Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

animastralis

19
Posts
A member registered Mar 08, 2022 · View creator page →

Creator of

Recent community posts

That's fair on the difficulty. I didn't have much time to design the levels, so as long as they were beatable I let them be.

A time limit could be interesting though. Maybe as an added difficulty mode?

Not quite, I died at the final boss, but I died a warrior's death!

Don't sell yourself short, you did a ton! There's a lot of content, and that final boss? Most game jam games don't get far enough to include a final boss as interesting as that.

Good game! It's simple and satisfying.

If I could make a suggestion, I think this game would benefit a lot from a snap-to-grid system instead of being able to drop the mirrors freely. It gets a bit difficult to line the mirrors up perfectly before the sword reaches them, but if they snapped in place when you dropped them, it would mitigate a lot of the difficulty that myself and others seem to have when things get hectic.

Sound effects and music are usually an afterthought in my games as well -- it's not my focus, but I always try to throw a few in that I find online. It really does make a difference!

A chill music track to listen to while decorating would make this game even better for sure.

I think this game is really cool, concept, mechanics, graphics. Yet for some reason I had a lot of trouble wrapping my head around how the mechanics work exactly. Even with the handy reference in the corner, I could not figure out level 2.

It's a shame there's no audio, but understandable.

Good game, I like the style a lot. It's decently polished as well, although a "return to main menu" option when you're in a level wouldn't hurt!

I agree with the others; there's something here, but I think there needs to be a little bit more to do. Either that, or another pass at balancing the amount of Hydrogen you get vs. how much it costs to heat up. It felt like the only way to get the power ups was to keep the population as low as possible, but it's not as fun when you don't grow.

Very short but fun! I like that there are both addition and subtraction of colors, that opens up a lot of puzzle possibilities.

This is really ambitious for 72 hours! But it's fun. I like that you included shotgun jumping.

I found myself getting disoriented sometimes switching between perspectives. I'm not sure what the solution would be, but something to keep your bearings when you switch would be a nice addition.

Good game! It's fun to run around and shoot things.

Very cool concept! I think there is a good foundation here, but I'm not sure how you'd be able to sustain more than 2 or 3 stabilizers and continue to grow, since you've gotta spend the wood you collect to keep them running. (Although I don't think the stabilizers stop working when you're out of energy FYI).

You forgot to mention how much metal and wood it costs to place a stabilizer, but I managed to figure it out.

Good game! Can't wait for the deep lore.

The continuous addition of mechanics -- rockets, then elemental rockets, then rotating rockets -- kept the game interesting. I like the graphics a lot, feels authentically retro.

It's a shame there's no audio, but it's tough to do it all in a game jam.

I think it would have been helpful to be clearer about the controls. There were several times where I had to press random buttons until I found the right one.

Good game!

I got really into this! The game is simple, but thanks to an impressive variety of enemies and the ability to block their shots with your own makeshift weapons makes for a tight and fun gameplay loop.

I almost made it to the end, but lost in the 3rd wave of the final level. The difficulty curve through the course of the game was good.

Although the graphics are simple, enemies and objects are clearly identifiable. Plus, you went the extra mile with little details like making your character's eyes follow your mouse! That was a nice touch.

If I had to make a suggestion, some of the sound effects could use a little tuning; some of them were much louder than others and were a little jarring at times.

Sorry it broke for you! This is my first time exporting a web build in Godot 4, there must be some trick I'm missing to get a stable build.

Anyways, thanks for commenting!

Such a cozy game! The aesthetics are great, and it's actually fun to just decorate. Reminds me of the game Unpacking.

It's a shame there's no audio, but you can't always get everything done in a jam, especially working in a team of one.

I'd say this has more to do with the theme of "fusion" than the limitation of "control the environment", but I like the monsters!

Great concept, great execution. 20 levels? How did you find the time to make so many?

I love the visuals and the audio gives the game a good vibe.

My only criticism is that it became hard to solve the larger puzzles when I couldn't see the whole thing on one screen. I'd open a door to an enemy without realizing.

Great concept, great execution. 20 levels? How did you find the time to make so many?

I love the visuals and the audio gives the game a good vibe.

My only criticism is that it became hard to solve the larger puzzles when I couldn't see the whole thing on one screen. I'd open a door to an enemy without realizing.

I always do my jams solo, and I'm first and foremost a programmer. My games' graphics are simple and I tend to focus on mechanics.

What I love about game jams is that I get to see a totally different side to the game making process with games like this. Of course there are mechanics, but the visuals, sounds, and world are all charming and creative in a way that my games never are.

Keep doing what you're doing, this is good stuff!

I like the aesthetic! It's really satisfying to see the blocks fuse and un-fuse.