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Darling Prometheus

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A member registered Jun 10, 2020 · View creator page →

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this is definitely a pretty cool idea and an interesting mashup of genres, i think the first ways i would improve this is making so the game feels better to play in terms of feel (stuff like tweening animations or generally making animations more responsive and immediate)... the game right now suffers from having not much to really get from the repurposing stage but thats something the dev already knows about and wants to work on after the rating period, but like it would be interesting to see in conjuction to making it so that specific pieces of trash that specific enemies drop give different materials... add a map in the style of FTL or slay the spire and you have a pretty neat roguelike on your hands! definitely a lot of potential for this entry i think 

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press X (dualshock) / A(xbox) /B (nintendo) on your controller or X on your keyboard to skip the intro ;)

i can't really comment on the game's main mechanic because for some reason whenever i would click to pick stuff up it would just fall below the floor, but the aesthetic is really cute and the platforming mechanics while rough are still pretty interesting. good job on the entry!

simple idea executed on well - there's a lot of ways you can expand from here to make something really cool

really cool graphics and ambiance, the fitting in mechanic can be a little finnicky at times but otherwise this is a really great entry

short but sweet! reminds me of ftl in some aspects. i feel like this game could've been more challenging with generally a little less systems to account for, because i think as it stands it might be a little too easy to accomplish the goal, at least on medium difficulty. the planet graphic is really neat

cute game!! i think if this was continued as a full jam game i'd like it if there were better camera control as well as finer control, both in how you paint + attach stuff to other stuff as well as more paint styles, like something more reflective or generally with a different texture. very cool, though 

pretty neat concept, i like the modular style to making your loadout, i think you should try to make enemies spawn from outside of where the camera is because otherwise you get into situations where an enemy spawns right in front of you and you have no time to dodge and just get hit without recourse... i liked the animations a lot, too. good job

this is neat! i like how this looks a lot, although one of the levels the game spit me out on just had labels saying "1star" and "2star" sometimes. i like the concept behind this and i think it could make a really cool game if given more time to bake in the oven. there's some really cool strategies to do with the fact that items don't cost action points to use, but i think making the different skills you get meaningfully more variated than just doing the same thing but having a different 'type' would help with making the game even more interesting. i thought the font was a little hard to read and the text moved maybe a bit too slow, which can be inconvenient for people playing without audio. otherwise great job!

really cool presentation, i thought the gameplay felt a little bit repetitive in the long run, and the bird enemies are pretty hard to kill and end up just feeling kind of annoying to deal with, but otherwise really cool entry!

i'm always a sucker for spore-style 'build your character' gameplay, so this was really neat. great job!

really cool presentation! i think that if the goal is trying to discover what the abilities do as you go the combat resolution should feel quicker and be better telegraphed than just with text, the text goes away too fast and it's hard for me to keep up with what's actually going on and what i did, and the relative lack of animations makes it difficult to understand as well. otherwise neat idea!

really really cool vibe

interesting concept for the gameplay! it wasn't immediately clear that i was supposed to click on the screen to play the card, i think in a more finished version this should have something like the silhouette of a card on that space when you click a card to look at it. it's an interesting take on the card roguelike that resembles actual card games more than just having cards represent an action a turn. i think the graphics are interesting, also

i like the graphics a lot, i think the game needs some sort of objective or goal or sort of pressure to get you to make resources at the moment, as well as maybe an indication on the hotbar of where you can make resources by hovering on the icon for the corresponding resource. pretty neat overall!

i watched the vod of you playing and the fact you got one of the two creepy version of the hints early on was kind of sad... made me realize i shouldve made them a lot more sparse, at least early on, because the early hints are actually meant to be useful; you can learn how to bat projectiles away from them and  i THINK theres a hint about how to get the true ending. the game didnt lose faith in you - part of the gameboy soul to me has always been games that were tweaked just a little bit too hard, similar to like nes games being like a little bit too unforgiving - and the empty hint twice in a row is also a haunted game effect, not the game running out of hints lol. also, as for the hints, i shouldve made it maybe clearer that theyre meant to be hints for secret collectables that tie into the haunted-ness of the game. i kinda wrote them 2-3 hours before i submitted the project so they're maybe not the best. you need four at the minimum and there are 6 total to get. the second level also isnt the worst that it gets in terms of unforgiving platforming - i believe 3-1 is the level most people have had grief with so far. hope you enjoy the game if you do pick it up after the jam is done and thanks for the play and rating! 

this is extremely confounding and i had no idea what i was doing. it felt like a game i wasn't supposed to be playing. this is the kind of thing i'm looking for in games as a whole - fantastic job!

although the text wasn't very readable i found this as a homage to the movie halloween really cute. the graphics are simple and feel very gameboy-esque, reminds me a lot of pokemon. good job!

really neat feeling game, very nice puzzles, very charming. great job!

The game has a lot of potential to be expanded in interesting ways from this very basic start. Basic is good, it means that you have opportunity for some really engaging emergent gameplay. However the game is held back by its collisions. Presentation is great, as is the music and the fact that it changes depending on the in-game situation. I found myself very frustrated at the end due to the combination of length, unforgiving hitboxes, and the three different paths you're meant to choose at the end that are just a death sentence if you choose (arbitrarily) wrong. A good entry otherwise!

really nice game, lots of gameboy soul imo, the graphics are fantastic and elegant

really pretty game! a little frustrating to have to deal with the guy and the mechanics don't feel very easy to understand but the game itself feels nice to play and  the graphics are really really well done,  great job

Pretty great and fun game aside from the initial confusion caused by trying to interpret the initial input stuff, otherwise i found the game pretty cool and definitely in the realm of 'timekiller' gameboy game, the kind of stuff  youd play on a long car ride. over all pretty good! very clean presentation as well

You make a great point about the help screen thing! Thank you!

I liked the visuals of this a lot, with some more polish they could look even greater. The controls felt a tadbit awkward - maybe doing something where you aim with the mouse pointer could feel more natural. Great job!

Very interesting way to go about making a game about the idea of the void - the presentation is very clean, and although the voice acting is a little awkward at points, it ultimately works out very well. The controls feel awkward at times, and i think that the gameplay could be presented in a clearer way, but there's something to the idea that to win the game you have to have the right mentality, that you can't just sit there and reminisce but actually do something to honour those memories, and ultimately, enjoy yourself as you accept the ultimate void. Very interesting, thought provoking entry.

The presentation in this is extremely clean and by far the best part of it. With some polish this would be probably in my top 5 for this jam - the entry is only held back by the controls feeling a little less than smooth and kind of clunky feeling hitboxes. Fantastic job, though!

Very cool idea, driven specifically but the arcade vibe that the non-standard control scheme uses! Does a lot with very little in terms of graphics and sound, overall a very clean and well made project. Great job!

The gunplay feels a little awkward, but i find this entry cute in many ways. The graphics, for one, which are very neat, and the foley is very charming. Great job!

The comic style introduction was really neat! As far as the gameplay goes, it feels pretty neat for a mario & luigi style turn-based action rpg thing, but what i think this misses is a more clear tells for what direction the attack is going to go. Also, there's a bug where i can interrupt a special attack using a regular attack in the middle of it!

Really neat! The graphics look great, and could look greater with some more polish added like animations.

Very tight submission. Game reminds me a lot of flash games from the bygone era of early internet - really crunchy gameplay style, but some puzzle solutions feel a little obscure and don't give me that "a-ha!" moment. Otherwise this entry is really fantastic, the sound design is very minimalist but very very satisfying, likewise for the graphics. Doing a lot with very little. Great job!

I'm not sure if i'm supposed to be doing anything, but the control feel good! 

Very very VERY fun concept! This could have a lot of potential for a very fun game if you tighten the controls a little, but there's a lot of interesting emergent gameplay coming from just how you organized the random level bits. Looks great as well. Good job!

Thank you! I'll try to think of settings like those more in my future games.

it's up for windows! 

No yeah of course! I call it the slot machine just because it looks kind of a slot machine, but yeah i got that you can choose whatever option you want.

VERY cool idea, reminds me of the zen like games you would find in stuff like the Wii-ware store. Very mind bending, no criticisms really! With some added mechanics and some more polish this could be a phenomenal finished game.

Pretty good idea, has a pretty nice twist on the whole level editing subtheme that a lot of other games have, and the sokoban puzzle design works pretty well overall. Really nice presentation, very very very polished. Great job!

Really cool and well realized concept! Very polished idea over all. Great job!