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David Frankel

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A member registered Dec 08, 2016 · View creator page →

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Impressive!

My favorite parts were the feel of the jump (so snappy) and that initial awesome transformation sequence. Also, definitely a fan of the main character’s design.

I was bummed the game didn’t save my data – but I was playing the web build, and I know saving on web is a pain.

I thought the map layout was great, though the ability to look up and down would’ve helped a lot in a few places.

All around great job. Looking forward to seeing more from your team.

Loved the music and visuals. The cinematic opening was a fun surprise.

I like the fast run. There’s something satisfying about sprinting through these large, illustrated environments with parallax scrolling. I didn’t finish the game, but I am curious to learn more about its world.

I think the rest of the controls would benefit from another pass. I recommend giving the player full control when they jump. The way the character drifted after you hit a direction midair felt strange to me, and made the platforming especially difficult. The attacks, too, were hard for me to use. I think the character would’ve benefited from a larger hit box and an air attack.

All in all, I think this is a fantastic start to a game, if you choose to continue it. And if not, I look forward to seeing what else your team creates.

Thank you for the feedback!

I definitely hear you about the controls. 😅 As for the map regions, we had originally planned to have more distinct graphical skins… but, like you said, game jam. 😞

I’m glad the upgrade effects were a highlight for you, the team put a lot of thought into those.

Thanks for the feedback! I can totally see how having distinct areas using map chunks would’ve helped.

Infinite jump is my favorite, too. 😅

Thanks so much for the feedback!

I totally hear you about the controls. We made some choices early on regarding breadth versus depth, and I opted to use quick, out-of-the-box physics in favor of piling on extra features. The downside is the controls are pretty frustrating–even for me. 😭 I might give the physics and controls another pass after the voting period ends… we’ll see. 😬

Nicely done! I love the desolate world. The subtle story and powerup progression worked well for me. It felt like a solid encapsulation of the metroidvania genre.

The boss battle was definitely brutal. I’m not sure if that’s a positive or negative, but it did feel like a bit of a departure from the rest of the game. Again though, awesome entry overall.

I had fun playing this! I like the power system progression. I could see this evolving into a pretty engaging puzzle-platformer.

I love the vibe. The ambient music and parallaxing space background feel retro-arcadey in the best way.

The mechanics weren’t immediately obvious to me, but I figured them out. Unfortunately, it was pretty easy to get into a locked state and unable to proceed. This might not have been so bad with frequent respawn points, but having to redo the level each time started to wear on me.

I’d love to play this game again with some post-jam polish. Good stuff!

I love this concept. I’m a fan of old-school SMT, and I can see the influence.

I hope you continue the project. Great music; great vibe all around.

Oh my gosh, I love this game. Like a mix between Solomon’s Key and Cave Story.

It feels good just to move and jump, and you can even feel the weight of your weapon when you upgrade. It’s minimal; what you did, you did well.

Great job!

airkemi, no

I love the aesthetic. I see the Skate Story and Madoka Magica inspiration. Wouldn’t have crossed my mind to combine those two. Well done.

The controls definitely didn’t come easy to me, but I dug the world and vibe. I’m gonna check out your Steam game – I’m curious to see what you do without the limitations of a game jam.

Nice game jam! I like the visuals… definitely a mood.

I love that you tried something unique with the movement controls, but after flinging my ghost in the wrong direction many times in a row, I had to put the game down. Still, very cool.

Love that floating hair.

Definite Risk of Rain vibes. Love it.

I appreciate the game’s feel; the fast run and snappy jump are so good. That said, it’s certainly not easy – I bounced off after maybe ten attempts at Python. Still had fun, and I dig the concept of a giant boss for each game engine.

FYI, I encountered a bug where the game screen faded red when I died, and stayed that way even after I respawned (many times over).

Great work. Would love to see what you do without the constraints of a game jam.

Fun! I played it longer than I meant to, so you know it’s a solid idle game. The pixel art’s really cute.

It took me a while to realize I could upgrade the rookies, but I eventually got there. I wished I’d known if the fist had an upper limit. I maxed out everything else, and I wasn’t sure there was any point in continuing with the fist.

ahaahaahaha "nyafia"

I got stuck once my shift started. I could walk back and forth between the kitchen and dining area, and that was it. There were no customers or any other activity. Not sure if I was missing something...?

Neat! The core mechanic reminded me of gaining air with the cape in Super Mario World. Also, the ghost is cute.

Playing this game, I feel like I'm bathed in sunlight. So nice!

The button hitboxes seem pretty off, but I know how it goes when you're rushing to get everything in during a game jam. :P

This is such a charming game. I had fun typing the aliens to death. :P

I love Momonga. I wish one of the rating categories was "Cat."

Rad video. Thanks for checking out my game. :)