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A jam submission

OmnigonView game page

Submitted by yokcos (@yokcos700) — 2 days, 23 hours before the deadline
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Omnigon's itch.io page

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Comments

Submitted

Here are all of my DD51 videos:

https://mega.nz/folder/PYMBCI6A#kb__dlWiUsmt-zPha-iBtA

I am going to delete them by the time DD52 comes.

I am happy this game can be downloaded, because I skip browser games for my recordings.

Developer

thanks much for the video

Submitted

Kinda want there to be a small animation for jumping (since everything else here is so nicely put together the lack of any sort of animation there is odd). 

Combat feels... eh. Spent a lot of time just trying to line up attacks with enemies, particularly flying ones. Some sort of directional stuff, even if it's an upgrade introduced later on, would be ideal. 

The map closing animation takes a bit too long. Double its speed and it should be much better.

Submitted

Cool game. I dunno if it's just me but I feel like the melee doesn't really fit right. The feedback and stuff is fine, but the timing feels off? 

My game got stuck after interacting with a thing that poked his eyes or something. I restarted it twice and it got stuck there both times so I gave up. 

I like the artstyle and sound design too. 

Submitted

cute, lovely, mysterious

Submitted

Video Feedback:

TLDR: fun game, encounters some bugs where i got stuck in menus. Game Crashed at the end. I didn't like the music but it was passable.
Developer

I see you are the greatest of all bug-hunters.

Submitted

really charming and fun. movement and attacking feels a bit off but i had a lot of fun

Submitted

I really like this game. Very charming and cute. I also transformed the spring leg boss and he fell through the floor.

Submitted

jumping + punching interact feels off

tapping jump then punch works, but tapping punch then jump doesn't work. And it breaks the animation anyway

transforming the spring leg boss made him fall through the floor

Submitted

That's quite a lot of content since the last time I played. Thankfully I could continue my save from bouncy castle.

The game gets confusing at this point without a minimap as a crutch. Navigating through large rooms might be giving me some troubles and the way room doors work doesn't help. It's hard to see the difference between a wall and room transition because in the browser version both end with black color.

Punching feels good after the upgrade. Now another problem is apparent, which is hitting enemies mid-air. Hitting the ghost things is annoying because of how well you have to time it.

Clock boss has a cool moveset from what I've seen, but in the end I just killed it by simply jumping behind it.

I like how each save point has its own identity which helps with memorization. There is a ton of cool little stuff like the telescope room, trash can, time gun etc.

In the end I gave up on finding the imaginary/fancy lighter or whatever I had to do to get to the third boss.

Submitted

So I thought it was going to be the same old stuff, but then I discovered the second area. That is a lot of cool content and I really enjoyed the second boss battle. The third area I died in since I had too many hats at once. I'll wishlist it

Liked:

  • Very cool main menu, really appreciate all the effort put into the options menu.
  • Transitions between screens (like from game to map) are pretty cool.
  • Character animations are very well done too.

Didn't like:

  • The controls and their feel. Imho the jump is too fast, and the attack as a very long wind up. Those two things combined made it impossible for me to land a punch on an airborne enemy, which was kinda frustrating.
  • A lot of "press D to interact" on objects that seemed decoration more than something I could interact with, like those pipes. Maybe you could remove the text prompt and instead make those blink or something?

Overall I think it has potential, specially with more polish put in the controls.