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777theultra

271
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3
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A member registered Apr 04, 2022 · View creator page →

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Short, simple, and straight to the point. I liked it!

This has serious potential. The power bar is something you have to actively have to juggle. The burrow ability is both charge and stealth. This is one of the most engaging game in this Jam.

That being said, I have some recommendations:

The hitbox of the worm appears to be pixel perfect, this is good for platforming where you can cheat out a lot of distance, but this also means the worm will get stuck on ledges when players tries to jump up ledges.

The moths chases the worm if it gets too close. Adding a circle of detection will help players visualise the problem, this will be helpful since they are also under time pressure.

That fist made me laugh, 10/10.

Your writing prowess astounds me. Great game!

Cool twist of the survivor genre. Not a lot of games allow the player to fight the final boss right away.

Either the game actually only has one level, or it needs better tutorialization and UI design. Good foundation though.

This legit made me feel a sense of cosmic horror, bravo.

Fun game!

You could totally make leaderboards out of this.

Simple and effective, is the game available on mobile by any chance?

I really liked the concept the game presented. The fact that an all powerful being is still subject to bureaucracy is sad and hilarious.

Did the game broke and the rats didn't move or did you genuinely thought they are rocks despite the fact that they moved?

I've seen comments saying that the missiles are too easy to dodge, I disagree. The missile are too small for the machine gun to hit and it had too much health. The cannon(?)'s cool down is too long to waste on a single missile, worst of all you can't tell when a missiles is coming from the side or the back

Other than that, the game is a solid movement shooter. The weapons are balanced and shine in their own ways. The fact you can hook shot onto one of the jets elevates the entire experience.

The path finding needs work, both characters get stuck on other walls.

I've noticed a major bug in the 720p version  where you can access the portal even if it's blacked out. 

I'm conflicted, on one hand I would prefer the game to have sound at all, but on the other, the lack of music helps build tension. I got spooked at the end despite the lack of jumpscare and the fact I was listening to a livestream.

Game need tutorialization, but the puzzle itself is very well crafted and engaging.

Assuming the second level is the end, I can see the ambition. Obviously the presentation needs work, but I can already see a lot of room to explore from the current foundation.

Game crashes whenever I press "x"

I've also tempered with the image files, it did not work in my favor.

I did discover tech where the wizard gains height by shooting down, but it's rather unreliable.

Kenney is in the gdevelop asset store, so I thought this will be something  low quality. What I didn't expect is you seem to actively restrict yourself to use ONLY Kenney, this results in a cohesive experience that puts my larger project to shame. You have shown a solid understanding of the fundamentals and you should consider gdevelop if you decide to switch.

The story and the gameplay is very nostalgic too. I used to play cheat enabled flash games as a kid, A LOT.

It's a shame the crash cheat didn't do more, I tried it on every level. 10/10

Here it is


Can't run the game properly. At one point the game turned into first person.

You pulled off the 1 bit aesthetic ridiculously well.

The story is chaotically cute!

The exponential progression of power level, the novel mechanic where you engage with the counter drones with your camera, the interactive map filled with helpful items, the simple but effective presentation, and to top it all off, the damn acronym. 

10/10

In fairness, I did found tech involving the platform head to reliably gain infinite height, but that's about it.

Didn't think this will be a psychological horror, but here we are! The idea to twist the limitation is novel, but it's presentation that brings it together. The ending, while predictable, is still a great payoff to the tension that has been building up through out the game.

The thought of exp as some sort of addictive substance makes me uncomfortable, 10/10.

73795

The dash is an effective tool against enemies and warrants experimentation. The attacks gets stronger and stronger until you're basically invincible, but you must not make mistakes getting there. The resulting exponential growth is a huge rush. 10/10

Might need more changes and polish regarding controls and UI, but I see a good understanding of the limitation, good job!

Simple yet executed perfectly.

I played the game two times because the game didn't tutorialize itself.

The first time I just swung  my ax around, and already I liked the back forth between you and your porrage as your ax would get stuck.

Then I realized I could hold down the moyse button to "fire" the axe.

When I first saw the limitation, I had only one answer in mind: "Bayonetta", and here you are executing this interpretation better than I ever could've.

For this I'm not only giving you a 10/10, I'm also giving it a perfect score. Bravo.

Nice presentation! However with all due respect, I disagree with the interpretation of the limitation.

I was wondering how the game fits the limitation, then I found the bomb. 10/10

The concept, set-pieces, presentations, are so out of left of left field it's genius. 10/10

Thanks for the comment! I did considered adding falling leaves to emphasize the time slow effect, but later dropped it due to time constraint.

I actually forgot to add the respawn mechanic, sorry about that😅

This is the first game I've played that made said "aw HELL YEAH", 10/10.

Game need more sound effects

Gameplay is simple and almost nostalgic in a way. I know it's the whale that's supposed to be overpowered, but the "Plot Armor" is powerful on its own and thus creation back and forth and tension, fantastic name too.

I like that you can just stomp the knights ala mario. I would suggest that you add the feeling of impact by adding visual/sound effects.

That was the most "wtf" stories I've read in a long time. The strangeness somehow loops back to "pure" in terms of the interperation the limitation. 10/10

Thank you for the comment!

I have considered binding the Toggle to Left shift, but the game had already binded it to Jump for some reason. 

I'm not sure about the suggestion about remapping the controls to one hand, does this mean the player would need to press the right ctrl and numpad 0? And what about keyboards that don't have numpad 0 in the first place?