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Atanii

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

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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.

Thanks! Even I found my own game challenging so its okay :D

Balancing the difficulty in a game was never my strong suit.

Thanks!

Thanks! Didn't consider the language barrier, might be a good point.

Simple and very fun game :D

I liked that the combat was automatic, made it easier to breeze trough the dungeon - and it's a bit addictive.

Only thing I found a bit less obvious is the cracked wall - if it is a cracked wall. Basically the normal wall graphic but with 2 dots. It might be a glitch.

The combat felt a bit confusing but I could beat every enemy I encountered so I definetely did something well :D

The grid movement felt a bit strange. I couldn't really tell how far is the next grid tile. I think it's because the grid cells are too big. When I tried to move to the door - I thought I was 2 cells away at least - and actually it opened the door, I thought it was a glitch at first.

The bazaar didn't really work, regardless of what option I choose on the first page, it brings up the list of characters and I can't seem to access any other menu.

The atmosphere and ambience is spot on. Also the visuals - regardless of AI usage.

The dungeon crawling part was fun and also liked the space shooter suff however the space part felt a bit too hard.

With the controls, the amount and strength of enemies and all the space mines it felt a bit too hardcore to dock the dungeons. I loved the space exploration part by default, even some combat cannot hurt but it felt much-much harder than the actual dungeons and I ended up destroyed by a spacemine I couldn't avoid by manouvering while shooting.

Great work!

Excellent entry!

Didn't expect a project this complex in gameplay :D

I would have liked some more traditional combat system for a DC - probably because I was exhausted and fried mentally - and it was a bit too lenghty for me.

I loved the dice rolling, it's similar to what I've made for my card-battler game some months ago.

Considering how long the jam was this is some incredible effort.

Thanks for playing & gameplay :)

Thanks for playing!

Feels like the typing feature is really a "love or hate" thing. The bug where you cannot press ENTER to cast it is a really big QoL issue. Somebody recommended using ENTER for both: focusing the input to quickly cast & cast the spell which would be even better I think.

Thinking how much effort and time was put into the pixelart / visual look I think it was a good trade

Thanks! Some polishing will be done after the jam ends :D

I love low-res retro games so visually your game was spot on for me :D

Artwise, the ambience, textures, basically everything thatg can be considered art is top notch, even had some space-horror feel.

The movement is smooth and the controls are simple, I also liked the puzzles. Altough it wasn't clear for me what I've picked up at the beginning but I guess it was a breathing device,

It wasn't 100% clear at first what are the floppy disks I'm picking up, I thought they are checkpoints, then seeing they are colored it got clear pretty quickly that they are the keys for the doors - with a matching color.

I can get lost in maze-like maps really easily so sometimes I was a bit "scared" I won't find what I need but I managed to play it trough until the end - a small minimap wouldn't have hurt but me myself haven't implemented one for my game, so I accept it :D

Overally it's one of the best submissions taking my personal taste, so good job - even better thinking this is your first Godot game :D

Thanks for playind and for the review, sharing the game!

I really hoped I can nail the look of the chicken wizard since I don't draw profiles / faces that much :D

Thanks for playing!

I think a "find your spells by typing" system, maybe hint based, would have been better but I had to settle with this due to time constraints. It's one of the reasons why there is no ingame information about the available spells - nor any kind of main menu.

The missing ENTER was a really annoying bug even for me when I did some last-minute testing.

Items are equiped by default when picking them up. I forgot to write this down in the description :D

Thanks!

I think I forgot to handle the cases where you want to interact with nothing :D