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Alecajuice

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A member registered Jul 29, 2022 · View creator page →

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I was finally able to play it just now. Love the visual style, and the concept is nice. It was really hard to create my first minion since moving and taking damage cancels the casting. I was only able to do it after some of the enemies stopped moving; not sure if that was a bug or intended. The game could also do with some more visual clarity. I didn't know you had to hold to cast for a long time; maybe some kind of progress bar or other visual indicator would be nice. If the enemies not moving sometimes is intended, some visuals about what's going on there would be nice, too. Overall, great idea, and I hope you can improve the game more in the future!

Hey, I just watched the stream where you tried playing my game, and was surprised at how much you were able to break it! In the moving platforms puzzle, you were somehow able to get the platforms to desync, making the solution trivial. Still have to investigate the cause of that. In the last puzzle, spawning a new cube while the old one is still on the button causes the button to permanently stay down. I will have these issues fixed once the voting period is over. Sorry for the issues, but I'm glad you enjoyed the game!

Good catch, I'll implement a fix for that after voting is over. Thanks for playing and glad you enjoyed it!

Downloading it doesn't work for me, it says something about needing a web server to run it. If you contact the jam organizers they should let you add a fixed version. In fact, I think one of them is trying to reach out to you in the #jam-talk channel on the discord.

Congrats on achieving the world record speedrun for the game! You solved a lot of the puzzles in ways I never thought of, which is always fun to see as a developer. I'm glad you enjoyed the game!

The world record is now 5:07.19.

When you die there should be a button prompt for right-clicking to control time on yourself. Let me know if it’s too unclear or it doesn’t show up!

I think they need to check the box for play in browser, otherwise it just thinks it's a downloadable

By far the most well polished game, you guys are insane

Charming little game with cute visuals and sounds. Would have liked to see more non-linear levels with the crystal collecting mechanic, and the part where you have to jump over two spike gaps with a short ceiling was frustrating due to the lack of coyote time.

Looks, sounds, and feels great to play. The shotgun is a little weak, the assault rifle and plasma? gun outdamaged and outranged it in every situation, so I just never used it. Perhaps an ammo mechanic or rebalancing damage/fire rate values would fix this issue.

Really nice idea, beautifully implemented. Would love to see more!

I love the visual style of this game. Wasn't too sure what the goal was but I enjoyed it

Arrow keys to move selection, space to select

Glad to hear you enjoyed it so far! If you need a subtle hint: All of the levels focus on teaching a single concept and building upon it step-by-step. Try applying what you did earlier in the same level in a new way or applying some of the abilities you haven't used yet.

Discovering a family member's story while sorting through their belongings is a pretty good concept. Wish the story was more in depth, but good starting point. Sometimes it was hard to pick up items behind walls/obstacles without rotating to a very specific camera angles, maybe disabling the colliders on those would make it easier to pick those up?

I think this game has potential to be really fun! I love the concept of starting at max level and having to choose which abilities to downgrade. It naturally makes the game harder without having to completely overwhelm you with enemies. Some feedback:

It was really easy to just pick one or two dump abilities to downgrade all the way (for me, shield and strength). The shield was pretty useless since it stops your movement and allows enemies to surround you and gaining XP is bad, and there weren't ever enough enemies to force me to need to kill my way out to survive. To fix this, maybe try to balance the abilities so there is no obvious weaker ones (maybe make the shield explode out and apply knockback to enemies, and increase the amount of enemies to force you to use the sword), and/or make it so an ability won't show up on the downgrade options if it is several levels below the other ones.

The sword hitbox was really small, and it was really hard to hit enemies without taking tons of damage. With no way to heal (probably? I didn't notice any way of doing so) and gaining XP being bad, it heavily discourages fighting enemies. Perhaps make the sword hitbox larger and add incentives for killing enemies (health drops?). Also, it was pretty difficult to tell when I've actually hit an enemy, so some clear visuals for that would be nice.

Overall, really cool idea for a game. I'd like to see you explore it further!

Pretty fun game overall, I liked the overall aesthetic of the game and the animations. It would have been nice if I didn't have to fight while reading dialogue, but I understand the time constraints.

Pretty cool and fun game, it wasn't too grindy and ends before it gets tedious. I especially liked the concept of being able to create your own organisms. The story was interesting but a bit wordy - I found myself skimming over it a lot of the time.

The audio and visuals look and sound great! It was fun to run over the props on the road. Sometimes the field elements will clip into the race track, but I don't know if that's intentional. The race track is pretty narrow, it might make it more fun to drive if the track is somewhat wider; it's especially hard to turn at really sharp corners with a keyboard.

Where do I do it? I tried it on the title screen and in-game but it didn't do anything

Pretty fun and relaxing little game. It wasn't too clear what the goal was and it wasn't really explained why I kept dying, but the music and art style was calming so I didn't get too frustrated.

Very interesting concept, I liked the idea of having to cycle through movement and combat abilities and being able to reorder them for the situation. Some of my feedback:

The buttons in the equip menu were very small and far apart, although maybe it's because I'm playing on a high resolution monitor.  Since the game doesn't pause, you have to be fast when changing your loadout in combat, but it's very difficult to click on the small buttons.

The double jumping is kind of wonky, I thought my space bar was going to break from how fast I had to spam it to be able to double jump correctly.

The bosses are pretty difficult, which is fine by itself but it's really frustrating to have to start at the very beginning of the level when you die, especially if it's a long platforming section. I wasn't able to defeat the halo boss because I felt frustrated at having to do the difficult platforming section over and over again, and because I didn't want to break my keyboard from spamming the space bar so much.

Overall the game is definitely really fun and the memory mechanic is a very cool interpretation of the theme. Given some more time this could turn out to be a really cool game!

What are the controls? Can I eat the fruit?

I still can't find the versions for other platforms?

Never mind, it was a problem with my desktop setup.

I can't seem to drive forward with the W key. Is this intended?

I just updated the game with a visual indicator showing which direction your save point is in when it's offscreen. Hopefully this makes it clearer that your save point doesn't disappear when you die!

Thanks for the feedback! I definitely could have spent some more time tweaking the camera controller so there is less jerky vertical movement, I think that would help with the nausea problem.

Yeah, the second level's design was the one I was the least satisfied with. I might change it in the remaining time I have left.

The menu button bug is fixed now, thanks for the feedback!

Sick game, I loved the metal look and feel and the concept was a nice interpretation of the theme. I really liked that the music and level design got more and more intense as you progressed. The jump attack feels incredibly satisfying to pull off and the stumbling and roll mechanics punish you adequately for messing up your movement or jumping at the wrong time. The animations are really smooth and well done. Looking forward to the final release!

I love this game. Although the controls and concept were a little unclear at first, the mechanic of the game is a really interesting interpretation of the theme. The pixel art is charming and I appreciated the buttons for restarting, muting audio, and skipping the opening sequence. The last gas can at the top was really difficult to get, especially since the charge time of the jump is so long and the enemy sometimes speeds up when you jump over it. Also, there might be a bug with the gas can collecting since in my first playthrough collecting the bottom and middle gas cans completed the game somehow. Overall, great and original concept with a charming execution!

Pretty fun little game. The art is beautiful and the core gameplay loop is addicting,

Some feedback: It got pretty impossible to charge superpower later in the game when the ninja is moving faster. It reaches this point pretty quickly, too, so by the time I learned how to play the core game it was too late to charge superpower, which is a real shame because it's a cool mechanic with some sweet visuals. Maybe tweaking the charge conditions to make it easier to charge superpower or making the ninja accelerate more slowly would fix this problem. Also, the "0" keybind for superpower is a little awkward to use without a numpad, maybe consider a keybind that is more friendly for smaller keyboards.

Nice work on this game!

Nice game! I love Portal and The Stanley Parable so it really scratched my itch. The dialogue was witty and original, and I really enjoyed it.

A couple bits of feedback:

It always seemed optimal to fully charge the ball throws, so it felt a bit clunky having to wait for the bar to charge every throw. Perhaps removing or quickening the charge time would be nice, although maybe you intended to make levels where the strength of the throw actually matters.

The dialogue for entering the first room made me think of this, but this game might be really hard for colorblind people to play! I understand accessibility features are a bit overscoped for a game jam, but if you ever bring it to a full release it's something you should consider.

Other than that, really nice work on this game!