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apoly

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A member registered Mar 31, 2023 · View creator page →

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Interesting implementation of the theme. Combat is simple and upgrades are more random than I would like, but it added some additional difficulty to the game. Combat music theme is super energetic and repetitive, but I think it actually suites this game aesthetic and theme.

I have retained my sanity. It was hard to understand the game, but it gave me enough time to react to anything and figure out anything.

Great presentation, post effects and overall visual style. I spent most of the arrows pretty quickly and was attacking with the longsword for the last portion of the game. It felt quite short, but I liked that you've packed dialogs and story in there, it was presented really good.

To say that I was astonished when I saw 13 classes and 3 races would be an understatement. I hoped that all these choices could actually change a lot in the game, but demo is a demo :)

Interesting idea, though I have encountered a bug with a negative HP of enemies and was unable to kill them. Didn't really understood when my coin works, but preparing/parrying/attacking was done quite good with nice visual feedback from the enemies. I would like to see some feedback on coin mechanic, so it would be easier to understand.

I liked how this game created time pressure and you actually need to return to your friend several times during a playthrough. It adds a sense of urgency and makes you manage these resources. Bombs and dashes adds complexity to the level as well.

I've managed to beat the dungeon in 420 seconds (nice touch with the time at the end) and it felt like a enjoyable exploration. What I would like to see are more challenging puzzles and some explanation and feedback on timers for first time players.

So many different things in a game. Containers, dialogs, quests, inventory, NPCs. Nicely done! Short and classic story, I enjoyed discovering it once more :)

I wish there were an option to speed up dialogs and an option not to auto-skip start and end sequence :)

I've barely completed my quest for glory, dealing a final blow on an enemy while having almost no life left in me. It was a fun playthrough, though it took me about 4 tries to actually succeed. I would like a faster and more responsive movement and more feedback from my actions. I liked how you've bind actions to 1 and 2, it was very thoughtful and easy to get used to.

Overall if you add more stuff to the game it can be an interesting "dive the dungeon for a goal" crawler.

I liked your game, especially that you have progression and interesting combat system. Graphics was a little bit dark, it was hard to see anything on the second level, but I've managed. Music was probably a little bit too quiet, but it was there and added ambience and atmosphere.

What I discovered that you really need to have a block at the start. Basically random progression made it quite random... I mean some runs are just destined to fail because you didn't get moves and even if you're doing everything right, you'll not be able to finish the game because of it. Maybe adding "pick one upgrade out of three" progression can fix it?

Other than that, once I've understood how combat works and once I got proper moves it plays really fine, maybe a bit on a slowish side once you start to defeat your enemies without loosing any health. But overall I can see how I can sink in several hours in that kind of game if it becomes a little bit less random.

Interesting game, I really liked how you did combat system. I wish there were a way to skip dialogs to speed up combat so when you figure it out you can progress through game faster. I also liked all the puns and jokes in the game, nicely done :)

If there will be an extension of this game I would definitely recommend speeding up combat and movement and maybe some sort of 'discovery' system so you can 'remember' which choices are better for better UX.

Quite an interesting puzzle crawler. I liked how you made these puzzles, though I haven't beaten them yet :) Will come back after the jam to sit down for prolonged time and play it.

Graphics, puzzles and audio, everything is in here and it works well, I like it :)

One thing to notice is that you have a predefined resolution which doesn't work well with retina displays, I needed to un zoom a bit for the game to fit my screen.

At first I was like "what is this game, what I have to do?" I almost lost hope to discover what it is about. And then I've discovered that you can press R, G and B to do something with those crystals. Please add clear description that these are buttons, it's unclear otherwise!

I've completed the game, but I have no idea what I was doing :) Also inverted rotation added some difficulty, but when I figured out that you can ram cavern wall, clear the room and then ram another wall, rinse and repeat.

I like how you incorporated theme into a game. Not only two characters, but also one card for both, and you can reverse and flip it.

I didn't get combat system at first, but when I got it, it became way more enjoyable. Although I still wonder what some of the icons mean, so I cannot be sure that I've been building Williams with a correct stats in mind.

Keep it up :)

Interesting game. Phasing tank, shooting other tanks which are born from the eggs? And then they spawn eggs to born new tanks on death? Liked that you can destroy buildings and in an upside-down they actually fall in the oppposite direction :)

Encountered a bug after I've phased out from the upside-down and got engine still overheating all the time until I died :(

Would love to have a bit more responsiveness and feedback for game to feel more polished.

I liked your graphics and models, they look really good. Ambient music adds to the dark atmosphere and I've encountered some other unsetling and cool sound effect after which game become completely unresponsive. As others already have mentioned, probably starting QTE faster and initiating combat in a more responsive way will improve combat a lot, as it's quite hard to get used to it.

Unfortunately it was hard to play due to bugs, I would like to play a more polished version after jam if you'll decide to make it, it seems to have a potential!

Nice game! I loved walking through all these corridors, collecting codes and opening quantum locks.

One thing I've noticed is that map is not very detailed and I think I've done some additional crawling due to this, plus a running person can be seen on a map in the past :) Maybe some minor UX improvements and more levels and it can be a really nice game.

Yeah, maybe I was just surprised by the difficulty spike, as I was always getting wiped out in this fights. Had more chances in Dull Reality, shooing wolves than in Colorful Dreams battling with enemies.

It took couple of fights to notice that you can move during battle, but once I get that it became way more fun. So it's like dungeon crawler shooter, right? :)

Nice touches with upgrades, different enemies and with that you need to move in most battles to be able to win.

Interesting combat system, though difficulty ramp up pretty quickly and you have way less time to react. Maybe adding two timers will improve diffuculty ramp up. If you pressed correct button during first timer you'll parry like it's done right now, and during second timer you'll only block incomming attack without parying. Will make surviving easier and will punish less for mistakes closer to the end of the game.

We'll look into how UE behaves on low framerates input-wise, but what we do is that on each keypress event (which I'm not sure if it can happen between visual frames, or not) we do a move and then animate it each frame. So essentially we do not queue input at all, we instantly apply it, but smoothly animate camera/character after.

Thanks for the info, we'll try to see if that's indeed the case. I just need to find lowspec GPU or iGPU to figure out if that would be enough, or if we'll need to go forward shading route for this kind of specs.

I liked your art in the gallery, really nicely done, sets a proper mood for the game right from the start. Transition was cool too.

First I didn't notice that you get 'hit' by these flying things if you try to occupy their space, and I died. Then I figured that instant movement in this case will make it easier and switched to the instant movement system instead. Using items by clicking on them wasn't particularly obvious, but I figured it out in a couple of minutes, so it's not really a big problem. Then again using the key on the door was done by moving into the door, but I was expecting to either click on the key at the top of the screen or either click the door.

Audio will benifit this game a lot and longer version with progression of difficulty as well as audio-visual feedback of being hit of course.

I really liked how you made audio for this game. It feels quite right with this theme, kind of reminds me a little bit GTA1 and Hotline Miami with this muffled and distorted audio. I also liked how simple it is in terms of controls and how movement is responsive, you can easily and quickly navigate a shop (what else do you need?) and get all the groceries for a day.

Sadly it's short, I really wanted to listen to the second podcast and navigate even more maze-like shops.

What your iGPU is? We'll definitely try to make it run on a wider range of hardware post-jam, but as mentioned by my colleague, we had no prior experience with this engine, so we failed to include graphics quality options. I guess on lower end machines we can use reflection planes and forward shading, instead of SSR and deferred shading.

There's definitely something wrong with engine settings as we've seen poor performance (<30 fps) on 2070Super if it runs a 4k monitor. It shouldn't be that bad, as SSR shouldn't be that expensive per pixel, possibly there's some engine settings which scale badly with resolution. We'll figure it out post jam :)

Thanks for playing.

We've used dithering to make sprites of enemies look more in line with the rooms itself. Without dithering or other 'old-school' post-process it looks more disconnected from the environment.

We'll polish our visuals post jam, though, to fix issues people having with the game.

SFX felt like it needs some refinement to better signify what's happening (enemy healing SFX is strange for example) and music is a bit too quiet in the battle, it feels disconnected with a game, as SFX overpower it quite easily. Main theme (in world) and world switching SFX are good in my opinion.

So probably a bit of volume tuning + adding some oomph to battle sounds will do the trick.

I managed to complete the game (+secret boss), but I only get grip on a combat mechanics pretty close to the end of the game. It was quite hard to calculate all the switching, pulling/pushing to kill your enemies and not getting hit at the same time. Mechanically combat is pretty cool, but it seems that some improvements in UX is needed for it to be easier to understand. Probably adding undo button will make it more accessible + maybe some kind of visualization will add to the accessibility.

I enjoyed delusional theme and how it all were weaved together in this story. Music was spot on in the 'real' world, for some reason it gave me Shin Megami Tensei 3 vibes.

Very cool short story. Loved music in the menu and at the club, wished that game itself had a soundtrack during a gameplay.

Combat was a bit random for me, almost died on the first fight, maybe RNG wasn't on my side, or I didn't catch the pattern at first.

It's quite deep with this combat mechanic, I really enjoyed it. It's tactical and AI does a good job of choosing a proper actions. Audio is top notch as well as overal quality of the game. I would like a longer version of this game for sure to be able to explore more levels, enemies and weapons.

I loved that you have voiceovers for most of the stuff in the game :) Also a solid dungeon to explore with a final boss was a good cherry on the top of a game.

I felt a bit confused with teleporting/rotating stuff, as dungeon itself was a bit repetetive and I was lost a couple of times not being able to discern different parts of a dungeon. Combat system felt weird as you can stun-lock enemies, or otherwise just dance around them not getting any hits. I ended up using 2 potions overall before beating the game.

I really liked how your game is very consistent, everything gives a proper vibe of an old-school game. Loved that you can switch to Shlak and explore the vents and amount of things you've placed into these levels, they didn't felt empty, they felt just right.

I wonder if combat/progression could be made more like puzzle, where you have a certain route to navigate some difficult obstacles which are deadly otherwise.

I really liked the music in your game, it gave it a really nice feel, but it was too short :) Adding some numbers in a combat will benifit the game, as well as making it longer too :)

Super fun and small game. It felt a bit clunky at the start, but as I get accustomed to the system it was actually quite all right and gave me old-school games vibe with mode switching and action picking in such a retro way. I also felt like I was in IKEA at some point, with all those rooms and strange names for everything which you quickly memorize. Will use sylt lingon again! :)

Nice double world mazes/puzzles, it felt natural to switch between two worlds to navigate it. Battle is interesting with these many choices you can find a way to defeat any enemies without loosing any health in the end. I felt like I wanted to use potions outside of the battle though.

There were quite a bit of places where you switch to another world and fall out to the outside of the level, making it hard to return back to the place you were. I also found audio unengaging, it feels like it needs a bit of improvement in that area.

I really liked the idea of a different characters and how dream world and reality were represented. But I found combat system a bit difficult to get my hands on.

Very nicely done, graphics are of a very high quality, whole story is laid out and game feels almost complete in terms of features. I was surprised by the endinge section of a game in terms of how good it looks.

I wish there were better hit reactions and more feedback from enemies' attacks to make combat feel a bit more responsive, and movement be less constrained in terms of queueing, but overall game is really solid.

Very solid submission, you have so many components of a complete game, that it feels like a complete game. I enjoyed playing it, though combat felt a bit slow and a bit unresponsive.

Very good tutorial and level design, it looks like it was really thoroughly planned.

Yeah, there's no "happy" ending there. We wanted to make it way longer with more enemies and gameplay in cyberspace, but unfortunately we needed to cut quite a lot of content and features due to time limitations and our lack of experience in this genre and with this engine at the moment of the jam.

We hope to have an updated version of a game after a voting period ends without expanded story, but with less repetitive content and we'll see if we'll develop it to the original idea and scope after that.

We'll take a look at those technical issues after voting will end and will release an updated version of a game. It's our first time working with this engine, so we don't know all the possible technical issues we can run into :(

Hah, managed to beat it (3/4, aligned) in less than a minute. It was actually my purpose, to see how you can align them in the game, it ended up very easy, probably too easy.

I enjoyed music and sound effects, they're really fun and add to an old-school style of a game.

On a side note I wonder if there could be an enlightening subgenre in which you can show arguments of a currently debated topics.

Very responsive movement, it was easy to navigate the game with this movement.

I was able to go through the dungeon and kill a monster before a portal. Is that the end in the current version? I was searching for ingredients for the second townfolk, but was unable to find anything.