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Eldyrd

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A member registered Sep 05, 2023 · View creator page →

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Glad you enjoyed it! 

We couldn't find a good balance for the i-frames, and ended up deciding to make it better for the player rather than leaving it too useless, so yeah, it is really strong. We'll try to balance it better.

The double jump is actually mentioned in the tutorial, but it's easy to miss. I think the coach goes "Remember you can double jump" or something like that, but there is not a panel like with the other controls, we'll work more in the tutorial, thanks for the feedback!

Glad you liked it! Thanks for playing!

Gals you enjoyed it! The idea behind the lives was for people to try different modules if they got a Game Over, but we understand how it could lead to some frustration. Thanks for the feedback and thanks for playing!

First of all, thanks for playing our game.

Yep, the modules could use some work, sword modules are pretty much only damage increase and a change in the shape/area of the attack. The dash is actually pretty broken once you get used to it, but the shield is underwhelming. We hope to improve the modules and add more bosses and modules in the future.

The boss paterns are pretty simple, yes. We didn't have much experience with boss rush games, so we drew a lot of inspiration from Hollow Knight/Mega Man. While Hollow Knight does have deeper bosses with múltiple phases, Mega Man bosses are simpler (at least the ones I'd played). I checked some Mega Man games I'd played a long time ago to check how the bosses were made, and to my surprise, they were actually really simple design wise. I remembered them being really fun, yet watching them now on video, they just had a set pattern they repeated over and over. So I drew from that, and while all the boss patterns are ours, the simple desgin was based on Mega Man's. You could say our game took inspiration from Hollow Knight to design the character movement, and from Mega Man to design the bosses. We could definitely add more depth, like phase changes on certain health thresholds, enrage timers, etc. There are a lot of options.

Thanks a lot for your feedback we're glad you enjoyed it!

It's pretty nice for a first project, the idea is interesting and challenging. 

One thing I noticed is that at one point I just couldn't go up. If I picked all the energy in the lower part, sometimes I couldn't reach the higher part even if there was energy there, ao I couldn't pick it and keep going. 

You got a nice idea going, the controls could use some tweaking, the control to move horizontally felt a bit awkward.

Overall, nice job!

Beating the game without the double jump is actually kind of impressive, nice!

Yeah, the bosses have a bit of a learning curve, but once you learn them, they keep doing the same over and over. We hoped people would leanr and beat them. And if they happened to game over, that they'd try again with different modules.

Glad you liked the game, thanks for playing!

Beautiful game, the patterns are really well designed. It starts being hard right from the beginning, but it's doable. I managed to get a couple of times to the 3rd phase and I have zero experience with bullet hells. Overall, the game is fun and engaging, great job!

A really nice mecha game. The exchange mechanic is really interesting, and the game is incredibly polished and complete, the voice acting was a welcome surprise. Props for the amazing visuals as well, it looks amazing, I love what you've done with the colors/lights. A really complete experience, good job!

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Great theme! Really unique, it's a really fun idea. I liked the aesthetic and the use of colors a lot. The bullet hell felt nice, the patterns were interesting and didn't feel unfair, even for someone like me who has barely played any bullet hell, adding an indicator for the character hitbox was a great help. It would've been even better if it had a dating sim component to it, but it is what it is, we all work with limited time in a jam. 

Still, it's a pretty fun game, good job!

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This is one of the best games I've tried so far. The art is incredible, it has a truly professional feel to it. I beat all 3 bosses, they're unique, fun and challenging, but don't feel unfair. The controls felt mostly good, except for a couple of points, if I could add a bit of feedback, it'd be:

I feel this game could benefit from a sort of auto-lock feature. You could maybe add a button to toggle between having the boss locked as a target or not, and while your movement would be the same, when you have the boss locked your character would attack/parry towards the boss, it would help make it feel a bit smoother. Especially the parrying, which felt a bit awkward at times. 

Also, I saw you added shockwaves during the healing animation to stop the character from taking damage, I'd say you could make that last a fraction of a second longer than the animation. That way you don't get hit by attacks right as you finish healing. With the 2nd boss arrows, if I didn't spam dodge after parrying an arrow, most of the time I'd get hit by an arrow right as I left the healing animation.

Overall, it's an amazing game, one of the best I've tried so far, great job!

This was a pretty interesting idea. I beat the boss, and I really liked the music and the light effects on the boss and attacs. 

It could use a bit more clarity in the tutorial, a bit of text maybe, explaining things like how you need to step into the corresponding circle to use the special ability of that element. I did have some trouble with the inverted control, you could maybe add an option to toggle it on and off. 

Also, the elemental circles can be a bit hard to see if you are looking forward, you could maybe make it so the circle around the element is a different color, that way the player can tell which element a circle is even if you have your camera looking at the boss or the circle is farther away. 

Overall, a nice game with a cute feel to it and an interesting exchange mechanic, good job!

The art is amazing and the world building is interesting. 

However, the bosses felt too unforgiving. Parrying the laser attacks takes time to get used to, they can kill you extremely fast if you aren't fast enough. I feel like they could be a bit more forgiving, either like being more telegraphed, dealing less damage, or allowing you to start parrying halfway through the attack. Right now, if you miss that timing, you are pretty much dead or almost dead from a single laser attack. Still, balacing is something that can be fixed, while the art ir beautiful and idea of the game is really cool, I'd really like to see it developed further, good job!

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What an extremely polished game! The art and music are amazing, I loved it. It's incredibly complete, the creeds and the roguelike style changing who you face each run adds a ton of variability. This truly feels like it could be a commercial game, amazing job!

This game is just lovely. It's really simple, but extremely engaging and fun. It slowly turns into a sort of bullet hell, and I love how fast paced it is. The exchange mechanic is probably one of my favorites so far.  

Not getting just get an upgrade, but a random weapon, makes it so you want to try and dodge as much as possible when you get a good weapon because you don't want to switch. Overall, I liked it a lot, great job!

I really, really liked the atmosphere of this game, the art and the music are outstanding. I also liked the story behind the game a lot, the Spearmen, protectors of the wolrd makes you really root for them and want to beat the bosses. Overall, a nice, unique entry, great job!

Thanks! You can go ahead an criticize them, we know the keyboard controls are not the best. We should've added an option to customize the controls so everyone could enjoy the game their preferred way ^^"

Really glad you liked it!

Thanks! All the art was made by my partner Frostyburguer! Glad to hear about the controls, we worried a ton about that.

Nice entry, really difficult bosses! I enjoyed the difficulty, but I'd say instantly dying from touching the bosses can be a bit too punishing. The controls felt nice and responsive, which allows you to move and dodge even if the bosses attacks are really fast, it makes for a nice, fast-paced experience. Good job!

Pretty fun game. You have some great potential with the movement, the wall running is well done, and then adding the grappling hook feels great. I managed to beat the 2 bosses, and jumping around the platforms with the grappling hook in the 2nd boss was pretty satisfying when I got it right. 

The bosses felt a bit spongy, mostly because they move around a lot. You can't hit them that often, so they feel like they have a lot of health. However, them moving around so much forces you move a lot too, and I feel that the movement is the selling point of this game, so it's probably fine. Overall, a pretty nice game, good job!

That was quite an entertaining experience. The weapons feel really good to use, the guns throwing you  back really adds to the feel of power they have, they really feel like they pack quite a punch. The controls felt nice, and the visuals are great. How the arena ends up full of bodies really adds to the atmosphere of the game. Overall, it's a really nice game, good job!

One of the best games I've played so far. The visuals are incredible, the blood splatter looks amazing, and the creepy atmosphere is extremely well put together. The controls felt nice, everything moved as I wanted it to. 

The only thing that I could mention is that starting from the very beginning every time you lose feels a bit jarring. Having extra attempts or starting from the last boss would help alleviate that. Nevertheless, it's an amazing game, great job!

I'm glad you enjoyed it!

Sorry about the controls, we should've added an option to customize the controls, because the people who tested it had different preferences for the controls. And yeah, we tried to have the third boss feel like THE Final Boss, he had to be harder, but we may have overdone it, we had too much practice with the game ^^"

And the tutorial is long because there was a lot that needed explaining, stuff like how the shoot can be held but the melee has to be mashed, or that the jump height is actually variable. If we had time, we would've prefered to make a sort of gameplay tutorial, with a practice boss probably.

Thanks for the feedback, and thanks for playing our game!

Really fun theme! I really liked the cartoony style, and the bosses being a rat, a crab and a chicken was quite a laugh. The bosses are entertaining and a bit challenging without feeling unfair. It was nice trying out the different characters and seeing their different abilities. Overall, a solid game. Good job!

I think this is definitely the most unique game I've played in the jam so far. The idea is interesting, the controls take a bit of time to get used to, but that's to be expected with such a unique game. Overall, I really enjoyed it, my only issue with the game is how many enemies spawn in the 2nd phase, it gets crowded really quickly. Still, it's a really original idea and it's well implemented, good job!

The controls felt a bit weird at first, but after you realize the kind of game it is, it all comes together nicely. This game really puts emphasis on the RUSH part of Boss Rush, you just power your way through them as fast as you can while parrying to exchange weapons. The game has a nice arcade atmosphere, and has some nice sound for feedback when you hit the bosses. Overall a pretty interesting and entertaining take on the theme, good job!

Yep, that final attack pattern is the hardest thing to dodge, you really need to get the timing right to jump from the center of the room to one side. Really glad you liked it, thanks for playing our game!

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Thanks for the feedback! And congratulations on beating the hard mode, we tried to make it really challenging.

And you're absolutely right, the hurt-boxes are pretty rough for some stuff, the last boss should have the better ones, since he has the most complex animations, I tweaked his hurt-box a lot in the different animations, even then, sometimes it is a bit too punishing, like when he is standing in the middle summoning the crystals.

The 2nd boss bubble thing was actually something we weren't so sure of. We liked the idea, but had to really think about how to implement it. In the end we made the coach give you a hint about how the only safe place is inside the shield, and hoped people would figure it out, probably too optimistic on our part ^^"

And yeah, the ground hitbox does linger a bit too much, I did that with a Godot AnimationPlayer, but it didn't quite work as expected, for some reason the hurtbox took longer to disappear than the time I was putting in the animation. I wanted to change it and do it with my own code but never got around to doing it. And the crystals definitely could use some telegraphing, but in the end left them like that as a sort of a "This is the last boss, get good lol". And while the crystals are annoying to dodge, they "only" deal 1 damage, as opposed to most stuff dealing 2, and you can deal a lot of damage to the boss while he is summoning them, so it felt balanced in a way. 

Again, thanks for the feedback, I'm really glad you enjoyed it, and thanks for playing!

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I QUIT! Amazing game. I fell in love with the art style right away, your character is sooo cute. The gameplay is really unique and fun. The game is extremly polished, the controls work nicely, and all the dialog is well put together. And then the last boss fight, that was truly The Boss fight. One of the games I've enjoyed the most during this jam. Great job!

Really nice mechanics. The idea is interesting and really well implemented with the time slow. If I could say something, it'd be that the times when green appears and you can hit the boss feel a bit too far appart. Other than that, it's a really solid game, I love the implementation of the throw mechanic into the menu, that was a brilliant idea. Great job!

Fun game! The best part of this game is the amount of care you put into the dialog, I really, really liked the conversation with the helmet, the main character has so much personality, it's great. The game was simple and fun, the boss felt fair, its attacks were well telegraphed and gave you time to dodge them. Nice job!

Well, that took a long time, but I kind of got used to the controls and downed Stevee. That was quite the experience. The game is huge, and the visuals are outstanding. If you don't play flying sims, you really need to take your time to learn the controls. 

However, it's well worth it. The visuals and music are outstanding, the music is so epic, you really feel like you're the hero saving the world. One of the best games I've played so far in this jam, incredible complete and polished. Congratulations on an amazing game!

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I really like the aesthetic of the game, the art is amazing. The movement is great, the character moves just the way you want it too, and the feedbakc is satisfying when attacking. It's cool that the last boss uses the abilities of the other bosses as the Head Honcho, and the exchange mechanic is simple and well implemented, their life for an upgrade! Really fun game overall.

If I could add something, it would be some way to check the CD of your dash/ability, I just used my dash/abilityhoping I had them. Other than that, nice game!

That was really refreshing. The core mechanic is really interesting and engaging, I liked it a lot, it's really good for a prototype that you could develop further. The bosses were entertaining, and while their mechanics were simple, that allows you to focus more on your colors, so it works really well. As others have said, it lacks visuals, but that's something that can be fixed down the line, you have the proof of concept of an interesting idea, I hope you can continue to develope it in the future!

Glad you liked it! Adding the sounds to pretty much everything we could think of so the game had feedback was one of the most time consuming things we did, because we don't have anyone for sound, so it was a lot of hours spent listening to free audio effects, we're really glad it's paying off. 

Actually beating the game without double jump should be possible, although the first boss was designed around the double jump, since he goes pretty high on the wall. On our first demo of the game, the double jump was actually your special module, so we designed the 2nd and 3rd bosses around the possibilty of you not having double jump. However, our friends who tried it said losing the double jump felt really bad, so we made it baseline and added the repair module as a replacement.

Thanks for playing to the end, we're really happy you enjoyed the game!

The tutorial tells you about the double jump, but it's easy to miss it, I expected most people to not read it at all haha.

Yeah, the third boss can be brute forced quite a bit with that setup, we realized it after the first one of our friends who finished the game beat it like that. We didn't have that much time to balance it towards the end, so we left it like that, we expected most people wouldn't realize, and if they did, kudos to them. We didn't want to make it too hard for those who didn't use that setup and saw how to cheese it. You can also kill it really fast with dash + triple shot!

And yes, you can jump (or dash if you took that) behind the second boss and attack him a lot. We could have solved it easely by putting the boss closer to the wall so his hitbox would hit you, but decided to leave it like that since that boss can be pretty hard. And it only works really well on every first set of saws, after that, there are usually a couple saws flying around that can hit you when you go behind him, specially in hard mode, where the saws are faster and last longer.

Thanks for playing it to the end, we appreciate the feedback a lot because we hope to improve and expand the game after the Jam.

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Nice game! I really like the aesthetic and how the bosses have personalities to them. The music is also really good, and the last boss really felt like a last boss when he declares that he can go all out now. I liked the implementations of the abilities, and while the reflect ability is clearly the focus of the game, the bosses are well-designed around you getting the next ability.

If I could comment a couple of things, the transition when changing powers sometimes felt a bit... slow? Like, I change to flight, press space, but sometimes it feels like it takes longer to fly than others, but it may be just me. Also, is there a reason why you can't sprint when using Frost? Is it for balance reasons, since Frost gets the combo attack? You can sprint when using both Reflect and Flight, and it felt jarring changing to Frost and not being able to sprint, because I would shoot at Speed, freeze it, then try to run to land a combo aaaand... I'm walking. 

Other than that, the game feels great, really good job!

I was not expecting a sort of RTS game in the Jam, it was very unique, good job! It felt refreshing, very different from anything I've played so far. Nice game!

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Yeah, we decided to keep the modules simple for the jam, we really wanted to do some more interesting stuff with them (We had a sword to return projectiles, but it was somewhat buggy, a bit hard to balance, and time was limited) but in the end we decided to focus on other things, like the bosses, all the UI, etc. 

About the jump, yeah, the short jump is not that useful from the ground most of the time, however, we felt it was useful for when you needed a small redirection while in the air (Also, maybe our love for short jumps comes from a looot of hours playing Smash Bros haha). I personally felt like I used it a lot in the 2nd boss to dodge the blades coming for me while I was already in the air.

We'll experiment with it after the Jam, since we hope to further develop the modules and add more bosses with more interesting modules, thanks for the feedback! Glad you liked the game!

Really nice idea! The card system remined me a bit of Kingdom Hearts: Chain of Memories from the GBA. It was fun trying out the cards and shuffling them around, and the idea of the two bosses switching in an out kept the fight engaging. Other than lacking feedback, the game felt nice, and the atmosphere felt really cool, good job!

Really well done game! I really love the art style, the bosses and their attack patterns look great. The music is cool too, and fits the game really well. I specially liked how well designed the bosses patterns were, the patterns were interesting and well telegraphed, at no point did the game feel unfair when I got hit, it always felt like I could see it and should've avoided it. Overall, a really nice game, good job!