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code807

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A member registered May 12, 2015 · View creator page →

Creator of

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I really liked the visuals and the written storytelling in this. I ran into a bug where someone was in a room after they definitely shouldn't have been able to, and I was worried it messed up the progression, but I was able to beat it anyways! It was a fun experience overall.

This was a ton of fun! I am a huge platformer fan. I liked all the new mechanics and the level design. I would love to see more levels!

I think it would be great to see this game expanded further

This is a really impressive game considering how quickly it was made. The art is really fun, the levels are really thought out, and I even enjoyed the unfinished invisible section. I was super tough, probably not entirely intentionally, but it was a fun challenge to get through (until progression became impossible).

I like all the art in this game! It was very difficult after round 20.

I think this game could have used some checkpoints, but it was very fun and well thought out. The graphics are really wonderful.

A fun muiltiplayer game!

I like the challenge of having my mechanics on cooldown. A good way to implement Hidden without hiding the world from the player.

I like the pixel art graphics, and I love the intro cutscene. It is a bit too difficult to see enemies in my opinion, restarting every time one hit me from off screen was rough.

It was very satisfying to get upgrades. I do wish I could see more.

This was such a cute game! I like the idea of hiding from a pet cam, and the graphics were great.

I like the mouse hover to reveal mechanic.

I think the idea is really fun, and I love the art!

Very fast-paced. I had a little trouble getting hit from off screen. I did like the quick slash and delayed explosion effect.

I ended up getting stuck in a wall, so I couldn't beat the last 6 enemies. It was pretty fun though, I liked how satisfying the upgrades were!

I loved all the in-world interfaces. Felt very cool to get instruction from a physical HUD.

I think I somehow skipped level two because I went straight back to the map. Maybe I spawned in the exit? Overall it was a neat concept.

Very difficult!

... But I beat it 😎

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Fun game! I like having different options for taking out the guards. I would love to see a level select so I can retry specific levels.

What a cute and fun game! I had a lot of fun seeing how many of the goobers I could get. I if this were expanded with more mechanics it think it could make for a really fun bigger game.

Thank you so much! Probably we would have added more story/explanation for the puzzle but we were pushing for time as-is haha

I accidentally wrote Wild Jam #65 instead of #68 in my game's description. It's a small change, but the jam is also very insistent about no changes being made post-jam. Am I allowed to change this? Also, am I allowed to add a contributor to the project at this stage?

Thank you! I'm really happy with how the shader turned out. I think it's very satisfying to see something you make appear in the game.

As far as the floatiness goes, I was basing the movement on the original Castlevania's movement and jump style because that game is always a big inspiration source for me. In retrospect, I probably should have just made mid-air motion free. Less challenging, maybe, but less frustrating.

Thank you! I agree, more instruction would have been nice to add. That and the option to cancel forging are the two things I wish I'd had time for.

Thank you! That's some shader trickery I cooked up. The sword and sword slash sprites on the character are actually plain red and green gradients. When you finish a sword, which is basically just you drawing colors on a canvas, I remap the drawing with code into a square texture and plug it into the sword's shader. The shader uses the red and green pixels of the sword sprite as coordinates to reference that texture. The result is that the sword you make becomes the sword you see in play!

From the game page: "Created originally for the 2013 March TOJam as a re-imagining and parody of NIDHOGG (while awaiting the release of NIDHOGG)."

I love this game, it's absurdly relaxing and fun to explore. It's pretty much a fireplace. Well worth the money. What engine did you make this in?

More weapons, new maps, music plugins maybe, graphical effects