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crypticcelery

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A member registered Jun 11, 2021 · View creator page →

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Wow, this has some great puzzle. Took my time with the last time. Well polished and cool connection mechanic. I agree with Ibrahim that an undo would have been nice.

Also the level that introduces the move between anchors mechanic left me quite confused at first. Maybe there should be a prompt that tells you to move up-/downwards once you connect to both anchors.

Brilliant work.

This game has a nice set of environmental puzzles (though I just kinda guessed what the last coordinate was...).

Game Feel: More sounds and visual feedback (add some mag boots step sound when moving, and larger effects, like equipment powering up or panels rotating when you solve the individual puzzles). The feedback for completing a puzzle was nice though (the keyboard clicking sound worked well to communicate the fact).
Add a sprint, the movement is a bit sluggish I think. Speed up the radio animation or make it skippable after a few switches. If you have to input numbers somewhere, also allow keyboard input, I found the mouse based input to be a bit annoying.

Challenge: I think the puzzles were rather easy, it was mostly just looking stuff up in the environment, not really something to figure out (except the coordinates, though I might have missed something). If you continue to work on this, try to add more levels of indirection to the puzzles, and maybe add a few more stages/puzzles, it felt a tad short (not for a jam game though).

I did not get stuck.

For visuals I have a suggestion: Maybe work on a nicer skybox (think a nebula or something like the milky way) and add larger windows (I tried to see the fixed station, but could not find it...).

Nice Work.

An interesting concept (kind of parallel pong), but like our game, it might have missed the theme by a bit (joining only happens at the end and is not really part of the mechanics). I liked how the second level stepped it up in the last 15 seconds requiring timed dodges.

Also, do not play this on a widescreen, so much screen space to cover when looking :D

"Morty! He's trying to kill us instead of merging!" "What are we gonna do?" "Kill him first!"

Really nice concept, and a well suited "Portal" kind of color palette and aesthetic.

I was a little bit confused as to which dimension you'd be shooting or merging into.

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Now this is an awesome combination with cool interactions! Great work. Looks nice too.

However, I personally feel it is a bit "slow", and I had a hard time getting used to the swinging mechanic.

This game looks really nice, but sadly I could not find a second person to play it with locally.

I tested it a bit while playing both characters, but that quickly gets unmanagable. The main mechanic is pretty neat, but I could not test it fully. I hope your submission did get enough ratings!

Some small bits you might want to add if you continue to work on this: Control descriptions for the characters (i had to guess that Y moves pages); A small ready screen so you know who is controlling what. Further, is it intended that you cannot jump through wooden platforms from the bottom?

Great puzzle platformer, nice art, excellent use of shadows.

I encountered a small issue: after one chamber, I walked through the exit and everything went dark.

This game looks really beautiful! And the way you realized the painting in (how did you do that in unity?

Though I also could not figure out the crafting (the middle button had no text for me).

Ah yes, who does not like it for breakfast, the doughnut sandwich :D

A short, cute platformer/runner. Though, I was a little hesitant to keep reading the story, as there sometimes were obstacles on screen as well.

Great puzzle game, I couldn't even solve all of it. Nice art as well.

A nice game of cat herding.

It would have been nice to be able to ask a workstation how its workers are feeling, sometimes one was left without knowing how they feel.

This game looks really nice, kind of a pop-up-book aesthetic. But I could not really do much, and I could not get the attack to work, what did I miss?

Also, if you continue develop this game, maybe you could have some obscuring large objects (like buildings) fade to something like half opacity when you are behind them.

Cute art and SFX, especially on the mashable credits button.

Cool use of the skewering mechanic to create platforms.

An interesting mechanic thaqt quickly gets chaotic. You might have gone a tad overboard on the screenshake.

A nice spacegame, with an interesting mode-switching and tether mechanic.

Would have really hit home with some on hit effects (sound & visual), but we all now how time can work in a jam :)

Great platformer with cool visuals! And you even avoided frustration by respawning instead of restarting the level. Great work.

An interesting game mechanic and nice art (would have loved some animated sprites, it looks very in motion).

If you continue to develop this, you might want to play with the chain a bit, I think it should behave more like a rope (slide along joints when under tension, hope you understand what I mean).

A very nice game, sounds and looks great. I just died a few times, throwing the heart away to often.

This is a great movement mechanic. Only thing missing might have been a way to zoom out, so you could plan everything ahead, and maybe a clearer explanation of when you'd move with the enemies.

Nice work!

A well thought-out mechanic that is explored, a layered sound track and nice art. Great work.

The third or second to last level was somewhat frustrating (reaching the high hanging torch).

A nice concept, well realized in terms of art and sound.

One small problem: Barricades might spawn, overlapping with rails, so you would have to hit either obstacle.

Now this is a movement mechanic that has some weight to it.

It would be nice to have a movable camera, as there were a few sections were you would die because have you not seen this area.

Ah, a nice brain teaser. Good work!

A great entry. Fun to play, well designed puzzles, focused mechanic that is thoroughly explored.

Could have used some sound effects (maybe look at a generator like Bfxr).

There are some nice interactions between elements, which facilitate some light puzzling, well done!

Sometimes you can walk outside of the level, but you can always recover.

Now that is a nice idea to play with the variables!

Hope you can get around to balance it a bit!

Nice use of a chain mechanic, in combination of the mirrored movement mechanic.

A nice looking platformer with an interesting mode switch.

Sound effects would have really helped (maybe look at sound effects generators like bfxr).

So, you can still play the game through the pause menu, WASD still works.

The mechanics are relatively easy to discover and it looks nice, it's just said it is so short (just one level it seems).

Wow, now this looks and sound brilliant!

A game the looks and plays well.

Though it feels like the collision boxes of the fires can be a bit too big. so that you cannot go around them.

A nice twist one the TD genre. It would be nice to have some more feedback when placing a tower, e.g. to know their range.

Nice work, this plays well. I'm curious: were you using fixed joints for the entanglement?

This is definitely a nice mechanic and a good aesthetic!

One problem: The first level is a bit much to discover the mechanics, it might be better to take it a bit slower when doing your next intro level / further developing this.

I really like the mechanic and the art, also a brilliant realization of a flail (in terms of behaviour and visuals).

However, it is not really clear, when and why you take damage, and there does not seem to be a healthbar for the player, which is somewhat frustrating.

Remind me not to go "climbing" with you :D

Nice game, very consistent aesthetic, and even resolution settings!

Brilliant aesthetic! Fun to play.

And the main mechanic does make for some strategic choice, like keeping the club demons alive.

Nice little platformer.

However, I was a little bit confused by the white out effect of the light stone.

A nice platformer with an interesting posession mechanic. I liked the last level as it was sort of an escort mission where you had to clear obstacles in time.

I took a while to understand that you are catapulted upwards when exiting some entities sometimes, maybe I just overlooked an explanation. Also, the "unposession" for the win dialog happens a bit too soon, I died once although I managed to complete the level.

Nice work.