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Aceeri

16
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4
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A member registered Aug 20, 2022 · View creator page →

Creator of

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Thank you and thanks for the video! Very useful for seeing what went differently than I expected :) 

Controller is pretty nice, I think the level layout left some stuff to be desired (I think I ended up skipping most of the level by accident?) but gives it speedrunny vibes. :)

I liked the particle enemy, I did notice I could get it stuck behind the beds forever so might need to make those dynamic as well. I was a bit confused on what the screen flashing really meant, if it meant my player slowed down or if the particle monster sped up?

I like the kind of "memorize the level" aspect of it, but it'd be nice if the cubes faded out or at least faded out between the camera and the player. I think there could be a bit more leniency in the wall grabs/jump and the camera could use a bit of a work. I had to wait for the camera to get to the right angle I wanted a couple times. Overall nice concept.

Some of it was kind of frustrating, the door particularly. The "ahem" seemed to disappear really fast and didn't seem to work sometimes even if I clicked it. I didn't get to play all of the levels since it kept sending me to the door again, which kind of sucked.

Was a bit hard to tell why I lost sometimes, but cool concept! Reminds me of those "act like an NPC" kind of games.

At first I was a bit confused on where to go but the balloon pulling you was a nice touch for guiding the player. The controls were a bit wonky to figure out at first, didn't expect car-esque controls on WASD but isn't too hard to get used to after a bit. The story could definitely use some work I think and maybe add some more environmental storytelling instead of dialogue (though I know that's a lot of work).

Had to compile it myself for macos (probably because apple's security stuff is stupid), but ran well for me even with just `cargo run`.

Good job :)

Thank you! Ya the audio multithreading would've fixed a lot of the glitching with the audio. The mud covering/digging is based on cellular automata kind of like falling sands/powder game.

I kind of ran out of time for what I wanted to add for the tasks. I wanted to add a "bury N bodies", "take out the octopus gang house", "check out the expressway" and such as a second objective list after "The Molt".

Ya I ran out of time trying to make the full game loop/chain here past the tutorial area. Was wanting to improve enemy design and make it more of a bullet hell that ramped up in a linear-ish level (goals of "bury N bodies" to get to the next area or a new gun and such)

Good visuals and audio! I got a bit confused on the second one because I hadn't realized I picked up the duck, controls were also a little bit bouncy which felt a bit bad, but overall fun :)

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Try reloading a couple times, I think this is an issue with the asset system on web for a lot of games. Happens with my game too.

I also loved your UI! Probably one of the crispiest ui I've seen in a bevy game so far :)

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Despite the simple counter play stuff, leads to some pretty interesting gameplay. I think it might be nice to be able to "scrunch" or rotate the units. Maybe adding obstacles for future levels could add some variety too! I liked the background and visuals a lot too :)

I'm not entirely sure the way I got past the ghost was correct, but very surreal game. Liked it a lot.

Pretty fun, I enjoyed the pyramid progression of weapons/armor. Music/sound design also is great. I feel like most of the potions aren't super worthwhile with how long they last though.

Ya, Im planning to keep working on it after the jam, I really enjoyed messing around with physics, just ran out of time for actually brewing the potions and the shop