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baron_elmwich

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A member registered May 01, 2020 · View creator page →

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I was able to get it working and had a really great time! I loved the art and music and the variety of enemies and behaviors. My favorite might be the pink blobby guy? I don't know, that green tongue guy was pretty wacky. Great variety of ability upgrades too! My brain got a little tired trying to remember all the paths I still had to circle back to, so I got lost a lot, but getting through each room was straightforward so it really wasn't too much of a setback getting around. Great job!

Thanks these are good tips!

Oh man I loved this so much! It really reminded me of some Psychonauts levels like the mail room in Psy.2, or Ratchet and Clank (esp with the helicopter), or I have memories of a Toy Story PC game from way back (googling it I think it was the Toy Story 2 PC game from 2000). I struggled the first few minutes but I had an aha! moment and everything clicked, and by the end I was zip-zopping all over the place. The ending was unexpected! I won't say more in the comments, but I thought camera movement and animation were really good. 

I ran into a couple bugs, but just minor: I was on one side of the plaid couch(?) and the camera moved so it clipped through, and because of that maybe I accidentally grappled myself to the other side of the plaid and flung myself to my doom. Oh well. Also, I was able to trigger the 2nd to last cutscene again (when you're on top of the box). I walked in a circle up there and must have triggered something.

Super great job, very inspiring!

Totally awesome! Sound and music were amazing, and the world you've created is crazy! I really liked all the small effects, like the distortion on the edge of the screen and the wavy speech text, even the health UI looked really cool. And that berry-eating animation! I feel the same way as everybody else here about how cool it was! The only real issue I ran into was that sometimes one of the crabs would walk into the floor if it was on a step below me, and it could damage me without me knowing it was there. You could still kill it, but I don't think these crabs are the burrowing kind :P

I'm a little confused by what the big eyeball guy said... so I get all this money for killing crabs from his crab army, but he's ok with that and rewards me with the bubble of doom? I mean I'M ok with that but I bet the crabs would be upset if they knew it. Great job!

I really loved this game! Although it was hard for me to get very far because of the enemies. I felt like it was a 50/50 chance they would pop up from somewhere without me seeing them, so I would start by taking damage, then I would launch all 3 torpedoes to make them go away, then repair my leaks, reload, then keep going, but then they would come back (or new ones I hadn't seen), and kind of repeat this process. This would make me retreat to a safe area to fix everything and reload, but then I would lose my progress and go back in again. Don't get me wrong I thought everything was great! I just felt like the enemy pressure counteracted the exploration a bit too hard, maybe I need to learn their patterns a little better. Amazing job!

Definitely a well executed fascinating concept with great art, music and story! I found the rotation system to be a bit unruly at times: it was hard to plan where I would end up and half the time I would get thrown into enemies and die, respawning me at the beginning and leaving me a little lost about where I just went. Best time I've had being lost though! Great job!

I love the atmosphere you were able to create here, definitely captures the post-apocalyptic, foggy, depressing mood of the story. I thought the combat was good although it was a bit funny when I could run by the guards sometimes and they wouldn't notice me, but other times they could see me. Hey kill that guy! XD

I almost got stuck behind some boxes but was able to find my way out again. Good job!

Thanks for playing! Yeah I agree about the lack of combat, that would probably feel more metroidvania-y. I have a lot of ideas for future jams, so these comments are super helpful!

This was amazing! The art is phenomenal and everything is really cohesive, like the art style, music, player controls, and level design all feel like they fit together really well. One interesting thing that stood out to me were the outlines around enemies or the page collectibles, having them be flashing colors really popped to me, when they could have been just normal white outlines. So smart! 

I gave it a few tries but couldn't manage to beat the final boss, but it's ok, I had a great time! That shark lol

That was fun! Like the other person said about the rocks, I walked into the green room and was like "Oh a nice plant!" Then it started shooting leaves at me lol TT_TT Everything want me deadddd... I thought it was cool that everything was pixel art (so pretty straight lines) but the room walls were all curvy, that is a cool effect!

I love the art and story, and great level design. This felt right at home in the game boy style, great stuff! I googled around to see if they had made any Die Hard GB games back in the day but didn't find any, maybe this is a good niche!

Wow thank you so much for playing! I think you had exactly the type of experience I was hoping people would have, I'm really glad you didn't run into any strange bugs :) I've learned a ton from all the games in this jam, looking forward to implementing a lot more in the future! 

I noticed your comment about how sometimes there were no sounds on some of the collectibles. This has been a mystery to me (I experienced it myself) and I wasn't able to figure out what caused this. I set them all up the same way in each level, and it wouldn't always be the same ones that didn't play, so it was difficult for me to recreate reliably. I agree with improvements to player feedback in general, great ideas!

I'm not sure which NES game you said this reminded you of with the vine climbing, when I was young I watched a lot of Legends of the Hidden Temple on Nickelodeon, I bet that was a subconscious influence haha

Thanks again!

Thank you so much, these comments are so helpful for me! I definitely agree about being light on the metroidvania elements. When I started development last month I imagined it would be metroidvania-enough, but hearing people's feedback and playing the other games in the jam has really shown me the light on what elements people think of when they think "metroidvania". I'm pretty inspired to try again in the future. Also, I'm really happy you liked the art! I spent a lot of time doing the art and animations (too much time? haha) but I really enjoyed it. 

I really enjoyed this, and I think you were able to achieve a lot! I loved the art and music, it gives it this fun sort of ambiance despite the fact you're getting shot at by all the little drones. My critiques are similar to other commenters here, a lot of them could be taken care of through more tweaking and play testing (trust me I'm guilty of that myself!). Great job!

This was really fun! I love the art, music and sound design, and I thought the abilities were well implemented. Other people mentioned some issues with the game crashing, and unfortunately I couldn't play too many rooms after getting the wind arrow. I tried on PC and the web version but it would always be some random location (like doing a normal jump to a platform), and the game would stop responding. So I'm a little bummed out, but the parts I was able to play were great!

I loved the amount of lore you were able to include in this! You were able to turn a few pixels into an epic saga, very nice! There's something about the simplicity of the pico-8 style next to a deep story that actually makes this really engaging, great job! I loved wearing that little crown around :P

This was really fun and challenging, I love the art and the in/out of jar abilities, so smart! Also the ant boss fight is so cool with the six arm holes for the six guns, great job! 

This was fun to play, I enjoyed trying to figure out ways to jump myself back up after falling all over the place haha

This is a really well done game! I loved the art and story, and the incredible music is giving me a lot of Subnautica vibes. Awesome job!

This was fun! I really enjoyed uncovering the map as you go along, and the level was a good size that you don't get bogged down very much if you run back and forth to explore a path you missed. Great job!

Thanks so much! When I started this, I wasn't able to really think of a short way to explain to the player you need to collect the 4 key stones to open the doors in each level (well I guess I could have had another sign at least in hindsight), but this is a good takeaway! I have a lot of ideas for future game jams!

Forgot to say I did make it all the way to end by the way

"Ugh more acid?" is pretty much my only critique of this game. I loved it! I'm a big fan of 3d platforming games and it was cool to see this applied as a metroidvania style here. The character controller felt really good to me, as well as the progression of abilities. I really liked the environment models and character animations too, just super great!

This was a lot of fun! I beat all the bosses, I liked their variety and the fights were fun. Since the whole game is a lot of tunnels, gates, and switches, there were times when I got kind of lost, but it's fine. The music fit the game really well,  and I really liked all the abilities and having to equip different ones. I think it would be cool to relate the abilities to the boss fights: for example, you have to do something with ice to damage the first boss, fire for the 2nd, and both for the final boss, but the way you have them here is just fine. I loved the art, seeing all these pixel art animations is very inspiring!

This was fun! I nice tight concept. I see people saying they thought the enemies had too much health, but you run faster and jump higher than the enemies do, plus you have infinite ammo, so you just have to kite them for a few seconds and it's fine. I was kind of hoping I could pick up the wizard's staff at the end for an upgrade, that would be a cool drop!  I liked everything here, but I'm left wishing it looked a little bit more hell-ish. Maybe a little more fire and brimstone to spice up spooky evil cave land? In any case, I really enjoyed it!

This was really fun, I liked the variety of challenges (fire jets here, drones there, you never know what's next). The music, art, and voice acting are something I aspire to! I do feel bad for the other robots since I couldn't escape with them, or maybe I'm not sure why my robot self felt like escaping instead of staying. During the part where I had to stand on the plate for the door to charge and explode, the other robot was like "no! don't do it!" and I jumped off the plate in case he would give me another choice when it was like 90% charged, but... he didn't offer any compelling reasons so I ended up blowing up the door. I'm... sorry, brother.

Thank you so much for all the comments! Hearing people's feedback about all this is really valuable!

I wanted to construct the levels so that failing a jump would set you back too far, but this is definitely an area that needs some more tuning.

Thank you for going down the "Sorry" path! From a level design perspective, I wanted to have collectibles on both sides, but I wasn't sure how to to make them different, so I was hoping people would forgive me for trolling them just once. I play tested it on a couple friends, and they didn't even go that way, so I was a little bummed out.

All your comments are great, I really appreciate it! I think I was able to accomplish everything I could when I started this project a month ago, but I've learned a lot since then and I have a lot of ideas for the future! Thanks for playing to the end, you rock!!

Thank you so much! I had a lot of fun making this game. Thanks for mentioning that about the sounds... I think I've heard the hiss you're talking about, but I can't figure out yet why it would be there, maybe it's something in the audio file? I'm not doing anything crazy, just "play this song when the scene loads" kind of stuff. I learned a lot in this game jam, lots of ideas for the future! :)

I am one with the flesh, the flesh is with me.

Awesome idea with fantastic execution! This was really fun! I got 11/12 bomb parts and just decided to go for it, made it out just in time! I loved the sound effects, I hope you recorded all your interns to get those. Rick Moranis would be proud :)

This was fun! I thought the art and music were great and really set the atmosphere well, great job!

Just fantastic! I loved the story and there was plenty to do across the entire map. I finished the whole game and got all the collectibles, it only took me... 151 minutes and 56 seconds TT_TT 

Since all the rooms in each area are visually similar, I found myself relying on the map a lot, so I'm really thankful you had it! I didn't realize it was possible to get the teleport earlier, I got it as the final ability, but it was really fun! The final boss would have been harder without it, but I liked using it. 10/10!

Awesome job, the art, music, story, and level design all mesh really well. I loved getting the new abilities and finding the collectibles! Great job! There were a few times when it looked like I dodged an enemy but still got hit, and the archers seemed really precise and hard to dodge, but fine tuning like that aside I really enjoyed it.

Thanks so much! Yeah I wanted to keep it on the shorter side for the jam (people have things to do!). I think one thing I would have liked to add but forgot would be a UI for collecting the key stones in each room. It's always 4 and I know 4's not a big number, but I think it would help players know what they have left to do. Learning a lot!

nice, thanks for spamming the inputs! I think you can thank the Unity Input System for that, I just had to bind all those keys to the same action and cross my fingers that they work together!

Sorry about the soft locks, I’ll see if I can put in a reset button… it’s been hard for me to replicate that error to fix it

Also, you have a good eye about the jumps! Technically speaking, I decided to try it so the player has “one jump” that gets reset on the ground, but you can spend it in the air falling if you want to

Thanks for the feedback!!!

I was in a good mood too, that watermelon guy cracked me up XD

100/10!

This game has it all: Coolsville, farming, weaponized vegetables, heaven and hell??? I have to say that carrot grapple in the screenshot is pretty sick. I don't know what to say, this is like the level of silliness I aspire to :P

Also, I'm not ashamed to admit I cheesed the final boss by grappling back and forth above the hand to avoid attacks. Awesome boss design and I had a great time. Art and music are top notch!

Thanks so much! I had a lot of fun animating the frog with his little bouncing hat :)

Definitely learned a lot working with the cameras and hearing feedback about them, it's very helpful!

Thank you so much! Hah I was intending to light on the "Doom" from the inception, and I agree about the linearity. I learned a lot from this game jam and have a lot of great ideas now about making a game more metroidvanialike! This one definitely skews toward metroidvania-lite 

Ugh ladders!

Good point about the platform spacing. When I've tried to tweak jumps at least in Unity, sometimes I'll increase the jump power but also increase the gravity in the Rigidbody2d, so they kind of balance out and the total height is the same, but the player falls faster afterward because it's like he has more weight. Definitely more art than science!