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About Jayesh

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    Game Development

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  1. MonkeyHappy.com

    Cool games. Nice graphics. I noticed that your old games were in Flash (on pencilkids.com), but the ones on monkeyhappy.com are html5. Did you re-code them or used some tool to convert?
  2. Jumping Cube

    Great game. Makes you think.
  3. [WIP] Fold Wars - 2D Tower Defense

    Today's update brings revamp of tower artwork. The new tower sprites are minimal, crisp, distinguishable, work at both normal and double resolution. Also updated the drawing of walls between adjascent towers. Fixed some bugs in wall drawing algorithm which used to leave out some sections without walls.
  4. [WIP] Fold Wars - 2D Tower Defense

    New animation to keep track of gold on the map. More here: https://jay3sh.itch.io/fold-wars-proto/devlog/24778/wheres-my-gold
  5. [WIP] Fold Wars - 2D Tower Defense

    New Ship design https://jay3sh.itch.io/fold-wars-proto/devlog/24483/new-ship-design

    Very cute graphics. Loved the end of play analysis in circular charts. But I was very frustrated with controls. I simply can't correctly map left-right keys to the character's left-right while looking at it top down. It's too confusing. I couldn't beat your game even once. But maybe it's just me, because I had the same problem with Rocket League, and ppl love it. Good luck.
  7. Foody Avenue

    Pretty addictive! Good job. Built 3 restaurants. I think this guy got stuck (maybe a bug).
  8. [WIP] Kawaii Ketchup

    Good start. I had the same experience that GuiGhost mentioned above. Bottles come towards the character and surround it very fast. It does make it difficult. However it's not the difficulty that's the problem. I find it more frustrating that I can't find the pattern that the bottles follow to come to the character. If they were following a certain rule: say coming down in straight line under the weight of gravity, then I would know to move sideways in time to avoid them. If they are going to move sideways, then there should be some pattern to them (e.g. bouncy physics), so that I can anticipate where they are going and avoid getting in their path. Right now it seems they randomly gang up on the character and do that pretty quickly. Also given the screen size of the game, the proximity at which the bottles harm the character seems too big. i.e. the character has to try to stay far away from the bottles all the time (which makes it further difficult to beat). Good luck. Looking forward to see how the game takes shape.
  9. Mind Boggle Square

    I agree with previous comments. It seems to have single difficulty level and that happens to be "Very hard". It'll be better to have movement of tiles without having to drag by mouse. On mouse hover show arrows, which can be clicked to move tile in respective direction.
  10. Laser Defence

    Like the simplicity of the game. Wish it was a bit forgiving (e.g. 3 misses before you loose)!
  11. My first game html5 CONSTRUCT2

    Nice work. It could get addictive. One problem I had was the sluggish response of controls. I found it frustrating.
  12. [WIP] Battles for Rostov (SVG)

    I'm glad to see you using SVG for the project. I'll be curious to see how it goes. In past two years I've tried to use SVG for games, but I've found that if you have a dynamic rendering scene you will quickly run into performance problems. I now use WebGL powered pixijs for rendering and SVG for UI part. In your case the interface looks less dynamic, but geared more towards UI interaction. SVG seems the best choice for that. It's definitely lot more debugging friendly (thanks to Chrome dev tools) than any iOS other native layout libraries. Good luck. Looking forward to a demo.
  13. [WIP] Fold Wars - 2D Tower Defense

    Added new visualization this week. Tower efficiency. (Notice the pies over each tower!) Read more here: https://jay3sh.itch.io/fold-wars-proto/devlog/23721/tower-efficiency-visualization
  14. Greetings, I'm excited to share prototype of my 2D Tower Defense game Fold Wars. You can play it on itch now. It uses Pixi.js for rendering. Written in Typescript. Artwork in Inkscape. Music composition using VCVRack. It's still largely work-in-progress, but it's ready to play. There are 3 levels of three difficulty levels each. I write a devlog if you are interested in the development.
  15. Where are the Layers?

    Out of curiosity, how's the new Containers system different from what already pixi.js provides? Sorry if I missed something obvious, I don't use Phaser, but AFAIK it uses pixijs and I use pixijs containers as Layers. So I'm curious about the problems you are facing. Thanks.