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Logical Extremes

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A member registered Dec 13, 2019 · View creator page →

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The source code is available (.yyz) and GameMaker is free for non-commercial use ;)

I updated my Android SDK-s, added the latest one and included more CPU architectures in the build this time, the new .apk is up, if it still doesn't work I can't do much about it

Ah, that's probably because of updates for Android, I can recompile it now that I have the license for mobile again, it's hardly worth it for this gamejam prototype, but it'll be good practice and setup for Android, so I'll do it after I slept

Uhhh, no idea, it used to work, it might not work anymore, but you say you can't even download it? That's not up to me...

Unfortunately, I'd like to know as well.

The .yyz is the source code, the .apk is for Android, the .zip should be for Windows and it has an .exe file in it.

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The Matchless KungFu on Steam seems to be exactly what you are talking about!

Oh, just fully read your comment XD Yeah, I don't know any others, sadly it's a very unknown Chinese niche.

I'd love that XD

I made this for a gamejam and never bothered to fix the balance, I want to play a cultivation game, I don't want to make one ;-; because if I make one, then I know how it works.

It's barely a game :D
I wish there was a full first/third person cultivation RPG

Yeah, we barely crammed in that undo function, it had some issues and some we didn't catch

I agree, we had to rush the puzzles and path-finding complicated the rhythm of the game too..

Yeah, we realized too late, we submitted sort of last minute..

Thank you for the detailed feedback!

Agreed... it's partly my fault though.

Have to agree. We even did something similar, but instead of numbers it's items and literal "faces"

Yeah... understandable. We failed to deliver a HTML5 version in time, which will probably make it much harder to get rated..

Too much explanation.

Changing the perpective keeps the controls the same... which is standard practice for other games, but for a puzzle games it's very disorienting.

Very nice presentation.

Maybe... some of the games are very unfinished. And some feel like the dice theme has just been shoehorned in...

Really great platformer... but the dice theme feels shoehorned in a little... it could never actully work if the mechanics were random...

and like someone said below I CAN'T believe that it was made in 2 days.

Pretty enjoyable.

Pretty creative.

Top notch presentation.

I don't feel like it's a well rounded game yet, but it definitely is worth developing further.

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I couldn't figure out what to do after "exit"
What did the dice do?
Why was I a card?
I will never find out.

Ps.: The music was what made me stop trying.

I couldn't find the game... or what it had to do with rolling dice...

Very loud. Can't move the camera so some other indication of the faces would have been nice.

There's the start of a fun little puzzle game there, but I just couldn't enjoy it right now.

I didn't understand what I was doing or why... I eventually understood just enough to to barely stay alive... until it wasn't enough and I died.

There's the start of a good game here with some more tutorial and story... maybe some goal.

The visuals are technically impressive, but maybe not the most clear.

I fought a losing battle with a vaguely dice shaped eldritch horror with random weapons... I didn't enjoy it and it left no impression.

I didn't really get what the point of being a dice was, although the interpretation of the dots being eyes was interesting, I noticed that the faces do change when dodging at least.

The gameplay... was... gameplay? and then it was over.

The pixel sizes were all over the place... although we are a bit guilty of this too...

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Yeah, I agree, faster movement would definitely help the game... in my defense, I did not code that part. (the enemy's turn at least... I'm a little responsible for the movement speed)
Unfortunately the HTML5 export decided to fail on us last second so we decided to just keep it download only.

It was very pleasant to play, although on the first level where the other color was introduced, due to it being red I didn't even consider it being a color that could be used to draw, because red denoted a closed exit before that.
The movement speed is holding back the enjoyment a little bit too, but the lo-fi makes up for it, you can't get mad at a game that has lo-fi music.

Creativity... well... we did the same concept of the dice/square based puzzle game... although our dice has literal faces and also holds items, the numbers didn't seem to add anything in these levels, but maybe in harder levels it would take a lot of planning to always choose the highest number while also optimizing the route.

10/10 presentation, although it's an interesting choice to have it 45° perspective but controlled by the arrow keys... however it never actually impacted my gameplay, which I find interesting.

My enjoyment was immediately kneecapped by the very repetitive music, floaty controls, unreliable physics and convoluted game rules. Once I couldn't bear listening to the music I quit.

The rules probably took some creativity to come up with, but complexity a good game does not make.

The menu and sprites that are there look nice and clean, but what isn't there, is most of it...

My enjoyment was limited a little bit by not being able to skip dialogue and the fight section being a little bit monotone and pretty hard, but at the very least it restarted at the start of the fight instead of having to do the whole intro.

It is a pretty creative interpretation that tells a story, however the game mechanics that tell the story are a bit too bland and heavily Undertale inspired.

The visuals and mechanics work prefectly, if I had a minor gripe it's that some buttons need to be clicked with the mouse, so it can't all be played just on keyboard.

Pretty fun and creative game even if lacking a bit in art or polish.

For example I would have liked it if the terrain was more varied or if the souls seeked out the shrines.

But the performance is pretty increadible and the enemies forming clouds looks pretty appealing.

Just tried out the demo running the server and 2 clients on the same PC and both clients using the same mic, still worked so I bought it.

I'm excited to one day make proper UI and mute people... etc.
I'll make sure you'll be in the credits! (even if it's not my project)

The theme has been properly adhered to, I instantly felt overwhelmed... but also unfortunately confused and I could not figure out how to play the game.

We're very glad you like it! There were many things that didn't make the cut, like bullet time, more weapons... a spoon that shoots smaller spoons that explode into spoons, but I'm happy that people enjoy it anyways. The menu also got cut along with the volume sliders...

I would have been up to add anything you suggested and time wasn't really that much of an issue either... It's a shame we forgot about the bear for example...

Simple, fun.

Good luck! Really like the sound design and chill vibes, but I don't like enemies I can't defeat.

I really like this game, even though I don't see in what way it would be overloading on the senses. What I can say about the game itself is that it seems to suffer from lack of direction and I have 0 idea what I should be doing with the things I collected or where to go.

I have a game with a similar mechanics by the way that I have been working on for over a year now and I hope you don't mind if I take some inspiration ;)