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A member registered Aug 23, 2018 · View creator page →

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It's quite unusual and fresh - marrying space invaders and a dungeon shooter like that. Great idea! You've put the story and credits inside the game - it looks awesome, too.

I liked it overall. A planet fighting aliens in a dungeon is kinda weird, but still fun )

Please try and rate my game. If it's not too late and the rating period is not over, of course -

Really nice! Lots of different planets to visit, cool models, cool physics and everything. And I loved how music changes when you visit a different planet, that's awesome! The only flaw I can see is that it's a bit difficult to see whether you're going to successfully land a jump where you want it, or not, because the character doesn't have a shadow, and platforms have too soft edges - it's hard to see where the platform ends sometimes.

If you have the time, please rate my game, too. It's not that techy tho )

Nice submission. Don't see anything wrong with the controls. It gets real easy when you save money and buy those huge laser-waving walls. But for such a small game it's enough I think. 

Please rate my game if you have the time :)

Visually outstanding! Overall kinda nice simple arcady thing with lots of levels and cool variations on the basic mechanic. Difficulty is very inconsistent though. Some early levels are really tough, while some later ones are very easy.

Thanks for the feedback ^_^

Well, mostly it was all about the time limit. We started on monday (with five days till the deadline), and the artist who made characters and their animations only had like one hour in the evening after the day job, and most of the work she did on the night before the deadline :) So different orbits for each character - yea, I wanted that, we didn't have time. Maybe after the jam scoring is over I'll just turn the sprite black-n-white and set the color in the editor, we'll see :) 

Four days of coding for me (and one day of making music) - not sure I could've done more. There's lots of little stuff that could've been added - different character portraits for the dialogue, more dialogue variants, but in the end it all had to be cut... I'm not a professional programmer (yet?), maybe I work too slow, i dunno :)

Changing orbit speed is slow - yes, I wanted the player to feel that it's a PLANET. Even if it's little, it still should be slow and have some momentum. And yes, it helps keep the challenge.

Background and foreground graphics were indeed done by different people. We're not a professional game making studio so no art director who coulde've made sure all the art is consistent and done in one style throughout. And the 'girl' planets do have a kinda similar color palette :)

'Some asteroid hits in level 2 are not registered. So a planet is hit, but doesn't take dmg.' Umm... Are you sure? Because I've never encountered that, but there's another thing which may lead you to think that planets sometimes don't lose HP. A planet has a max of 4 hp. When its hp is more than 2, this excess hp is represented as a coloured aura around the planet. And there's a bug (and it should be fixed, I agree, I'll look into it after the jam scoring is over), which makes this aura shine bright and start slowly dimming only some time after the damage is registered. Like it has 4 hp, it got hit, and you don't see any difference right away, but the aura will change in a couple of seconds.

The idea is interesting but the gameplay is too difficult for me. Too fast. Even at the start I can't juggle both portals, I can put one of them and then try to catch the meteorites as close to the planet as I can by clicking the other button (if it wouldn't go straight for the planet, obviously). But then the speed increases, and it gets impossible. But the idea is cool :)

Thanks for the feedback :)

The language is simlish just some abstract gibberish :)

A really cool card-crafter. Got me instantly hooked, and I spent about 30 or 40 minutes and died to the final wave on my second playthrough. There definitely are some things that could be polished (what adszads here says), but for a jam game it's awesome!

A pretty good game. Lots of interesting elements: several weapons, the grapple, the jetpack, how gravity works. Cool! Loved it!

I would really like to hear your feedback on my game, there's some gravity there, too, although I suspect it's much simpler than what you did :)

Nice submission. Some levels seem to rely more on luck (no way I can predict so many player movements if I can't even see them most of the time), but it's an interesting puzzle game nonetheless ^_^

Please rate my game, too. Struggling to get plays here (seems to be my usual case, not sure why) -

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Wow. A really awesome and polished game with a cool concept, couple of interesting mechanics, great visuals, nice sound and music. Some rebalancing and problem fixing (when the balls get behind a whole cluster of planets, there's not much you can do other than hope, maybe some way to blow up the balls would help), some additional stuff and monetization ways, and it would be a great mobile time-killer!

Please check out and rate my game, too, if you can find the time -

Thank you for the feedback, I'm really glad you've liked it :)

I initially wanted to add one small episode for the epilogue (mostly just another dialogue), and make additional emotions for the planets, but we had to cut it, since we didn't have the time to make neither the coding part, nor the characters' animations for it. But further levels - no, I just wanted to make a small jam game and try my hand at some narrative stuff :)

Interesting simple concept. Visual effects are quite nice, the blurs, and glows, and that cute pixel tail behind the rocket :)

Really good! Nice art style, unique bosses. Most of all I liked how you've made the attacks of Uranus and the sound they make. Like ahaha Uranus - that made me laugh XD 

Quite nice :) Fix the bug, maybe rebalance and polish the spawn mechanic, add some sounds and graphic effects, and it might work as a full-fledged 2048 mobile clone. It definitely looks more appealing that the original )

Thank you! Really appreciate it ^_^

Huh... I've looked up jacksepticeye, and no, it's not a reference to him :) It's just the character looks kinda British-gentleman-style, so I've used the only British-sounding phrase I know :)

Thank you very much :)

Well, as I've said in one of the other answers to the comments, it does seem really difficult when you play it for the first time. It's not though, you can totally make everyone survive. After you get used to the controls and give it a couple of tries, of course. In my first iteration of the concept I wanted to make the game even more difficult, or introduce some cheating move or something, so that getting the good ending would be impossible. I wanted the game to make the person playing it feel something, experience some emotion, and if everyone survives, well, it just wouldn't have the desired impact. But then I've realised that it's turning out difficult enough, so that getting the good ending on the first try is still very unlikely. So I left it at that. :)

I understand that players struggle with the controls... This is a very vasluable feedback, I'll try to remember this next time. Like if I want to make a game that is difficult to control, I need to somehow justify and legitimize it. At the very least, mention it in a dialogue (along with a tutorial, yep).

Ah, I see. I'll make the update after that then :)

Thank you )

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Thanks! I'll be sure to rate your game!

This game seems very hard at first, maybe even unplayable. Well, lots of difficult to control planets with momentum and stuff, and you have to switch between them in time, and so on. But after a couple of tries, if you get the planets to the max in the first stage and then in the second stage after some of them get hit, be really careful and sometimes maybe even shield the wounded ones with healthy ones, you can even make it so that everyone survive. It's not an easy task, but completely doable.

Thank you ^_^

If It's allowed to make updates after submission deadline (is it? I'm not sure), I'll definitely update the How to play section. Other than that... I'll try to keep that in mind for my next game. In-game tutorials and other stuff that teaches you how to play while you are already playing are really great, and I've never made anything of the kind yet.

And Solar Crew was designed as a small game... I'm not sure I can see a way or a reason to make it into something bigger...

Thanks :)

Cool music, great visual effects. In just 2 days? Wow...

A nice mechanic. It's a bit tedious having to remap the controls all over again on each map, but if it's a necessary part of the gameplay... if the game was larger, there should have been some solution to this. For a game made in three days this is a great submission )

Thanks ))

Yep, seen those posts. To get smooth pixel perfect result with moving objects and moving camera I've tried implementing this method with  transferring sprite renderers into child objects and snapping them to a grid -

It's not a perfect cure that works every time, unfortunately - in my case it didn't work with gameobjects that had rigidbodies and were not the player. 

Hey, I've posted the music to my Soundcloud page (if you're still interested) - - Pavel

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Great! A nice hardcore game with cool pixelart graphics and an interesting mechanic. And i really love this lighting effect. Awesome job! 

Please rate my game, we got pixels, too -

Great submission! And this is really your first game jam - unbelievable ^^. Yes, as people have been saying in the comments, it's far from perfect, but for me it wasn't that confusing (though took a little time to understand what I have to do and why I even need to change colors). Nice balancing using cooldown times. Cute graphics. The screen is really small tho.

PS please rate my game, too -

A nice and simple typing game. For a project made in 22 hours it's really good!

A fun tunnel syndrome inducing shooter ^^. A bit more on the difficult side, but I liked that. I liked the bearded guy and the bosses. It feels a bit under-play-tested - if the metal boss decides to charge through you, there's no way to escape, he's too fast and big, and the player is too slow. 

Pixels look all jaggy, and they change in size when moving. Well, that's a Unity issue, In my project (please rate it ;) - I spent a whole day trying to make the pixelart look smooth. Still wouldn't work until I turned rigidbodies off on most objects.

Nice submission. IMO the game would look better with some powerups and stuff, but it's fun to play as it is. I really liked how you approached the theme. The text, the lines, the completion bar - looks cool. And the cursor crosshair turning when you shoot - wow, that is a really cool looking touch.

I liked the animation :) And storywise it's good, kinda sad, but good, touching.

The level is not enclosed - is it intended? First time I played it I ended up walking on its 'roof' as soon as I got the Vector2.MoveTo-grapple, but nothing was happening there. 

Hmm... Trying out different styles may be great I think, but for a jam? When you have so much to do, and so little time to do it? Naaah

Great game! And it's just huge for a one-week creation: tons of different art, several types of mobs INCLUDING BOSSES, lots of rooms and secrets. How you managed to do all of that in just one week (ALONE??? SRSLY?!?!?) is beyond me.

I loved the subtle details hinting that there might be a secret passage here - a really great feature, I'll definitely try to remember this and use it in some future projects. Loved the artwork. Loved the particle effects, all those beautiful splats, and splashes, and flying numbers. Loved the references (Isaac and the poop - that was really awesome). Loved how the brush behaves and how you have to swing it for the maximum effect. And there was this funky moment, with this boss that doesn't let you get close, which resulted in me running from him in panic, trying to find a brush upgrade, and when I finally did and killed him, ohh that was a great feeling.

Kinda the only thing lacking is maybe music - not too much of it in the first place, and when it does appear it sometimes just doesn't fit the mood. Like there's a really difficult battle going on, to the music of some kind of slow and relaxing string-piano-thingie. But again, with so much done in just a week, there are some things you just don't have the time for.

And another thing - the spikes coming out of the wall are not synced with the sound effect they make.

And that is all, everything else is AWESOME.

thanks for the feedback )) really glad that you liked the game. Soundcloud... hmmm... we haven't thought about it. Maybe we'll post it there, because why not. -- Pavel

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Nice game, quite fun. I liked the exceptions and how they make those annoying windows pop up, and you have to switch to your mouse as fast as you can and close them. I've finished it several times just to see how many cannons I could build. Got to 5 :)

Thanks! I've seen the stream after it was done. You've pointed out some useful things, like having a control reference on-screen. I'll definitely take them into consideration. ^^

Thanks! Glad that you liked it. We just didn't have enough time to playtest it properly (if at all), so yea, it definitely needs some tweaking.

I see. Well, good luck ^^