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aptos

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A member registered May 28, 2017 · View creator page →

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Thanks for the feedback! Happy to hear it was fun. 
I agree with the difficulty feedback. It probably would have been better to have preset difficulty settings that adjusted the party window and boss targeting! 
thanks for taking the time to play!

That was a fun Snake style Santa game. I liked that you took the time to expand on the game to give it more functionality, like the stamina bar and sprint mechanic. I think it could be a fun challenge to give it levels, where each level has different obstacles on the ice so it isn't so open. Great solo work! 

Awesome solo work! I know grapple mechanics can be tricky to program. I loved the tension and feeling of desperation as I started falling and rapidly clicking towards anything I could reach. Great job!

Cool platformer! I liked the varied obstacles and challenges. The rolling ball surprised me! Good job,

The retro graphics were very cool. The short range of vision almost made it horror-adjacent when the snowmen came out of the dithered void. Good work!

I had a hard time finding my way around the maps. I also think my dodge/roll button broke on the actual level. I liked the concept of having to be in the snow to refill my snowballs, that was a fun challenge. It made me think of the old Snowball Fight game on Windows, cool stuff!

I think I found your debug command, I pressed space and sped the game up! That could actually be a fun mechanic, almost like a time warp speed up skilled players could use to reach the destination faster for a higher score. Good job for solo under 5 hours, impressive.

Cool Christmas shoot 'em up! I'd like to see what else you could do with the winter theme to make it stand out. Good job team!

Fun take on the theme, I didn't expect a badass Santa but it was funny! I only wish I had a roll/sprint option to get back over to the sleigh faster. Good job!

Cool mix of RTS controls and hide and seek! It was pretty hard with the slow movement. It would be cool if you could set up things in the halls to block paths or limit the target's movement somehow. Great work!

Nice work! That was a fun tower defense style game. Good job on the pixel art. 

Incredibly weird in the best way. I started the game without reading the instructions and had an arguably better experience lol. The absurdity of everything paired with learning the controls on the fly was refreshing and fun. I had a hard time landing the tricks, but this was a fun and unique game! Great work!

Great solo work, wow! I enjoyed the level of polish on everything. The title screen surprised me, I really liked it! 

I loved how cinematic everything was, you have good storytelling skills! The forest atmosphere was dark and tense the whole time. I would love to see this game expanded. I found myself waiting on the sister to catch up and I could see that being a great mechanic for the rest of the game. Overall, it was cohesive and engaging! Great job.

I agree with Lovely Honey's comments. Once I figured it out it turned into a fun puzzle game! I wish there were more levels to try out. I think it could be fun to expand on the idea with a challenge for each level, such as "Solve in X number of level rotations" etc! 

Cool take on the theme! Sacrificing health for ammo and jumps really made me calculate what I would do next. The enemies felt a bit slow, I just ran from most of them. The forest was a cool setting, I really liked the large structure in the background looming over everything. Good job!

Very well made. Great job team! The combat and movement were very responsive and satisfying. It really felt like a true Quake style Samurai game. Great aesthetics and level design. 

The difficulty felt well balanced and I felt like I had enough mobility to dodge as I needed to run for the health around the map. 

Cool concept and great execution! I'd love to see more of this project.

Cool game! It got a bit tedious after a while with no way to move faster. I loved the radar mechanic with the rovers, very cool! I found myself staring down at the radar most of the time. I bet you could make it ping less frequently or give the player a limited use of radar scans. Maybe you could collect radar charges around the map as well.

Great job nailing the cold and unforgiving tone though. I felt really tense having to make the decision to move between certain mines while I was checking the radar.

Thank you! 

I'm happy you enjoyed it. The voice acting was a last minute decision I made to make the king feel more impactful, I'm glad it paid off!

Balancing the combat was definitely one of the harder parts of the project. We'll absolutely tweak that for later versions of the game. And oops I'll remember to make a settings menu next time (or at least remember to take the button out) lol.

Thanks for playing and your feedback!

Thank you very much. 

Ahh good point about operation instructions! I wanted to teach the player about all of the mechanics in the world instead of reading a wall of text, like how you have to smash those crates in the first level to get into the hall. But like it always is with game jams, we ran out of time hahaha! 

I'm happy it reflects the effort we put in. Thanks for playing!

Thanks for the kind words!

I appreciate the honest feedback. I totally agree about the pain points with the combat! That's something we'll be reworking pretty heavily after the voting period.

I'm happy to hear you enjoyed our work! Everyone worked really hard to nail that rough aesthetic. Thanks for taking the time to write a detailed review. We'll be working on a full length version of this ;) so keep an eye out

I really enjoyed the feeling of movement from the particles and camera shake. The feedback from my input felt snappy and fun! The title screen music was really hyping me up too while I was getting my controller out. 

I also had difficulty with the combat. I wasn't able to make contact with any of my shots. I definitely see the potential here though. I was really enjoying the feeling of slowing down, turning, and flooring it to maneuver behind the enemies. I felt like a cool space pilot. I'd love to try this again when it gets tweaked. 

Great job team!

Thanks for the kind words and advice! If we release an update to this game I’ll be sure to add those. I’m happy to hear people are still enjoying this!

cool game!! i liked choosing different loadouts. the different heads were a nice touch too! wasn't expecting the giant enemy fight! 

good job! the voice acting was a nice touch. i liked the addition of boss fights too! it was a little hard figuring out where to go. nice job everyone!

great job for your first game! i got a final score of 540. it would be great to see some upgrades or different levels! the only improvement i have would be to have a radius around the player where enemies cannot spawn. there were a few times where enemies spawned right on top of me! good job getting this done in a week! 

wow! so much going on here! impressive for a week jam. many systems at play, and a detailed level progression and map! love the polish put into animations and sound effects. very cool!!!

very cool!! i couldnt keep track of what i could attach to myself, but aside from that this was really fun. i loved being able to attach and reattach weapons as i wanted! the aiming lines were a cool touch. great job with the cohesive visuals and audio!

fun idea! i made it to wave 9. i liked the addition of missiles to give me more assistance without requiring me to do additional inputs. felt like the difficulty ramped up pretty fairly. would love to see some music and audio! enemy shake effect was cool too.

cool game! i loved the gradual introduction of mechanics. most people dont have time to get around to that. nice work making everything work well together in different levels!

cool idea! the canon assembly was very neat. i didnt realize i could hop on and use them until halfway through the battle! i liked being able to repair the ship holes too. great work programming all of this!

cool entry! the movement and combat was fun. collecting the pieces and adding new mechanics made it feel like a solid metroidvania. the only improvement i can think of would be to add more visual contrast between background elements and platforms! boss fight was very cool too.

good job with the accessibility options. building different mechs was fun! good balance of the different systems!

very cool entry! the multiple phases really made this game click. i liked being able to gather up my parts when i lost. the assembly phase was very very cool. especially since your design gets put into the battles. well done all around!

very cool! the circular planets seem like a hard technical challenge to solve! everything felt great. i didn't run into any bugs either! i think the decision to make hazards stun you for a bit instead of resetting you was a perfect one. 

very fun to assemble the spirit before the run. it was fun to try out different builds! lots of nice little touches, like the background parallax. this could easily be expanded on and be a really fun full game!

well done! i wasn't smart enough to figure it out, but everything felt tight. the sound effects were great and everything felt very natural. creative take on the theme!

very cool!! everything felt very satisfying! this has to be the most calming entry haha! i loved seeing the snow roll up as i chased after it. nice job!

cool, original entry. everything felt very cohesive! the humor, the mechanics, the music!! i had a lot of fun playing this. i had to restart a few times because i got into a frozen state after the enemy and i killed each other haha! very good work here.

great job! the visuals were very cohesive. it gave me fallout shelter explorer vibes! it would be cool to see this expanded with more levels. some kind of leveling system for knights with certain skills would be cool too! awesome work for a one week jam.