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Aditya Nigam

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A member registered Feb 26, 2018 · View creator page →

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Fun game. But I can't join the blocks when they are in free fall. Is it intentional or do I just suck at the controls? Would be better if I could do that. Anyways, I enjoyed it. Level design could have been better. Nice work. 

Good idea. Very juicy. I just feel we had control over more aspects of the game. Because after a while the game just plays itself. The parts being attached and the ship growing in size felt very satisfying though. Maybe expand on this idea in the future. Great job.

Fun game. Enemy health would have been a good addition. And the enemies feel like bullet sponges. Could use some game balancing. But overall a damn good job.

There is a delay before the controls get reactivated after the completion of each move. The idea is good even though have seen many puzzles like this. The levels were good. Not too tough but not a cakewalk also. Good job.

The physics just breaks sometimes. But a nice attempt for a game made in just two days.

Concept is good. I think there could have been a mechanic to unlink the attached ships to increase the speed sometimes like having to make a choice to have more firepower or more speed. Interesting idea though. Good job.

I don't see how this fits the theme. But it's fun. Gets too tough after a while though with the gun being constantly overheated and planet confetti flying around everywhere. Good job. 

It reminded me of the mobile game Badland. Love the music and the oink-oinks. Good job.

Really cool concept. The movement is a little clunky though. I think you are using RigidBody and adding force to the object to move around. You should play around with the drag and speed values a little to fine-tune the movement. Other than that, well done.

Nice idea. The execution is a little off though with the aiming. Weird SFX. Haha. Good job.

This is so beautiful. But I couldn't make it rain even once. But I just enjoyed moving around. I think I can enjoy just that in a bigger map with some exploration.

Clearly inspired by Baba is you. It's really fun and has some clever puzzles. Wish the screen didn't have the clipping issue. Find it hard to play due to some elements being hidden because of it. Great job. Want to see more mechanics.

Too small a camera size for a game where I need to see so much. Would have worked better as a top-down survival shooter/ base building game. Also, dubstep? Really? Haha. 

It's fun in the starting minute or so but then it gets too much out of control. Great concept. Needs more work.

Love the game art and the overall feel of the game. Nice idea executed very well. The time limit makes it very tough though. 

Needs some game juice but the idea and the implementation is really good. Great work. 

Yayy. I found the treasure. Really solid work. It felt fun to navigate around the sea. Great job with this.

It loosely fits the theme but it's really fun. Great job. You must ofcourse know about the death particles present on respawn bug. Other than that there are just two points that I have. Make the player more distinctive and easy to identify in an onslaught of objects. And make the movement smoother. But overall, it's so much fun to play.

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The game mechanic is good even though doesn't feel very original.  The puzzles didn't have that eureka moment for me. I just felt like I was following step 1-step 2 and so on. But a really solid entry Love the title screen where we need to play the game to start the game. Haha. Good job.

I didn't get how being attached to the enemy come into play at first. That could have been shown better. But it's nevertheless a very fun game. Good job.

I just spammed right-click without even aiming and did nothing else and survived for a very long time. I feel the idea to use enemies to dash through the level is good but this would have worked better in a platformer or a puzzle game. In the current iteration, there is no motivation to do anything else other than dash around. Maybe keeping a dash cooldown could have worked. The game mechanic you thought of is cool but it doesn't fit very well in the type of game this is in my honest opinion. Good job though. Maybe expand on this idea some more in the future. This has potential.

The game is a little slow but the overall concept is really clever. This has potential to even be a fun multiplayer game.

This is the most fun entry I have played yet in this jam. Who knew there was so much fun to be had while flying around on a toilet. I wish there were checkpoints though coz the game gets very difficult and many a times it's hard to notice what's coming in front. But I think I'm gonna play this more whenever I'm bored.

Nice concept and implementation. The level design needs more work for more clever moments where we have to enable one and disable the other. Also in the first level, towards the end, if both the characters are on the ground then we get stuck as none of the characters can move anywhere. Great job!

I could not understand what to do. So if I just keep clicking on the top of the screen, the game never ends? Like I didn't understand the win condition. I know it's an endless runner kinda but what am I playing for? The concept of the grapple mechanic to move around is good but maybe instead of making this an endless runner, you could have made it a platformer where the player has to move around using the grapple and avoid moving obstacles. But still, a good effort. 

Nice idea. There are many bugs with the handling like the glue pointer was selected and couldn't be deselected and then I couldn't pick any other item. but I like the idea of just giving the players an empty canvas to have fun with. SFX on point. 

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Loved the game concept and the level design. If this had some instances where the light had to be transferred back and forth more like some puzzle elements it could have been even better. The jump did feel a little off though, like sometimes I felt the control didn't work. And there were lags on respawning. But these are just technical things. Overall, a solid submission. The feeling of passing the light at the last second is too good.

Great game mechanics. Something to show which block has the control could have been a good addition.  Couldn't play much on the web. Got stuck at the level with the robot, the flying one and the bounce block. 

I loved the art and the concept. Could have used better music that added to the melancholic feel of the game. But I couldn't get past the second level. The timing of the fires could have been shown better.  I'll try again later. Wanna see how the story proceeds.

Love the idea of a possessed HUD. Gets really difficult suddenly, though.

Thanks.

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Well done. The art looks really good. The animations could have been better, though. This could have been a good game. But currently, it's too buggy and the controls are not good. The character gets transported randomly as soon as I shoot. I don't think that is a design choice. Even if it is, I'm sure that's not how you imagined it to be.

 It certainly looks good. I wanted to play it as soon as I saw the screenshots. Reminds me of old arcade games. The concept is nice but the implementation is poor. I would like it if it is improved with updates.

Good game. The design of the flower and the bees and spiders is nice. Really love the sound effect when powerup is used. That's a really cool sound effect. 

I had some issues, though. I found the hitboxes to be a bit clunky. Sometimes I would get hit even when the bee seemed not to be touching me. Also, sometimes the enemies spawned almost along the whole width so there was nowhere to go to avoid them. So you should work on enemy placement and spawning. The background could have been better. The clouds seem too big. 

Well done.

For a game technically about reproduction and plant sex, your game doesn't look unsuitable for kids. Haha. Oh, and your life powerup looks like a dragon ball.

It's a nice game. I like the design of the cockroach. The FOV could have been more. At this point it doesn't feel right because it's a PC game. If it was a mobile game or had a portrait screen then it would have been better. The overall game feel is a little bland. It could be improved by adding some effects like camera shake or some particle effects or animations. 

Good work. 

Really like the concept and your choice to make it from a first person perspective. Nice use of the controls. I do have some issue with the hit system. I lost my health even when I'm blocking but the enemy doesn't and almost all the time I got the game over screen while the enemy was standing still. I think you transition to the game over screen even before the enemy has hit the final punch. Also, sometimes I had more than half the health and suddenly in one hit, I got the game over screen. I didn't find the HP lost on getting hit to be consistent. It felt unfair. 

But for a game made in just two days, well done.

This game reminded me of Contra for some obvious reasons. I felt that there could have been a background story attached to this. It would have made the game more interesting. Like I did't even know what I was playing as. What is it? A dog, a pig, just a square with legs, eyes. Is it the character from doodle jump? Why are all the enemies I encounter so different from each other? One is a blob, one is a kind of ghost, one is wasp, and the boss is a turret or a machine that shoots me. To be honest, I have only played the first level so I don't know if all of this is explained further in the game. But if your first level itself doesn't make sense then the players wouldn't invest in the game. That's just my opinion. 

The use of two button controls is good. Though, I didn't quite like the jump in your game. I think for any platformer game, the first thing it definitely has to perfect is the jump and it didn't feel good enough in your game. It felt like the character didn't have any weight attached to it. The shooting was also a bit clunky because of the control limitations. It was hard to shoot at the desired direction many a times. And why was it there? Just to fight the boss? Because I don't think we have to shoot the other enemies. We can just dodge and move. We don't get any reward for shooting any of them. Nor does it have much use because the small enemies are not one-shot kills like in Mario. I think this could have been a much better game if shooting mechanic was avoided and more focus was put on the jumping mechanic. 

Don't take this comment as a negative one. I didn't hate your game. I just felt like you couldn't focus on what you wanted to make and ended up adding unnecessary things in it. I can understand, I really do. There is a really good game hidden in this. I would love to see it come out if you make any future updates.

I loved this game. I really liked the mirror effect concept. Very intuitive use of the two button controls. You made the limitation your feature. The design and art also look very charming. The game was too short though but I guess that was just because of the time limitation. It's short. It took me less than five minutes to complete the whole game but it really made me feel like wanting more. I also loved the animations and the effects like when each level ends.

One negative point I have is that all the levels feel very similar. Some diversity could have been added to the levels. Maybe more kind of obstacles. Or like change the terrain or just make it night. Just so one could remember each level differently. Like my game has just five levels and the look of the first three levels is same but I added different kinds of obstacles in each level just to make the player feel like he's playing a new unique level. Otherwise there is a lack of sense of progress.

Also I don't think you have added a transition back from the 'The End' screen. The game just stuck there. Maybe you forgot to do that but you should take transition the scene back to the Title Screen after a few seconds or on pressing a button.

Overall, I really liked the game and would love to see this expanded upon.

I really love the retro aesthetic and the whole look and feel of the game. The white on dark background gives it kind of a gothic look. And also the use of sound. It's awesome, especially on the title screen. I just wish controlling the bat could have been made more fun. I cannot pinpoint on what is lacking but the overall experience isn't enough to make me want to play more. 

Also, I encountered a crash. Here's the screenshot of the Code Error:


I love the concept of a musical fighting game. Also your player character has to be the most badass looking character of all the jam entries. He looks so cool. And your title screen looks so damn awesome. The fact that your title itself can be played around with with the mouse makes it really stand out.  

Talking about the gameplay, it is kind of slow for my taste. I can't complain because you intended it to be as it is. But I think it could have been improved. And I found the timing to deflect attacks to be too precise. Also more game juice could have been added here to improve the game feel. The spellings and grammar are wrong at many places and I don't think it was intentional in a funny way. I know that's not part of the gameplay but it is part of the game and it bothers me.  But I suppose English isn't your first language. It is not my first language as well so I can understand. 

And by the way, you are using mouse position in your menus and also to exit the game. Shouldn't that count as more than two controls. I'm not sure. I guess the judges will decide. But in my frank opinion, it disqualifies you. 

Good game. Could have been better I think, maybe if you had more time.