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Moritz Neikes

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A member registered Jun 02, 2015 · View creator page →

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Thanks! :)

In this game, all elements are made out of very simple shapes. Everything is either a line, circle, or a circle arc. I'm even using a ton of circle arcs to render the text, which is a really bad idea and horribly inefficient :D This solution worked for the simple shapes in this game, but it won't work in general, especially once you want to texture anything.

If you only want to show a section near the planet's surface, then you might want to check out @eevee's Lunar Depot 38. They used a shader to deform the world. The game is open source, the shader is here: https://github.com/eevee/lunar-depot-38/blob/master/ld38/scenes/world.lua#L41. But I'm not sure if their approach would work well if you want to show the entire planet...

Thanks so much for the feedback! I'm glad you enjoyed the small details :) Yeah, the difficulty curve is quite rubbish. I will address that in a post-jam version.

Thanks for the feedback :) I agree, the difficulty curve is broken. I'll address this in a post-jam version.

The combat feels very tactile and responsive thanks to the screen shake and knockback. The art is minimalistic, but pleasant to look at :) I really like the interactive min-tutorial!

The theme of the game is cool, and the combat and repair mechanics are refreshingly different :) The art is solid and fits the theme.

I think the game could gain a lot from a bit more variety, either by adding different enemies, or more options to combat the blobs.

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And there I was, thinking that it was too easy... :D I will try to balance it better in the post-jam version.

Thank you for the feedback! :)

Thanks for the feedback! :)

Haha! In the beginning I was terrible at my own game, too, but you'll internalize the switching after a while -  then it gets easier :)

I'm planning to add audio feedback in a post-jam version.

Thank you! :)

No, there's no sound, but I'm planning to add that in a post-jam version :)

Great work! The game looks and feels incredibly polished, especially given the fact that you guys restarted from scratch on the last day :)

Thanks so much for the feedback! :)

Yes, I'm planning to fix the difficulty scaling, add some sounds, and more enemy types :)

Very cool! I like the rock-paper-scissors mechanics, and the art is pretty, too.
Sometimes I find it hard to tell on which lane an arrow is approaching.

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Thanks :)
Whoops! Yeah that's definitely a bug. I'll have a look.

Edit: I'll fix this after the rating period ended, to keep it fair.

I really like the obscurity of the interface :) the effects are great, too!

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Thank you so much for making this pack!

The icons are fantastic, and I really like most of the textures, with two exceptions:

  • Spruce logs look a bit too mushy for my taste.
  • Personally I'd prefer it if polished andersite didn't have that green tint. I often mix it with stone bricks, and now it really stands out.

Some screenshots: https://imgur.com/a/UnB8a

Are you planning to finish the pack at some point in the future, maybe after NYKRA?

Thanks for the technical walkthrough. That was really interesting :)

Wow, what a strange place. Fantastic work! I really enjoyed it :)

Hey there, thanks for the feedback! I'm glad to hear that :)

That bug should be fixed in the update I just pushed.

It's a small game, but there are so many things I like about it, down to the font in the main menu. The music fits the atmosphere perfectly and really helps to immerse you into this small world.
I'm looking forward to seeing more of your games :)

Nice idea for a game :) It would be cool if picking the locks would become more challenging over time. Right now, once you understand the basic mechanics, all locks can be picked quite easily. For example, you could change it so that the pins have to be set in a specific order. That's also how lock picking works IRL if I'm not mistaken.

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You really managed to create a convincing atmosphere. The descriptions are engulfing and sent shivers down my spine more than once. Well done! :)

Well done! I like that you can kill the zombies Mario-style by jumping on their heads.

It would be nice to see how much health and ammo you have left. I did get knocked into walls occasionally, too.

Not sure where the conception comes from that rogue-like gameplay is modern. Yes, is has become popular to add rogue-like gameplay elements to your game, probably starting with Spelunky, but they are called rogue-likes because they share gameplay elements with Rogue, which is an RPG from the 80s. Rogue-like games like Hack or NetHack have been around for more than three decades.

Plus, just because levels are procedurally generated doesn't mean that the creator hasn't put a lot of work into the algorithm that generates those levels.

The final bird upgrade made me laugh out loud :D Great little game!