacent to the goal tile. Overall: neat mechanics, decent level design, rather weak collision detection and handling.

Thanks! The button sticking bug was too intermittent to debug, and can usually be solved by right clicking a couple times.

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I love this. I would definitely buy an android port.

I like it! very polished. The large influence circle meant that it was easy to get very precise control over player movement. I'd quite enjoy a time trial mode.

My mouse won't lock, so I cant turn more than 45 degrees.

Hi! I've worked with unity's wheel collider in the past, so I've learned a few things:

  • Set the car's physics material to zero or very low friction. (make sure the friction combine is multiply and not minimum, because that doesn't work for some reason.)
  • increase the side to side grip a little bit. The front tires are slipping when trying to turn at speed.
  • reduce the turn strength when at high speeds. it's possible to manually accomplish on a controller, but not easily on a keyboard. turning the full amount at speed makes the tires slip and lose traction.

I think this is as far as I'm going to take HAMMO, but I will definitely make similar games in the future.

An android port would be wack, how would the controls work?