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Altermist

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A member registered 12 days ago · View creator page →

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Thanks for the review! I really liked the ideia of building speed momentum, I had never thought about that. I'll try to implement it.

Thank you so much! I'm very happy you noticed the aiming system, it was very laborious to develop. In fact, it was heavily inspired by Mega Man's dash. This game has a lot of Zelda (the combat aiming system), Mega Man (the dash), Prince of Persia (the wall running, obviously), and Animal Well (the totems/door system). The goal is to allow the player great freedom of movement, where it's possible to reach a point in many different ways (some that I didn't even foresee).

I was not able to play the game. I will try in another computer later.

Your game have a lot of potential, rated it and leave a detailed comment!

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Loved the game concept! The minigames are legit fun and well build. Really loved the Atari aesthethics.

Keep working on this game, i am very sure you can get lots of sales on Itch.io and Steam if you build a full game out of this.

Some upgrades you can do:

Make the controls of the machine move with player input, so we feel playing the game.

  • Take the camera closer to the screen when playing the minigames, so it fill more of the screen.
  • Make the second minigame smaller, so we can interact more with the world outside the machine before being playing a minigame for a long time.
  • Making the machines have different styles, like changing the color, the images on it and the format.
  • Adding some context for the player, like: You are trapped in a machine depot in the 80s and need to play games to play the games to escape.
  • Add different styles of games, from different generations (8bit, 16bit etc.)

I got stuck in this room, after taking the dash, do not know where to go:



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Thanks! I liked your game, you have a lot of good ideias. I rated your game and leave a detailed comment with feedback.

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Great graphics and the combat works very well!

I managed to reach the porcupine after the cave.

I loved the colorful moving text, it made it more fun to read.

I liked the idea of carrying items, but I don't know if that part was implemented; it seems like it wasn't. But the idea is quite different.

There are plenty of checkpoints, which is great and avoids frustration.

The attack sound is very loud; it even scared my cats, haha.

More air control would improve the platforming, the character keeps a lot of momentum after the jump.

The biggest problem for me was the fact that the little mouse dies instantly when it touches the thorns, and there are many thorns that are difficult to dodge. Since the character has a health bar, it would be better if it lost health and remained invulnerable for half a second to give time to get out of the thorn. Its constant death on the thorns was the most frustrating thing in the game and prevented me from getting very far.

The character falls at a very high speed; it's not a problem, but in some sections it makes it difficult.

Right at the beginning there's a hole with spikes, it's impossible to see where the character will land before jumping (despite having a function to look down, but it's not easy to do that while moving quickly across the platforms because the blocks break so fast).

The blocks that break are very fast (very very fast), I only managed to get past the beginning of the cave part after memorizing the path. They also break if you bump into them from the side or underneath, which happens quite often and unintentionally.

It could have variable jump speed (halving the speed when releasing the jump button). In some parts with spikes on the ceiling, this is quite detrimental.

Going to the left at the beginning of the game, the map is incomplete.

Pressing down scrolls the screen down, but it never returns to its original position.

The character get stuck in this wall after some deaths:

Send-me a email on altermist@outlook.com, we can have a call on discord so i share my screen with you. Really loved your game, i actually come back and played it again on another computer and i have the same bugs.

Thanks for the reply. I'm trying to build a platformer/wall-run hybrid, your feedback is very helpful in thinking about it!

Thanks for the feedback!

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Thank you so much for the feedback! I'm glad you enjoyed the variety of movement. All critics will be carefully considered to improve the movement and gameplay.

Regarding the animations: Yes, they're not quite there yet. I'll redo them all in the next version of the game to try and convey the feeling of each movement.

Thank you so much for the very thorough feedback. You were probably the person who finished the game the fastest!

I'm aiming for a very dynamic combat system, where you can have fights in the middle of platforming sections. The POGO mechanic (hitting down in the air to propel yourself upwards) is something I want to use a lot.

When the character touches a wall, the decision of whether to climb vertically or run horizontally depends on the angle of the player's input relative to the (opposite) direction of the wall. I had increased the angle to make climbing easier, but I think it became bad because everyone who plays ends up climbing instead of running at some point.

Regarding the issue of preserving momentum after a wall jump, you touched on a very important point! A large part of the game's movement will be based on wall running and platform jumping, so it's very important to know exactly where the character will land. I'll try to preserve some momentum to avoid disappointing players, but I'll test keeping only a little momentum to still maintain the ability to jump off a wall and land on a platform next to it.

I implemented the air dash but turned it off at the last minute because I thought it might make movement too easy, but I'll turn it back on since it seems most people expect to be able to do that.

Regarding the attack area, it's really too short, but I need new attack animations to increase it, which is why I didn't fix it before.

The disappearing platforms are also incomplete; they have different durations, and I haven't had time to implement a way to warn when they're going to disappear.

Five star in all aspects! A pretty much complete game, it has a amazing map, a interesting story with the right amount of dialogue, very fun movement and mechanics. Very very interesting map. I really want to finish this game, it feels very good. It has boss with fun movement set that you can learn and master.

For some feedback: The minimalia area is fun, but i would add some texture to it, it was so minimal and on the start of the game that it make the game feels not so polished as it really is.

I do not know where i take the ability to shot a blaster of energy, it wa after taking the attack down ability and going right a text said-me to use it, if i had it since beggining would make the first boss easier.

Using the slide -> jump should keep the momentum if not pressing directional. But if you are pressing and release it should stop the movement. This way you can slide jump without constantly pressing right/left. (just my opinion, it is good the way it is now).

I like the character design, but her eyes in the sprite feels a little uncanny. Maybe if you add a pixel art of the characters in the dialogue and add a introduction dialogue it will add more context.

Also liked a lot the story. The blacksmith says it keep working just for the joy of it, very interesting line. I want to know more about this world and why she is looking for some lights. As we cannot see the lights, adding a starting dialogue can introduce what she is looking for.

I also would be very happy if you can rate my game too, i am looking for more ratings before the JAM ends.

I liked the art style and the movement. Being sent back for the beginning of the game was frustrating, maybe add more checkpoints will improve the experience. I was not able to play too much of it because the this green color was making my eyes hurt, so reduce the bright will improve it. Also i felt very hard to read the texts while walking, so maybe reducing the amount of text and slowing it a little will improve this aspect.

I also would be very happy if you can rate my game too, i am looking for more ratings before the JAM ends.

Nice game! Loved the concept of this Venom like bunny. Pretty starting animation and ambience. also liked the ability to push yourself up. But the gameplay needs some improvements, sometimes it does not fell fluid and is very hard to go to a platform or pass through a gap.

I also would be very happy if you can rate my game too, i am looking for more ratings before the JAM ends.

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Very nice game, i was almost able to finish it! Improving the graphics and adding some sound will make the experience a lot better. I was not able to understand the enemies that have a dot on their stating position. I got the gold key and died after a lot of tries, so i was not able to finish it. It take some time to understand what is happening because the lack os graphics, but i was really fun to play.

I also would be very happy if you can rate my game too, i am looking for more ratings before the JAM ends.

Nice looking art style and ambience. I like the feeling in general. I think adding diagonal movement will improve a lot the experience, with only vertical/horizontal movement it feels a little locked. I also got stuck on the third floor of the hause.

I also would be very happy if you can rate my game too, i am looking for more ratings before the JAM ends.

Very nice idea! I liked your writing and narration, although it takes a while for the game to actually start. Reading scrolls to change the gameplay was a fun concept. Doing some graphics and sound improvements and reducing the amount of text in the beggining of the game will improve a lot the experience!

I also would be very happy if you can rate my game too, i am looking for more ratings before the JAM ends.

Pretty nice concept! Loved the idea of the samurai cat. Unfortunatly i get stuck in the very beggining, that first enemiers activate a blue barrier that i could no turn off. Killing the enemies only made then respaw, so was not able to continue beyong that. But the concepts are very fun, if you keep working on it you can make a very fun game!

I also would be very happy if you can rate my game too, i am looking for more ratings before the JAM ends.

Very nice game! I felt that the music and the art style does not match very well. It looks like a horror game but the music feels like a adventure game. The movement and the maps are pretty well designed, but i get lost and was not able to tell what i was looking for. Maybe make the objectives more clear will improve the general experience. Also some rooms are completly white, looks like it was intentional but i was wondering if it was a texture bug.

Very nice game and feels pretty completed. The jump is on the middle mouse button, so it take me a lot of time to find this, i was trying to jump with space. I thought it was a bug preventing my character from jumping. I had problems jumping from the mushroom to the platforms, maybe the mushroom should automatically bounce the character up. The lantern that launch fireballs and the moving fireballs after get graveyeard almost killed my character instantly, so the only options was to run from them. I liked the map system and the scenarios are very beatifull, but the movement needs some improvement. 

I played the version 1.4.1, but it does not worked very well. I will not rate the game because of it. When i press jump it sometimes jump and sometimes not. Also to move the camera i need to hold right mouse button, it does not moves with mouse movement automatically.  Because of the jump bug i cannot pass through the first platform, i press jump and it goes, but i need to press again three or four times to it jump again, making it uncontrollable.

The art is impeccable. However, I only managed to play a little after jumping out of the first window because several things send you back to the beginning of the game. The slower movement is fun, but having to redo the whole path becomes frustrating.

I also would be very happy if you can rate my game too, i am looking for more ratings before the JAM ends.

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Pretty fun game! Loved the movement and the art style. The character movement and combat abilities are very cool. I felt that the melee enemies are too weak while the flying ranged enemies are too strong. O loved when the platform in the middle of the map goes up showing a new area. But i was not able to explore beyong that because there are a swarm of flying enemies that become a bullet hell. I triend multiple times to pass through them but my character always dies too fast and is almost impossible to dodge all the projectiles. I would reduce the amont of flying shooting enemies and make their bullets a little slower, so it is possible to dodge them. I also would tweak the firing hate of them.

I also would be very happy if you can rate my game too, i am looking for more ratings before the JAM ends.

I liked the game, the gameplay feels very intuitive and the puzzles i had the chance to experiment were very well build. But i got stock on one of the first ones, so i will not be able to give a good feedback for the game.

Just sharing were i was stuck so you can consider to use this feedback on the puzzle design.

Thanks for the reply! It will be a exploration focused metroidvania with a lot of combat and puzzles. But i do not had the time to build anything of this, so it ended up like you corretly said, as a movement tech demo.

Game page: https://altermist.itch.io/altermist


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HI! Loved your game! I rated it and leave a comment. Here is my game: https://altermist.itch.io/altermist

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Loved your game! The graphics and the high contrast are very cool. Nice scenery too. I also liked the gun and combining rope swing with dash was a great idea!

The gun would need some improvement, the bullets does not always goes on the intented direction.

The dash swing is too uncontrollable, maybe you can make it easier to control.

Is hard to climb platofrms using the swing because sometimes it hit a wall and you need to have the perfect distance to be able to climb. Maybe instead of hitting the wall you cold reduce the length of the swing hope to make the character keep going instead of stopping.

But i was not able to finish the game because after a dash swing my character became invisible. Also when i reached the gray door and moved right the character got stuck outside the map, so i had to replay it all.

I would also recommend to improve the character design. I like the size and movement animations, but his head is a little strange.

I loved the graphics, the music, and the idea of rotating the screen in connected spaces. But I couldn't solve any of the puzzles and got quite lost. I believe the game should start with a set of easy levels and then move on to the more difficult ones, so the problem here was the difficulty curve.

Thanks for the feedback. I implemented a good portion of the wall movement following what was done in Prince of Persia 3D, but it doesn't seem to mesh well with the dynamic platforming movement of my game. I'll update it to make it more responsive!

It has coyote jump, but doesn't have the jump buffer. I need to implement that. Thanks for the feedback!

Thank you for the feedback! A lot of people had the same feeling about the movement, definitely a point that needs to be corrected. And yes, the game do not have sound, I didn't have time to implement it.

Thanks for the reply! I will definitely use your feedback to improve the movement.

The movement is well implemented and offers plenty of options. The game has a save system, a shop, melee attacks, and ranged weapons.

The weapon is very satisfying to use; it could be used for puzzles, such as shooting buttons to activate platforms or doors.

The soundtrack and graphics are a good match.

I couldn't get very far in the game because I got lost on the map. My recommendation would be to use the doors cautiously, as they break the natural mental flow of a 2D map and can lead you anywhere, making it more difficult to understand a 2D map with so many doors. For example, to the left of the base you find a staircase leading to some small rooms, but I got lost because there are 10 doors in that small space, and it's impossible to predict where the door you enter will take you. In several parts, there's no need to use doors; they could place stairs or platforms instead.

The jump sound is quite irritating; it sounds like a jet propulsion effect, but the character doesn't have anything like that.

Going down a platform could be done by pressing down and jump, instead of E. I think it would feel more natural.

Grabbing a bar from above makes the character accelerate towards the bar, which creates a slightly strange snap.

Well, as others have said, there is no game. There is just some platforms (that have a nice look by the way). The concepts looks very good and very unique. Good luck making it!