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abhimonk

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A member registered Jul 31, 2016 · View creator page →

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Thanks!

Pretty cool! I beat the final encounter with the rock guys (though it was confusing that my bombs and grass were taken away for that fight).

The movement feels quite good! The jump feels nice and the destructible terrain is a really cool mechanic. The grass bomb is a great opposing mechanic to the destructible terrain.

The basic attack felt a little stiff, I think partially because there isn’t a ton of feedback from the enemies when you hit them. A tiny bit of screen shake and freeze frame on an attack can go a long way to making it feel a bit more “real”.

I’d also consider reducing the number of anticipation frames that the player’s attack has (and instead moving those frames to be ‘follow through’ after the attack), but that’s more of a stylistic thing.

The art and music were solid too. I really like the player’s movement animations, I can tell a lot went into them.

I had a good time with this, nice work!

the main character is supposed to be a goat/bull kinda guy with horns, but yeah I suppose it looks kind of like HK lol

(the spin stun animation is motion-captured from me bashing my head against the wall trying to figure out 3D animation lmao)

Thank you for playing and for all the kind words! I’m hoping to fix those bugs in the post-jam update, but I’m they didn’t cause too many problems!

Glad I caught this right before the end of the jam. This was incredibly charming! The level design is extremely tight. It was really cool to return to the starting room and realize that I could knock down a handful of walls I’d completely missed, or use the long-jump to just get around much faster.

This game had me smiling the whole time. Like the idea of a room where you “must be this tall to enter” is just very funny to me, and it’s even funnier that the solution to get in is to stack all the boys on top of each other. Same for the ‘dress code strictly enforced’.

I had a lot of fun with this, well done!

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Thanks for playing! I appreciate the kind words, glad you liked it!

Love the atmosphere. I found all 5 flowers! It was cool to discover the tech of using the sprint button mid-air to gain some extra horizontal speed while jumping (I think this is the only way to get past the section with the two thin spike platforms before the 4th and 5th flowers, is that right?).

Both guitar tracks were quite nice. The art and music suit each other quite well. I love the colors you’ve chosen and the backgrounds and character look really nice.

Thank you!

Nice job, I had fun with this! The medicines being toggle-able is a really cool mechanic. It was cool to get the second medicine and then un-toggle the first to continue progressing. One of the cooler implementations of the theme I’ve seen!

I found the spikes to be a little frustrating. I also accidentally reset my progress to 0 because I died to some spikes, and then accidentally hit A at the start menu, which defaults to ‘new game’ (maybe a “continue” option would help here, or maybe the death screen could just respawn you at the checkpoint by default without having to load game).

It was really satisfying to get the upward bubbles and finally have a good answer to the projectile enemies on the ceiling. I found it hard to play with a controller initially because it’s tough to aim with the right stick while jumping and shooting at the same time, but the upward bubbles made that a bit easier.

I wasn’t able to finish it but this is just a skill issue on my part, I’m terrible at navigating big maps and I really appreciated how big and interconnected the map was.

Nice work!

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Wow, this is among my new favorites in the jam. Really really great job. Everything felt so intuitive and satisfying.

One thing I really appreciated is how obvious it is when you can/can’t use the tech of clipping the edge of your neck onto a platform and pulling yourself up. The thin platforms immediately shouted “pull yourself up to me” while the thick platforms made it really clear that I needed to do some traditional platforming. Not that big of a deal but I really appreciate subtle design nudges like that.

I really liked setting up platforms with the screwing attachment. There’s something kinda zen about calmly moving a platform up and down, realizing you’re a little off, and slowly tuning it to be the perfect height. Feels like tuning an instrument?

I got the screw head and the claw head and finished the game with ~77% completion. Would love to see more of this!

Also loved the art and the sounds too. I had a good chuckle in the first few seconds when I bonked my extended head into the ceiling and heard that metal clank sound, very satisfying. Really great work!

Thanks for playing, glad you enjoyed it!

This was pretty cool! Driving a huge platform around is a very cool idea. I didn’t realize I could climb up cranes until much later on, but it was a cool realization.

The SFX and VFX felt quite harsh, I had to take my headphones off for most of combat, but I appreciated how rich the options menu was. I got to a point with where I got a new “platform” ship, and drove that to two platforms that were connected by a white bridge, but I couldn’t figure out how to get to the second platform (the white cylinder didn’t seem to have collision, but was still able to block my ship). I was almost certainly doing something wrong, but I’d love to come back to this and finish it. (if you have any hints, let me know!)

The visuals and gunplay are quite good! And driving a big platform around is very fun. Nice job!

Thank you for the kind words, glad you liked it!

I really enjoyed this! I love the way the whale(?) moves. The procedural animation is super well-done. The breath attack was such a nice surprise. I read the tutorial text on the itch page and misread “breath” as “breathe”, and assumed it would be something related to coming up for air. The actual ability was so much cooler, loved the SFX and animation for the breath attack.

I really enjoyed the boss’s attack patterns. Specifically, I liked the variety between the projectile patterns, and I also really like the attack where the boss shoots a thing in the middle that summons the big cross pattern of projectiles. Having a boss’s attack emanate from a source other than the boss itself is a really cool idea.

I really enjoyed this prototype, great work!

Thanks! I love making fast-paced combat, glad you enjoyed it!

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There are some cool ideas in here, nice job! I liked the boss variety, it felt like I found at least 4(?) bosses with different attacks. I also really liked how the dash had a tiny hop at the end. I got locked in the room with the ceiling boss, and when I killed it, the invisible wall in the entrance seemed to still be there, so I got stuck after that.

I appreciated how large the map was and how useful it was to go back and look for stuff. I found two health upgrades! The backgrounds and tileset look quite nice as well.

Nice work!

Thank you for playing! For sure, metroidvania used to be more closely associated with sidescrollers, but nowadays I think it’s more about the ability gating and interconnected-ness of the map. Glad you liked it!

Nice job! I had a lot of fun with this. I love the deflect mechanic and the final boss with the repeated deflections was quite satisfying. I love the background art as well, it’s very stylish.

Super cool to see raylib gamedevs out there. I’ve been eyeing raylib for quite a while, and I was really impressed with how stable this game was on the web. I didn’t know Odin could make web games so well.

I liked the weapon throw + blink mechanic too, that was pretty fun to use. I agree with others that it was a little strange to have to take out and put away the weapon manually, but outside of that, an overall smooth experience.

Nice work!

Thank you! I had a lot of fun learning how to do 3D VFX for this game.

Thanks!

Pretty cool! The idea of taking powers from enemies is neat. Though I did hold onto the double-jump as soon as I was able to get it, and didn’t swap it out for anything else.

The player animations and tileset are quite nice. I liked the boss music too! It felt like there was a decent amount of backtracking, but perhaps I missed some shortcuts here and there.

This game has a good foundation! Nice job!

Pretty cool! Very solid all-around. The shotgun felt good to use, and I appreciated how the level looped back in on itself by the end. I really liked some of the VFX as well. The explosions for example were very stylish. The boss at the end was pretty fun too! Nice work!

Thanks for playing! Having different tilesets is a cool idea. I think one of the most common issues with my game is that people get lost, so having different colored regions would have helped a lot. Thanks for the suggestion, glad you liked the game!

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Really awesome. The entire package is really well done. Loved the map design and interconnectedness of the first area. I also loved that it looked like there were multiple ways to reach the final boss.

The platforming was very solid and the bosses were super engaging. The real highlight for me was the soundtrack though. I loved the dynamic music changes throughout the game. Entering the second half of the first area and having the other instruments come in, or having the final boss music evolve over the course of the fight was incredibly sick. You knocked the soundtrack out of the park! I knew from the title track that I was in for a treat, musically.

Other people have already mentioned some of the visual clarity feedback: I too felt like it was a little tough to distinguish platforms from the background.

But the whole package is just so good, it’s tough for me to criticize anything. I got the base ending in 24 minutes but I’m interested in returning to this to find the other power (I only got the shooting power and the floating power).

This is one of my favorites in the jam! Awesome job!

Thank you for playing and for the kind words!

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Thanks for playing! I agree, I think adding enemy death animations or something would have been nice. I appreciate the feedback!

Love the biome variety and the different backgrounds. You’ve made a pretty big game for a game jam! I appreciate the different music and vibes of each biome too.

I was unable to get past the castle section, though I gave it quite a few tries. It felt like there were a ton of enemies and I eventually got chipped down (an extra save / reducing the number of enemies in that area might make things a bit more manageable).

There were a decent number of jumps that I felt required more precision than I expected. Early on there were a few jumps that seemed like I needed to be almost pixel-perfect, to the point where I thought I was missing an ability! I might just be bad at platformers though.

I liked the dash a lot! It felt good to be able to dash through enemies and get around quicker.

(Also an aside: extremely impressed that you got a fully-functional save/load system made. I tried this game last night and came back to it this morning to find my save still intact!)

Nice job!

The pixel art is really good! The animations are really impressive and the tileset and background elements all look really nice!

I had a hard time figuring out what to do in this game, I mostly just ran around and collected various fruits. I liked the music too! Nice!

Thanks for playing!

Ah my apologies, I must have done something wrong. I hit two levers to light the two blue flames, saw a boss, and then decided to go back and save. It looks like after I did that, the blue flames disappeared but the key I had used to access the upper switch was also gone so I couldn’t go back and hit the switch again. Unsure if that’s a softlock or if I’m just doing something wrong.

I tried to restart the game, got back to the boss, died very quickly and then while trying to respawn i must have pressed the confirm button on the default option on the main menu which was “New game”, losing my progress. I was excited to fight that guy!

I think I would have appreciated a bit more feedback when hitting an enemy, and perhaps some forward momentum to the attack. I liked that the ground slamming enemy’s attacks could be jumped over, that was pretty cool.

I think I also would have appreciated a bit more windup to the enemy’s attacks. It felt like the optimal strategy was to just walk forward, slash, and then quickly walk back.

The game’s visuals are quite nice, I can tell a lot of work went into all of the 3D art. Nice work!

Thank you!

I took a lot of inspiration from Death’s Door. There’s a great video by the Death’s Door devs on how they made their visual style. That plus similar video by the Tunic dev gave me most of my inspiration for the visual style. And of course, Hyper Light Drifter is always in my brain when it comes to combat.

I definitely wish I had added landmarks and even alternate tilesets to better-differentiate the areas. My friends got lost a bit while playtesting due to everything looking the same.

Glad you liked the static mechanic! Haha I actually had a similar idea for an AOE to discharge static, but it didn’t make it into the final game. Perhaps I’ll add that back in during the post-jam. A max-static attack is a really cool idea, I hadn’t thought about that, thanks for the suggestion! lol i don’t mind the dev “fanfic” at all, love hearing your ideas haha

On enemy death animations: I agree, this is one of the things I really want to add post-jam. It’s one of those things that was on the list but didn’t make it due to a lack of time. I think it’s among the most ‘jank’ parts of the game right now, the way they just puff out of existence.

Glad you liked the final boss! I’m really proud of that one.

Thank you for playing and for the kind words and ideas. I always enjoy reading your comments!

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Wow, this is awesome. I really enjoyed this one.

I love how you make mechanics that give you different modes of play during combat. As soon as the kick was added, it gave every combat a “slash and dodge” mode and a “find guys to kick so i can heal” mode. Interchanging between those two distinct modes, and then eventually getting good enough to weave both together felt really good. I really like that healing requires staying in the fight and playing even riskier.

Using the slash dash for AOE and chaining together slash dashes on enemies felt super good as well.

I didn’t have any problems with the camera, but I mostly used the lock-on for combat camera and only used the mouse for the exploration in-between.

(spoilers) I really liked the lore touch of the souls coming out of the paintings once you get the eye. I also loved how the final boss arena is back at the start. Idk how to describe this but it’s really clever to remind the player that they’re back at the start by using a blue ‘soul’ note in the same spot. I might not have noticed that the game ended where it began without seeing the old note next to it. It’s a really clever way to remind the player that this is where it all started.

Killer music too, kudos to Viho!

Really great work, one of my favorites in the jam.

Really cool! Love the map selection mechanic. Cool boss fight too! Killed me the first time with the rectangles attack, but on my second attempt I realized that there’s quite a long time before the ‘red line barrage’ actually activates, and I was able to kill it pretty quickly.

I think the camera felt a bit disorienting since it locked onto the player without any smoothing or lerping. Outside of that, I had a very smooth experience. Love the ambient atmospheric sounds and music. Nice job!

Very cool! Once I realized I could increase my stats, it felt good to return to the big monster and beat it easily. The art style is really cool as well.

The attack felt a little stiff, it felt like it needed a tiny bit of forward momentum. The second hit of the combo had that, but the first hit scoots you back it seems, which made it tough to actually hit enemies without being directly on top of them.

I also tried crafting the Shulk amulet and the big dog’s armor piece, but it didn’t seem to make me small enough to pass through the small gap. I saw the ‘absurd side effect’ of making the camera zoom out though, that was pretty cool.

This is a neat prototype, would be cool to see if you choose to work on this more!

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Yeah sorry that’s a known issue. If you return to the title screen when that happens and re enter the game, it should work again. Sorry about that!

Update: The bug is fixed! No more softlocks (in theory)!

That’s correct, the idea is to stay below full meter to avoid overloading. Thanks for playing, glad you liked it!

I’m definitely considering it! I’ve signed up for the jam, but I might bail if I get too deep in my current project.

How about you? Are you working on anything right now / are you planning on joining the metroidvania month jam?

Really fun! The interplay between all of the mechanics is super satisfying. Lining up a bunch of zombies and getting two cars to crash through AND nailing a jump feels so good. Good luck in the jam! Saw lots of positive comments on the LD page.

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Thanks for playing and for the kind words, really glad you liked it!

Thanks for playing!