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Atanii

361
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A member registered Feb 21, 2019 · View creator page →

Creator of

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Really fun idea!

I like the low-res retro graphics and the mouth sounds as SFX.

The flail was a bit hard to spin up and move and the same time.

Played through all levels, really fun puzzle game :D

Music is good, visuals are good and consistent with the theme. The controls are simple altough there was an initial learning curve where I had to figure out what to do exactly.

The web-building is a bit glitchy and buggy sometimes but managable. The level selection doesn't list the last 1-2 levels.

Thx!

I was not sure if it would be difficult or not :D This is the first time I've tried to amek a first-person puzzel game but I'm glad you liked it neverheless!

Really cool idea. A bot opponent would have been cool but it's a great game nevertheless.

I don't know if it's a bug or I missed something, but either falling out of the arena - or making the other player fall out - doesn't move the counter at the top.

Fun little game and a very creative, clever game idea :D

I like that you give the players freedom and they can rotate either the attackers or the ones you need to protect.

First game I've tried in this jam and I love it :D

It was a bit difficult to get the hang of it at first, but after the initial "how-to" it's got smooth.

Nice and fun game, I liked the abilities. The hand drawn art, animations are really cool. I think that the platforms, grounds, ceilings should have been handdrawn too and it would be perfectly matching visually. The music was great but I didn't feel like it was fitting to the game.

Visually it's 10/10 and the gameplay is fun. It's very easy to get stuck between enemies in the beginning.

The artwork and the main character is really adorable :D

The game itself is fun and it felt cool to "go full Sonic" with walking + blasting fireball without a stop, not sure that was an intended feature or not :D

The music is really-really kick*ss.

The face like rock/hole patterns on the background hills reminded me of Mischief Makers (almost everything had a face or at least something reminiscient of that), and old N64 2.5D platformer I've absolutely loved back then.

My only complain is that there were no landmarks or anything to really differentiate between specific parts of the map which made it a bit confusing to navigate. 

Nice game! Music, visuald and atmosphere is really great. Walking/runing felt a bit slow and the healing spell didn't refill my "locked hearts" which I'm not sure if it's a bug or intentional but otherwise than that I enjoyed it.

You've put quite some work into this game and I like it even with it's flaws. The intro / bootup sequence is really cool and the retro graphics / music is fantastic.

Fighting and movement felt a bit clunky but since clunkiness is something my game has as well I think it's okay :D

The game itself reminds me a little bit of Pseudoregalia, probably because of the focus on movement.

Shooting felt pretty good and overall a good demo. I got some heavy lags once many projectiles were spawn from the enemies and was not even sure which ones damaged me.

Shooting felt pretty good and overall a good demo. I got some heavy lags once many projectiles were spawn from the enemies and was not even sure which ones damaged me.

Thx!

The free rotation would be indeed better.

Thanks! :D

I'm thinking about it.

Thx!

The main premise is the "anything can be a cog if you are insane enough"

For now this is just basically the fact the any object can be spinning if placed next to one that's already spinning. + Most of the objects are made out of materials that can interact.

At first I've tried RigidBodies where the shape and other stuff would mean more but it turned into some uncontrollable chaos - too much for the game.

On the other hand it would be still great to incorporate some + extra mechanics and materials, but for now I'm waiting for feedbacks and gonna play some other participant's games :D

Thanks! I'm glad you liked it :)

Most of my games don't have any form of tutorial besides the game description with controls, but it felt pretty straightforward to makes some tut. levels here

Thx! :D

Thanks!

I've messed up some of the arhitecture of the game...which took a while to fix (refactoring into scenes using composition rather than inheritance) and much less time remained for designing levels. But it was at least an useful learning experience.

Thanks!

Assuming this would be a full game, I'm not 100% sure how I would end it but I think I would add some specific, maybe a scenery showing what lies beyond The Great Lift that could be both a non-vague ending and maybe a chance to make a sequel if things go that way.

Thanks! :D

I've started the jam a little late and had to rush unfortunately towards the end.

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