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Rivero

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A member registered Sep 09, 2020 · View creator page →

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Bromas a parte, flipante estilo ha quedado alucinante

Las partidas de solitario que se echará en ese monitor (no hay balatro en Windows XP)

Door guy is so relatable

Thanks! I think I initially wanted to make a "good" ending where you gain power but you'll serve the flame. I had to rush development a bit at the end and even cut a whole conversation branch about existentialism. 

But yeah, probably a kind of "good" ending would be a nice addition, it would reward doing different runs searching it.

Glad you liked it! It was interesting to design

I still had a great time with it, so congrats!

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I loved this entry. It is a masterclass on how to do a solid core gameplay and a metaprogression layer. So addictive and rewarding. 

Some notes I took:

- Knockback would be appreciated (or some way to not be stuck on an enemy until death)

- It would be better if the enemies didn't move until the room transition completes, otherwise I can get hit without getting a chance to avoid it

- The upgrades on the staff stopped at $60, and didn't let me buy nor showed the "No more upgrades!" that's likely a bug.

Also the fullscreen (web) was a bit glitched, but I was able to play fine not opening fullscreen.


Overall excellent game!

Gotta play UFO 50

This is brilliant. The design leads to a constant risk-reward situation, which I love it. The shop is also great. Only bad thing I can say is that sometimes the bounces on enemies feel a bit random, as well as the peeble shot distance and velocity, but may be just me. 

Great work!

Beautiful graphics! I think you could have saved dev time by not making the movement of the ship (since you hadn't time to make something around it). It also doesn't fit the theme

Very cool! I like to look for the optimal position to throw "Corrupt" cards. 

Also I like the menu transition.

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I liked it a lot. It's very complete and surprising amount of content. The world permanence makes exploration and progress very enjoying.

It has a somewhat steep learning curve, some instructions on how each class works would be appreciated. The traps where you use a lever and get stuck are not fun, because there's no way you could predict it. I managed to get to the second floor, but each new restart from there left the last door closed and I had to go all the way to open it again (for some reason it doesn't persist as the others did, I guess it's a bug).

There was an enemy down there that I couldn't beat, I don't know if I need a specific team or just spam damage between runs until it dies. Anyway, I was frustrated to open the door again after losing to her. Random encounters get a bit annoying when backtracking. Also, I felt the first levers section was a bit long: maybe a bit less of them until you reach the door section may help with the pace.

I also feel you could do a strategic cut on scope (maybe some characters and enemies) and it will feel very similar, giving you more time to polish a bit those edges. 

But overall I like it a lot (and got me wanting to do something similar, I love the genre). Great work!

Muchas gracias!!

Orgulloso de formar parte 🫡

Es una pasada, ¡enhorabuena!

Buenísimo. Inmersivo y original como pocos

Esuvimos jugádolo un rato y fue muy divertido, entre el dash y el parry da mucho juego

muchas gracias!

Gracias!

that's the best decision, focus on the core and then add to it

The mechanic is a bit hit or miss, maybe should need some extra step or element, but it's a very nice first game.

This is a really great stealth game! Cutscenes are cool, sound design is very good and the story is funny.

Thanks for playing! Yeah I ended up not doing anything with the sound, and we hadn't quite decided a style to follow

Thanks!

Thanks!

Catchy music, great mechanic!

The black jack mechanics give it depth and some risk-reward situations, it's actually very clever.

Very emotional, I love it. Saw the helicopter comment and this is my favourite easter egg ever

Deep commentary on police violence

So cool, it's a clever and simple idea perfectly executed.

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Probably could add SFX in 15 min, but I'm unsure about the update policy on the jam.

My teammate wanted to make something Companion-Cube-like, but he probably went too far. But it's funny this way.

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yeah, there wasn't any explanation. You're supposed to use the feather to teleport the cube. Thanks for playing!

thanks!

Yeah, it feels hollow without it.

Thanks! Some sound effects when teleporting woul've been great. I was very skeptic with the concept, but I'm glad you liked it.

Un estilo muy chulo, ¡enhorabuena!

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Thanks, the hole game was an excuse to try this kind of visuals. Definetly like it, but it's very costly to make, since I have to process each frame manually

The title and premise are brilliant

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The slippery floor is a good idea, but I think it would be great with more responsiveness and speed. Also bigger hitboxes and quicker hit animation would be fine. And though the theme was 5 min, I think is too much time. 

Overall a fun experience.

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Thanks! I barely finished the minigame, but probably I would be able to add some sound with just some extra 30 min, maybe would do it post-jam