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Carcosan

91
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A member registered Jul 20, 2020 · View creator page →

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Really solid! Could use a death animation and sound effect with the red spaces but otherwise very well polished. Though for some reason when you try to inch of the edge the block guy flings himself really far which can be a bit frustrating for a couple of the puzzles.

Really solid! I'm a big fan of how you incorporated the spin into the combat mechanics. The fight with the golem where you had to switch between magic and attack to break the shields was a solid mechanic! My critiques would probably be just that the some of the art could use some tlc and it would be nice to see what specific abilities the other characters are using.

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The art is nice! the diolouge boxes could use character sprites so you could tell who's talking though. And maybe a skip/faster dialogue option 

Not a bad base, and the art is really solid but perhaps could use some nuance and maybe different stages that twist the gameplay

Fantastic art, the style of the cutscenes is easily some of the best I've seen in the jam so far. Though the game could really use a lot more sound and mechanical interest. The music is pretty good but the game is very quiet when it comes to walkings, hitting, chasing options and stuff like that. Mechanically this entry is sadly a little rudimentary, I really enjoyed the spinning system but I couldn't tell what the difference between a light and heavy attack was and the potions can't really out-heal the bosses damage. If you where to continue development, I'd say either go all in on the spin that increases your attack or go all in on the rpg elements and give choosing other options on your turn a greater purpose. A lot more weight could also be places on the weapon that the bottle gives you. It seems at this point all it changes is the animation that plays. Overall a good entry and again the art is absolutely a standout. I hope you guys participate in the other big jams coming up!

Thank you so much for seeing it all the way through! I'm happy somebody got to see the final ending!

Getting over it with backflips!

Same issue!

Fascinating! What's the reason for coming back to this game after almost half a year, are you working on an updated version

All 16 levels defeated! Fantastic puzzle design. Also I laughed unreasonably hard the first time I saw purple dude just start straight chilling. Great work! Really the only downside to this game for me was art. The blob guys are cute but I like when puzzle games have a unique aesthetic to compliment the gameplay. Maybe each of them are a different blind animal underground? Probably not possible to do alongside 16 insanely polished puzzles but something to consider if you get that sweet #1 place game pitch! Also having the level select be little mini-puzzles to break up the gameplay was a stroke of genius, one of my favorite puzzle gimmicks. Gives so much character as well!

Great concept! The ui could use a little spice and it could be a little easier to grab items at the bottom

Solid entry. Pretty good puzzle platforming, I just wish the laydown/crawl mechanic was used more than once

The dialogue is top notch! Puzzle mechanics are solid, art could use a bit of spice

Thank you so much for the kind words!

That doesn't feel like cheese to me at all, I really like when people get into trying to make op combos

Impeccable visuals an atmosphere. I just don't know if a player made of a bunch or rigid bodies was the play for a puzzle platformer. Moving is extremely difficult  and so is getting both hands Infront of you, since half the time one tries to reach around from behind. I like the push/pull mechanic but I think it would be a lot more meaningful if the player didn't already push them with his body. This fact also just makes it difficult to get on top of the boxes. Overall its mechanically a little rough but you've got a very intriguing story and very well polished look.

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I feel like finding OP combos is part of the fun of Deck builders. But none of my play testers got up to twenty! Did you just save up a bunch of boiling blood cards?

Solid entry, I had a good time with the puzzles!

Love the character development

Fantastic entry! Polish is INSANE

Ngl this would prolly be my pick for first place. I had a tone of fun making a build and picking what items to keep. Though I didn't end up using any of the pot because I couldn't tell how bad the drawback would be since they didn't have numbers. Also maybe fade to and from back on the entrances to the rooms so you cant see the camera move. Otherwise I help like this was a pretty perfect entry, Great work!

If you're every feeling like there are three more levels with more interesting cards and enemies! I don't know why they sometimes take you back to the title screen, that didn't happen in my project version :/ either way thank you for playing!

Great video pitch! The color pallet is solid and its a great concept I just wish I could Fullscreen, it got hard to see what was going on after a while. The puzzles felt very well designed though! A really fun mechanic

I loved the assembly mechanic, solid work! Though make sure your music loops so there isn't just ominous silence after walking around to long, it also didn't save the character I made at the beginning. The different materials seem really interesting!

Solid Entry! Very on theme

Love it! Of course the art is a huge highlight. There where a number of bugs with the resting and lamb systems for me but I love the creature design and the main guy looks incredible! I think you would absolutely kill if you where able to dedicate all your time in a jam to the art (Including sfx and music) and where part of a team that could cover the other bases

Yeah I've gotten the thing about the tutorial a lot. the second to last set of messages explains how to get out. I'm pretty sure the tutorial temple is the only one where its impossible to get soft locked. So if you ever feel like giving it another shot, pay close attention when the tutorial talks about TOTEMS and BLOOD cards

Solid entry!

The tutorial text says you can break the pots in the key room to get BLOOD, give that to the totem to get the key! Its easy to miss if you press next turn before reading all the way, I prolly should have had that info in the final tutorial loop instead of the second to last one :/

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Fantastic puzzle design! Though for some reason the controls where zcsd instead of wasd and I don't know why. Made it to the end though! The lasagna was fantastic

A couple of the "look what's up next "animations have a blackout to connect their parts that could just be one fluid motion. There's also a few times that walls or obstacles appear out of nowhere that could be replaced with them rising out of the ground or dropping in from the sky or something. Little things that go a long way for making a game feel immersive

For some reason all the tabs just look like a big black box with the words "Info Jack" on a green cube. I could hear the circus on day 2 but otherwise couldn't figure out what was happening. I'd love to give this another shot if you could help me out, looks interesting!

Fun concept! Figuring out I needed the frog was bit a bit difficult but a fun twist for the end! The transition between the two worlds also really worked for me. Only problem I saw art-wise was the mixles with the golem. For the rest of this did you use a pre-made pack or was this all you? Either way a fun entry!

What a treat! It's got some pretty clear strengths and weaknesses. The code is somewhat rudimentary at times, this game would greatly benefit from a strong understanding of Godot's animation player, coyote time and maybe a visualizer for the jump strength. On the opposite end, the music is very strong, I love the art work for the character and hand drawn style environments. A big thing however is the sprite size. when working with pixel art we try to avoid making different pixels different sizes on the same canvas. The same can be said for a detailed character portrait next to simplistic outline-based characters and environments. I think both the characters have great portraits, especially the first one, but they would really benefit from a version in the same style as the focal character. Some animations would also go a long way. Otherwise, I thought the platform was pretty darn solid, I like the burning mechanics and animations in the second half and the wall cling felt very well balanced. Great work!

Already following this account, cant wait to see it!

This is probably my favorite game I've played on itch. I played for about 2 hours, found all 16 feathers, the delta rune references and far to many among us's. Phenomenal work! I can see why it won the game jam it was submitted to

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Played this for far to long, and now that i've got a field filled completely with sunflowers i only noticed two bugs. Sometimes if the grass is cut and the item lands a little low on the screen, its impossible to pick up, making it hover there tauntingly for the rest of the game. And the "Rough Hands+" Task was bugged. I have the item but it wont go away on screen. That's all, delightful little game! It was very satisfying. Ended the game with 15142 gold

Great puzzle design! Could really benefit from sound effects and maybe a dark mode

Funnily enough can from the same place you got your profile picture! I saw a compilation of spiderman throwing people's stuff back at them and though it would make for a fun mechanic!

I'm exaggerating a little but I'm pretty sure I saw it drop at least 100 at I think the first 3d level