Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

allius

16
Posts
1
Followers
3
Following
A member registered Jun 18, 2020

Creator of

Recent community posts

Thank you! That's reassuring to hear as I was doubting whether the original idea fit theme.. Maybe it was meant to be. A bittersweet moment that let me satisfy the one thing I was struggling with the most (being on theme). 

Fantastic level and character design. I love how the character's frames are alive. That's extra work done in service of a stylistic choice, and the decision pays off. 

The story made me want to explore everything about this world. (and I did, I think?). Kind of creeped me out. I was expecting something terrible to happen (or maybe it already did?). It was interesting exploring this perspective. Me, the player, and the character learning how to play this role. 

My favorite technical parts are the collapsing effect in that one room (the anticipation filled me with dread.). And the flickering lights, both how they illuminate surroundings (color illusion, mask???) and the feathering of the edges.

Well done on the music as well. It's dramatic, moody, but whimsical quality matched what I was feeling while playing. Like a weird curiousness.

I don't mean to sound pretentious. Just wanted to share what I appreciated about the project. 

Great job to the whole team.

You hoping I keep the motivation has given me new motivation. Now I have 2.

Thank you Adriano,

Your words weren't wasted. I took your advice and checked out the other submissions. And yeah man, I needed to remember how cool things are made by people every day. That completion is possible and creation is absolutely worth it.

I also checked out Deathlike. The corrupted minions are a wild sight. But there's so much stylistic cohesion, my immersion never once broke. I dutifully fulfilled my role as a corruption culling messenger. 

You and your team did a fantastic job. 

Yeah man, I checked it out. Played and rated...

I also checked out 'No Fancy Title Needed'. And listened to the tree house rambling TO COMPLETION. Taking it as a personal challenge to see how far  down the narration rabbit hole want. 

 Dude, you're funny. 

It's a pretty special thing to have players looking for your signature Easter eggs in your projects. That's exactly what I was doing.

The work you do is a treat man. Thanks for giving me a chance to see it by commenting here.

Just shattered pieces of what I once considered a game. And determination.

Yeah man, it's definitely a learning curve managing all aspects without getting lost in that ONE thing. Whatever that thing may be. 

I checked out Reincarnage, and I greatly admire the polish you were able to deliver despite whatever the development journey. 

Honestly, that mechanic of 'seeking to die' to move on is pretty brain breaking for me. Very interested, if you're wanting to, to see where you take it. 

This mechanic goes against everything your gamer mind tells  you. And it's pretty epic.

I dodged the falling pillars and got soft locked a few times before realizing the you must accept death, was literal, and about me. 

Dude, the flail is awesome. You take "fail" add another L, and you're winning again. Who'd think it? 

And I'm liking the direction you're going with the thematic details (menu, music, the textures). 

I'd love to play more levels. I need more flail in my life. 

The phantasmi-shift mechanic is absolutely solid. And it shone through with your level designing. 

I loved the aesthetic (color palette, music, art style. All of it.). 

I don't see too many works with pumpkin based protagonists (maybe I'm not looking hard enough). Was reminded of Billy and Mandy's, Harum Scarum game. If you've heard of that (because pumpkins).

I don't play many platformers. And this seemed to be one of the more advanced kinds. From what I know it reminded me of the rage platformers or geometry dash (that mist corridor part).

It was both funny and emotionally painful to become a ghost, then immediately smash into a cloud wall. But since I assumed you were going for a semi-rage platformer, my frustration was part of the experience. I NEEDED to beat those bats.

Your game forced me to rise above my limits. And I thank you. 

I'm proud to announce, 

I AM the squash master.

Did I just die to a jazz dancing tree?

Immediately, I loved the art style. That rounded, doofy face. And it's pretty funny we're frowning the entire time  (I lost.) while this bright light, upbeat showtime gameshow is happening. 

It'd be nice to know how long a round was lasting (how many hands dealt for 26, or duration of balance game). Speaking of which, I wanted to try again with the balance one. I lost too fast (lack of skill), but really liked the mechanic of it. 

All I have to say about the art, writing, and acting is. Phenomenal

Great job. Your abilities really shined with this concept. 

As a roguelike veteran. I thought to myself, "I'll never die. I'm going hitless!". Then proceeded to tank my way through a wall of eldritch dodgeballs.

Doing parkour while kiting 50 projectiles is a euphoric experience. Trapping myself by a wall and getting absolutely blasted is an equally devastating experience. (just a comment on my own lack of skill)

At first, I was optimizing the fun away by thinking I should save for upgrades. Then I realized, upgrades make you awesome. And its way more fun mowing down cosmic strawberries with critical hits..

The way you did the sky reminds me of a part in the Soul Reaver 2, PS2 demo (second scene, maybe?). 

And the music and art style make me want to see what this title could/would be if I saw it on the shelves as a ps2 or pc release (the disk case art and what not.)

Bug: Minions have elevation blind spots. I wanted to do more parkour, but didn't want to cheese. 

Feature: Enemies spawning near behind was a really fun aspect (not sarcasm). It kept me on my toes. And was satisfying trying to dodge in the middle of the chaos.

Absolutely solid experience. 

As a roguelike veteran. I thought to myself, "I'll never die. I'm going hitless!". Then proceeded to tank my way through a wall of eldritch dodgeballs.

Doing parkour while kiting 50 projectiles is a euphoric experience. Trapping myself by a wall and getting absolutely blasted is an equally devastating experience. (just a comment on my own lack of skill)

At first, I was optimizing the fun away by thinking I should save for upgrades. Then I realized, upgrades make you awesome. And its way more fun mowing down cosmic strawberries with critical hits..

The way you did the sky reminds me of a part in the Soul Reaver 2, PS2 demo (second scene, maybe?). 

And the music and art style make me want to see what this title could/would be if I saw it on the shelves as a ps2 or pc release (the disk case art and what not.)

Bug: Minions have elevation blind spots. I wanted to do more parkour, but didn't want to cheese. 

Feature: Enemies spawning near behind was a really fun aspect (not sarcasm). It kept me on my toes. And was satisfying trying to dodge in the middle of the chaos.

Absolutely solid experience. 

Many thanks to the level designers. I felt like an idiot and a genius all at the same time. Egg spawn is a sick mechanic. And it's heartbreaking when you forgot to set it. 

I love the art details like the dithered shadows in the cave or the lizard's little tongue. And honestly wish there were more outside levels. I'm a sucker for that wavy grass and felt encouraged by the narrator being nice to me. 

Great job on the tight controls. I doubted my ability to get passed level 7, but was pleasantly surprised. Also, what a cool puzzle/tech mechanic you introduced in 7 for level 8. No spoilers, but it's satisfying move to pull off. 

Solid sound design in the cave also. It's playing while typing, giving me a chance to appreciate all the drips, drops, crumbles and cracks. And someone digging? These details enriched the experience and kept me sane while I was mutilated by ice spikes ad infimum... (there's a bear outside?)

Great job. Never knew I'd feel so accomplished as a reptile. You've made me the lizard I am today.

ps. All my lizard homies hate ice slicks. 

I love the atmosphere you've created. I actually enjoyed reading through the manual. At first begrudgingly, because I thought "ah man, tutorial.". But seeing the bizarre rules made me do a double take. I needed to explore this world. Lucky for me, the characters gave me a glimpse of the happenings in wider society. This is the truest depiction of of a soul reaping bureaucrat I've ever seen.

I got fired the first day. But that says more about me than you.  I was busy admiring the details. I also didn't know it was timed until I heard the warning ticks.  The UI gets in it's own way a bit. You've transcended the need of UI thanks to the artistic detail and well established rules.  The immersion happened surprisingly fast. The manual was my friend.

This is in fact, a top notch grim simulator.

Honestly, It'd be cool to hear about the brainstorming that lead to the different religions and this concept as a whole. You guys are weirdos. The kind of weirdos who build worlds. Great job. 

I wrongly assumed access was granted on submission. My apologies. If you're still interested in looking I've made it public. Thanks for the jam. It was a fun process.

First ever jam submission. Open to honest feedback.

Thank you for your time.