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Atanii

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A member registered Feb 21, 2019 · View creator page →

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Cool little game. The gliding mechanic was cool, felt like my character is made out of paper :D

Platforming felt extremely challenging but otherwise good little game.

As for the personal stuff that was shown in texts, yeah, I know what you feel but we have to keep it up :)

Very creative idea :D

The side effect which turned me into a cheese was the "cheesiest", silliest thing I've seen for a long time, love that!

Really good game! I loved the ambient gameplay and music, great work! :) Reminds me of earlier "ambient platformers" where atmoshpere, puzzles were much more in focus than combat.

One small thing I noticed is that the teleport ability could be named a bit differently. Phantom or maybe mirage, since the ability itself is more akin to the shadow clone jutsu from Naruto than literally teleporting from one place to another.

Something tells me your caffeine intake was crazy during the development - and probably haven't slept for weeks :D

Did not play it through but this looks like a fully developed retro NES game with great art and music, incredible work for such a short time.

One thing that was difficult for me is jumping. Almost everytime when I wanted to jump in a given direction it failed. Since both jumping and moving direction is bound to arrow keys this might come from that, but I'm not sure.

Excellent visuals and a cute little game. Music is also great. Looks like something I could find on a 90's NES cartridge.

I think I found a bug as well :D

If I pick up the shrinking stuff, then I go back to a previous scene and die there, the shrinking pickup won't be reset to the podium and I cannot take it again and got stuck.

Thanks for the feedback, I'm glad you enjoyed it! :D

I have some experience with getting lost in metroidvanias and other games...for a long time...before finding where to go so the relatively small map size definetely helped me avoiding that, altough I wanted bigger / more areas to explore with more optional stuff, I couldn't fit it in before deadline.

Thanks! :)

Incredible production, visuals, atmoshpere and game and it's really good that you can save games between sessions

The enemies felt a bit bullet spongy and sometimes it felt like the jumping sections require a bit too much precision, but otherwise it's an excellent job!

Can I ask how you did the maps? External editor or in-engine editor?

Also, the water texture looks really neat along with the other visuals :D

Good little game, altough the camera was a bit too jumpy. When I jumped, the camera jumped with me which made platforming harder.

The attack animation of the protagonist reminds me of Hollow Knight :D

Thanks! :)

Thanks for the feedback!

The health pickups that increases your max life should have a "+" sign drawn onto the center of the hearts, the others are healing pickups.  They "should" work but there can be always bugs :D

Thanks! :)

Thanks!

I hope you still enjoyed it. I started a bit late and had to rush up development after a while.

The "ghost projectiles" was something I should have fixed but then forgot :D

Thanks for the detailed feedback! :)

I myself knew this is gonna be janky so I was worried it will be "too janky" to even enjoy. I really appreciate you found some fun - and especially fun exploration even though there wasn't as much as I wanted :D

I've started the project on 30th of May so I was a bit late unfortunately. Originally I wanted more optional areas and a boss fight giving you a key to get to The Tower and some other powerups, eg. grapling hook, laser projectile...

There were some things I've done the first time, eg. CSV for some data - Godot trolled me there with the CSV with some game export nightmare - or using Blender as level editor with lots of placeholders and stuff, then using a postimport script making an actual level from that automatically.

After realizing I didn't have much time to finish, I've tried to cut my plans in a way that I can still make a game that's playable from start to finish, this was the strongest priority.

This resulted in "some" jank and prototype feeling which I myself feared, since playing through the game I myself got some strong "yep...this is unfinished and rushed" feeling.

Thanks! <3

Even if unfinished, the concept is great :D

Could become a really good game with polish.

Artstyle and the big eye looked REALLY good :D

Gameplay is simple and fun, a short platformer.

Music was a bit on a low volume but it sounded great.

Thanks!

I was worried the foreground / background items will be blend together too much with only 2 colors :D

Thanks for playing!

Wasted too much time with shader / map building  / last minute bugs stuff :D

Thanks!

Look up some 3D fps controllers, if you make some action game in 2D, most of the stuff will be more or less the same but with more 3D stuff

As for materials: enemies / pickup items / decorations are set to  billboard in material settings.

Thanks! :D

Visuals are absolutely stunning and the music is really great.

The learning curve was a bit harsh but it's really fun once you get it :D

Visuals are absolute peak and music is good too.

I could not really wrap my head around the controls tho but it was fun when I could handle it :D

Thinking this is your second jam almost seems impossible, seeing how polished this game is :D Great work!

The difficulty spike felt a bit harsh between the first two levels but otherwise it's really great game :)

Very good Match 3 puzzel, haven't seen this rotation mechanics in any of the ones I've played so far.

The art looks really polished and the game flows, loved the effects :D

My only gripe was that I had no music. Not sure if this was a bug or something I've missed. - I myself didn't include music in my game since the one I've composed was not fitting so I don't say this as a negative :D

I love match 3 games  so this was a no brainer choice for me to play :D

At first it was a bit confusing because I think there is a bug that prevents me from swapping sometimes. In one play, I can swap - swap - ... without any problem until it's game over, in another play, at some point, the game glitches out and no matter what or how I click, nothing happens.

Also sometimes felt like there were not enough choice to swap or none which blocked me. I've never done a match 3 game - although I should - so I don't know what algorithms are there for generating pieces but that could use a little bit of polish.

Otherwise the game is a perfect little match 3 puzzle ^^

Music is great and art looks lovely.

This was something else. A really unique interpretation, sucked me in until the end :D

The conrols felt a bit strange at first but I quickly got used to and it turned out to be a great experience. The "impending doom" feeling is there the whole game which adds a lot to the atmoshpere. Visually it looked really great, especially the sun with the shader!

Fun and addictive game :D

Feels like a unique idea - or at least I don't remember playing something like this.

The art looks nice and the music is really good and relaxing!

Thx! :D

The behavior of the enemies broke bsically at the end of the development and they started running into the walls. I'm not sure what's causing that but it was a bit awkard :D

I think I wasted a bit too much time with the shader stuff, since Godot distorted some texture colors even when nothing should have caused that and I had to post-process to make sure there are only 2 colors. Also spent too much time around the method of building the level, should have just kept it as simple as I could.

Thx for playing!

There was supposed to be a "big" flower in the arena you can kill.

Based on other comments I'm 100% sure I uploaded a version just a bit older than the one I wanted :D

Since eg. jumping should be disabled. That's my bad.

I agree :D

Still fun even now.

Have some experience with games like Vampire Survivors so this was something I could play instinctively :D

Great, addictive gameplay with nice art and music.

Cute little puzzle game and really polished! Enjoyed the playthrough.

Felt like "sokoban but with lightswitches". :D

Only thing I would have added is a sprint button xddd

But I usually like to run in every possible game so that doesn't really count. :D

Thanks for playing!

I think I even commented out the jump code...but now I think I only wanted to do it. I myself got stuck many times during playtesting.

Thanks! :D

Although it's pretty unfinished. My game got a bit messed up near the deadline and was in the state of "nothing working well enough, too many things yet to implement" xd

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The out of bounds / stuck problem is something I noticed too, didn't have time to try and fix it.

Didn't expect a comment here so many years later - even stranger to see it's already 6 years

Thanks for trying it! :D

Outside of retro / lowres / pixelart stuff I don't really make games for jams so it's always very possible that I'll try to make another fixed-camera horror sometimes in the future.

First time playing an anomaly-hunt game but I like the concept of the genre.

The game itself is simple and fun. I liked avoiding the boss behind the cubicles, reminded me of Matrix when Neo tried to escape from the agents in the office building :D

Finding the anomalies themselves felt a bit hard, msot of the time I didn't find them. Also I was not sure if I have to go to the elevator or fire escape IF the boss himself shows up but I didn't count it as anomaly.

Thanks for playing + for the video!

Thank you! :)

I love breaking walls and finding secret stuff in games so I wanted to include that. I'm glad you liked the layout as well! I was not sure if my level design was good enough - although I myself liked it.

I was a bit nervous tho because since I made 8x8 tiles the "window, iron bars" tile is too dense to be able to look through clear enough to see the forest outside. I did not anticipated that when I started the development / made the art...and later I didn't have enough to switch tile size nor I wanted to scrap the 8x8 tiles.