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ColtonTytus

39
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4
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A member registered Jun 08, 2025 · View creator page →

Creator of

Recent community posts

That is unfortunately where our time ran out. You have finished the game so to say :D

Had to stop, my dear hotke didn't feel like moving to the finish line anymore :'o

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i'm on wave 36 killing every horse every run half the track is lava the other half is ice, i have a problem please send help. Also the music is so slappin holy

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Very cool. Looks gorgeous and gives a bit subnautica vibes but in space. Definiely has a lot of potential, i don't even want to begin to imagine the cosmic horrors :D

Really love the artstyle and concept. However for me the hand constantly moves downwards on it's own if im not currently moving my mouse. Makes steering almost impossible 

Obviously a rough proof of concept but i think this is an amazing idea. Loved the old GBA Fire Emblems and old canyon defense up to the newer kingdom rush titles. Keep at it 

Ngl  i thought this was gonna be a mediocre entry... Oh boy how wrong i was. The default assets are kinda ehhhh but i suppose that is kind of the point. Still; Narratively a masterpiece!

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Obviously a rough gem but i do love the little charms it has. I personally like that the boss' attack pattern is a bit challenging.
However as you write in the description i'm not sure if you can actually kill him. 

I love the animations they're extremely cleanly done and look very mellow. Unfortunately, the thrusting sound is clipping though :(

Actually got my drawing tablet out for this one. Very cool. Also if you keep your mouse clicked, the loop counter carries over if the next pattern is a blue one. Was able to get thousands of damage like this with the multiplayer. Probably not intended but very cool haha

Hi Obsidian, thanks a lot for playing and especially for streaming our game. It was both exhilarating and teaching to witness your experience. I wanna get into both the things you write as well as what you mentioned in stream.

You're dead on with a lot of your critique, the smell component to the game loop is a bit hard to decipher. We wanted to make a dirt mound as you suggested with a tiny chest appear as you get closer to the scent, but ran out of time. 


As for the bats; Currently there is one spawning every 20 seconds in a circle around you, and they do know where you are initially, but you can loose them if they're in the darkness. Which in hindsight is not enough, because it's very difficult to do since the player needs the light themselves. Conflicting design choices on our end. The bats die in two hits, there might be a bug that causes double collision. Also the vector math for throwing is not entirely accurate which definitely adds to the frustration if you're not used to it.

I really liked your intuitive idea of hiding in the shadows, which would've been an amazing element to implement to let the player trade some health for a bit of peace from the bats.

The bats not stopping during the dig and mini game was a conscious design choice, we wanted the player to be scared and have a sense of urgency while solving the minigame, however at this moment you can not exit the minigames, and if you don't open them, there is also no real alternative to dying (like hiding in the shadows). For the journals however, we didn't want the player to be punished for taking the time to read our story which is why we paused the game.

As you're developing, the game naturally becomes extremely easy to you. Now in post, we get some critique saying the game is way too easy, and others saying the bats are merciless or the chests are impossible to find (which is why we added the youtube video, a bandaid for lack of polish if you will). We definitely wanted the bats to be scary and provoke a reaction, but it shouldn't be frustrating.

Bottom line, this was the first project we did together, we did a lot of work and it's not perfect and definitely needed some more polish. We'll definitely work together again in another jam and hopefully craft an even better honed and rounded experience. Thanks for your feedback :)

Good game, i would love to play more levels

I used 2 point lights, one with the shadows turned on and one with the shadows turned off. It was a bit complicated to set up especially with the normal maps, lot of stuff looks too bright, probably because i wasn't able to set up the layermasks properly.

needs a lot more polish and better player communication. but for a base demo it's amazing and could go far if you decide to keep working on it. also amazing sound design.

Very cool, it seems like the focus thing might not work properly? I was able to max out all stats from the get go.You'd need a lot more polishing and more characters but this game could easily be released eventually i feel like. Good job

Unfortunately the sound is a bit quiet, otherwise quite cool

It's not quite obvious that you need to dash from mist to mist, but after you figure that out it's quite fun 

Yeah the plattforming needs some polish, but the mechanic is very cool. The ledge to the left in level 6 was super difficult to get onto for me. managed to do it eventually though

Amazing simplistic artstyle, serene music but the controls are infuriating sometimes. It's annoying that you can't change velocity at all when you're mid air, got stuck at the orbs that fly towards you because the jumping section before that is really difficult and you have to redo it each time. One of the better entries though i think :thumbsup:

Highly underrated entry, gives super meat boy vibes. Yeah the zoom out zoom in is a bit unusual but i thought it gave the whole game some uniqueness. Maybe add an option to turn it off. (We also have camera shake on damage and unfortunately didn't get to implement a setting to turn it off)

I one hundred percent agree, however since balancing would've taken more time, we decided rather we make the game easy and have people actually play it than get frustrated the first time they die in the darkness. Thanks for playing :)

did you only upload it or did you actually clicked "Submit" on the jam page, and selected your games and answered the questions?

You can dig with E at the epicenter of the clouds. The radius is unfortunately a bit too small and it's a bit finecky. The rats legs need to be in the center. Some more polishing would've done good in that area but alas, time.

I like the cloaking mechanic, but it's not as responsive as i'd like it to be. Maybe there's a cooldown but i cant really see and i got kinda soflocked where i wasn't able to get out of the cloaked mode

The combat music such a banger. The barebones are amazing, but yeah the game is broken and has no progression. But if you keep working on this i 100% would play it in a later dev stage

i love the little monster, so simplistically well designed. the controls are a bit rough though and i wish there were at least some sound

The game is very small and hard to play try enabling the fullscreen option in the itch settings. You can still do that after submission end. I couldn't manage to borrow or actually make a bomb explode though

Highly underrated gameconcept, very original. I took me a while to understand what's going on though. I think the information gained from each scan should be higher (more lines, more radius more bounces) but the amount of fuel cells should be smaller. To make for a tighter game play loop, That with some more levels would make a really cool game

Amazing writing and i'm usually not at all drawn to narrative games like these. The character portraits are amazing as well. Game could use some more polish with a nicer looking game map and maybe some sound effect and UI/Interaction feedback. But you do what you can within a week eh?

More characters or levels, and more reason to visit all the rooms as well as the polishes mentionend above and i think this could reasonably be released for a dollar or two. Good job :thumbsup:

No i think the amount of levels are totally reasonable for the time frame a game jam provides... it's just that the game is cool and i'd like more of it ^^

You can find clouds of cheese scent around the level. Follow them towards their epicenter and press "E" to dig. This way you can find more torches, bombs and cheese :)

It's rather unintuitive to the point of being unplayable for me? Clicking does nothing so i dont know if the game is laggy on my machine or if i'm clicking the wrong things. moving the mouse moves one of the cannons as well as part of the background but idk if that's intentional. 

Cute small game, space for switch is a bit unintuitive because it's usually for jumping. Could use some sound effects or music. otherwise pretty nice

I really like the idea but the camera constantly moves upwards by itself which makes the game really hard to play

Probably intended for mobile, where the concept with some more polishing could be very cool. On desktop it's a bit tedious to click that much

Probably one of the coolest submissions i've played so far. The bomb timer feels a bit too long though. Also i want more levels ;)

Very cool concept, gives a bit of spore vibes. But there's just way too much stuff going on. It's really hard to see weather you're safe to switch layers or not. Maybe only show the layers next to you. or hide them all and give a safe radius upon switching. or give a preview on switching.

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This is an ad. Not cool

Managed to get stuck between a fruit and the wall which softlocked my game