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abbas.io

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A member registered May 28, 2021 · View creator page →

Creator of

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Loved the art style! I thought to do a similar ‘doodles on a page’ theme for my game, with handwritten letters, but I didn’t get the time (and also don’t have any artistic ability, I just code).

Only having one health is brutal with how crowded the screen can get but it’s still a fun time for sure.

Great work!

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I’ll give them a look when I have a chance. Thanks for playing!

Always cool to see more word games!

Thanks for the thoughtful review! It’s definitely very unpolished, with no menu to speak of at the moment (weekend got busy and I had to push whatever I could finish). I will definitely revisit this to polish it up and add some features.

For ESL speakers, I’d also want to find a better dictionary to compare against. I just grabbed a random english word list from online. Would love to support more words and multiple languages!

Definitely agreed, I’ll work on updating it a little once the voting period is over

Thanks for playing!

Thank you!

Thank you! The game isn’t balanced well at all, so no need to be hard on yourself. Glad you had fun with it

Hah, me too - thanks for playing!

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Thanks!!!

In your defense, it’s not really balanced at the moment. Glad you had fun with it!

Thanks for the feedback! You’re definitely right about the difficulty - I had a busy weekend so there wasn’t much time to polish this. Once the voting period is over, I’ll see if I can improve the difficulty scaling so it starts a bit faster but doesn’t ramp up so much.

Thanks for playing!

Thanks for playing!

Hey - thanks for playing! Glad you enjoyed it :)

So to pack it into a desktop app, I used a tool called Electron alongside Electron Forge. It’s pretty straightforwards if you follow their documentation - you can see the super basic setup I did for electron in the main.js file of the GitHub repo, and the setup for electron forge in the package.json

Thanks for playing! Glad you had fun with it :)

Uploading this game was fairly straightforwards for me - I bundled the game using esbuild, then put the .js file that esbuild generated as a script inside of index.html. When you upload an in-browser game to itch, it’ll automatically find the index.html page and display that.

It’s hard to help your specific issue without more details. Are your assets loading locally, and only not working when you try to upload to itch? Where are your assets located? This game is open source, you can see the source code here if that helps - you can see my assets in the ‘public’ folder, which also contains the index.html

That’s awesome! Impossible difficulty is pretty tough so big props on beating it :)

Glad you enjoyed the game!

Thank you so much! That really means a lot to me :)

Thanks for playing!

Thank you! I’m glad you’re having fun with it :)

i can neither confirm nor deny any information about the developer

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I made a rhythm/combat project with the same name as this a month ago, thought I was being original with the name haha. This is cool, I like the character animation and clicking to the beat feels fun. Might be nice to have a visual indicator for the beat as well. Hope to see it developed further!

I’m not usually into deckbuilding roguelike games, but I thought this was a great submission for this jam! The UI/music/visuals are really well made. I thought it was a bit too easy to cheese, but it’s not as if there was much time to dedicate to balancing. I also think this really would have benefitted from some more tutorialization, since as someone unfamiliar with the genre it took me a bit to get into it.

Seems like a great foundation for further development though, hope you stick with it. Well done!

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This was really fun! It was really straightforward but also super addictive, and the neon squares were positively hypnotic. The music was a great fit too, really amplified the trance-like feeling of this game. On one hand I want to say it’d be cool to add some more stuff, either with mechanics or with visuals, but on the other I really liked the simplicity of it all and I’m not sure if adding more stuff would ruin that. Reminded me of super hexagon, in a good way (though not nearly as difficult)

Also I’m still seeing floating neon squares like 5 minutes after closing the game so I guess that must count for something

Nicely done!

Thanks for playing! I’m really glad to hear it felt intuitive for you - that was a big goal of mine, and it felt plenty intuitive for me but that’s because I made it myself. I’m happy to know its not just me that ‘got’ the idea. I do share your disappointment about the graphics (and unfortunately no, they don’t get any better) but on the plus side I definitely plan to improve it somehow. I really appreciate the feedback and the kind words, thank you!

Created my first game for another game jam, but definitely want to keep working on it. Have a bunch of features I want to improve (especially the visuals), and would love to get feedback about the core mechanics as they are right now

I’ve always loved platformers, and this one was really well made! The visual effects for movement and death were fantastic, and the movement felt really satisfying - the fall speed might have been a tad too fast, and getting stuck to walls when I didn’t mean to was a little annoying, but those are minor complaints overall. I also did just play the jam version and got that error when I beat the last level (at least I assume it’s the last level).

This is a REALLY good example of a simple concept that was executed really well - if you wouldn’t mind, I’d love to know how you made the visuals and effects look so appealing, since I just started using Gamemaker a couple of months ago and that’s something I’m really struggling with. I tried to use shaders for my own submission, but I had to get rid of them because they weren’t working properly and I couldn’t figure out how to make my own nice effects.

Anyways, really good submission! Downloading the extended version now, would love to play a full-size project built off of this

This was pretty fun, though it got really hectic REALLY fast. It feels like a fair amount of difficulty, though maybe just slightly trimming the amount of stuff you have to run back and forth might make it feel a lot better. I was really impressed by the design, it was polished and felt exceptionally well made. Definitely one of the more impressive games from this jam that I’ve played - nice visuals, satisfying sounds, cohesive mechanics, and some fun personality. Great work!

I’m blown away by the quality on this. It’s so well polished! I’d love to see this built out into a bigger project. The mechanics were pretty cool as well, using the neon glow to light the dark caves - the platforming was a little frustrating though, the really fast fall speed combined with the low visibility meant I took a LOT of damage just falling onto unseen hazards very often. A slower fall speed and maybe a double jump would make it feel a lot better imo.

Seriously, I can’t get over how well made this is. The UI/HUD, visuals, sound, the LIGHTING, everything is just so well done. As someone who just started gamedev recently it’s really inspiring to see the stuff people can create. Well done!

Yeah unfortunately I had to scrap the neon shaders I was using because they made the game lag a lot on lower-end machines and I couldn’t figure out how to fix it in time. Thank you for playing!

Thank you! As a first time game dev, literally anytime somebody downloads and plays my game makes my day. I certainly hope to turn this into something bigger, but there are a lot of bugs to iron out - the one you mentioned is one I’m aware of, and it’s directly because of my sloppy enemy collision/movement code. Sometimes the enemies get stuck to each other and then end up moving out of bounds, and the only option is to restart. That’s probably at the top of my list of things to fix.

Thanks for playing!

Wow this was really cool! I loved the gameplay mechanic, it lent itself to some interesting puzzles. The music worked really well and the slowdown effect was excellently done too. Any complaints I have would be minor nitpicks - the animations felt a little stiff, especially the jumping one. The story/dialogue didn’t feel interesting to me personally, but I get that it probably wasn’t a big priority (plus that’s more of a subjective thing anyhow). I think you have great gameplay design, and with some updated visual design you have a great foundation for a game. Great job!

This is a really well made game! There’s just a couple of small stuff that felt a bit off. The dash felt a little too abrupt, and it wasn’t always clear exactly which direction it went towards. Those little crystals that give you and extra dash were also a little difficult to see for me - it might help to have some more feedback on them, like a sound effect or a visual cue when you grab it. Same goes for the falling platforms - generally speaking, some more audio/visual cues for those kinda things would be super helpful imo. The walljumping and platforming felt a little off - have you looked into jumping mechanics like coyote time? Those would be really beneficial here I think. The combat also felt a little slow and clunky, would be nice to have faster attacks and maybe less health and/or knockback on the enemies.

These are just suggestions - I think this game was great overall, and I’d definitely play a longer and more refined version of it! You did a great job on this one, congrats on making this and I hope you keep working on it!

Interesting game with some really good sound design - I loved the musical nature of the bullets - but I couldn’t personally get super into it. Some feedback on when you’re actually damaging an enemy would be helpful (like a healthbar or something). A more dynamic background and screen rather than just being empty as is would be nice. I really did love the sound design though, and I think it’s worth building on. Nice job!

Thanks for the kind words! Much appreciated

Scanning through the comments I don’t think I have any feedback that hasn’t already been said, but I thought this looked great! I loved the enemy designs (that sandworm was really impressive!) and it felt like a really cohesive and well put-together art style. Great job!

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This was great! It’s cool to see someone else’s take on the color-cycling combat mechanic, though you definitely put in more mechanics than I did. I thought using the mouse wheel was a great way to swap between colors, but it felt like there were a bit too many to cycle between - it was a little frustrating to have to pause and find the right color with those small enemies that moved quickly.

This game looked and sounded really good! It’s clearly well made and quite polished, and I’m really impressed with it. The style is cohesive and well put together, and I like the contrast between the black/white environments and the bright neon colors on the enemies and projectiles. The black/white colors did make the light meter a little hard to see sometimes, and I also had a difficult time figuring out where I could move and where the pits were. Minor nitpicks though, very well done!

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There’s definitely some cool ideas here, and I thought this game looked and sounded great (even though some of the sprites felt like they didn’t quite fit). The RPG element didn’t really vibe with me though, andtt was a bit frustrating that I could only shoot in one direction when sometimes the level was moving in a different direction. Those feel like more personal complaints though and overall I thought this was a really neat retro-styled shooter. I hope you keep working at it. Nicely done!

The sound design and atmosphere of this game were both great! It felt relaxing and I really enjoyed the vibe. The movement did feel a bit too slow for me though, and it felt like a lot of aimlessly drifting around in empty water. It’s a cool concept and with some tweaks I feel like it would be something I’d genuinely enjoy playing. Very well made game, great work!