We made NUI using the free version of Unity ^^
Recent community posts
Thank you so much Flame!! Currently we do not have a Discord server beacuse we think the community of the game is releatively small, if more people are interested into it we will create a Discord server for this and the upcoming games we are making ^^
After half year of work in our free time we can proudly say NUI is out!
NUI is a game about farewell, a minimalistic puzzle-platformer where a mysterious character carries a sword deeply tied to him. The sword must be taken to the end of the cave, while the sword limits the character movements, it can also be used as a powerful weapon. However, due to the bond with the sword distancing too much from it will damage you...
NUI is available in Windows, Mac and Linux for 3$: https://davidpixel.itch.io/nui
Wath NUI release trailer here:
We hope you like it!
After some months of work during our free time we have finally finished our next little project: NUI
NUI is a minimalistic puzzle-platformer where a mysterious character carries a sword deeply tied to him. The sword must be taken to the end of the cave, while the sword limits the character movements, it can also be used as a powerful weapon. However, due to the bond with the sword distancing too much from it will gamade you...
Although NUI will be available on 28.08.2020, you can already visit NUI's page here: https://davidpixel.itch.io/nui
All question/suggestions are welcome!
Had a great time playing it! Loved the different puzzles using both the character and the flame, it was really fun guessing what to do in each of them. The art is also lovely, both the pixel and the character portraits, both create a great ambient in the game. Amazing work!
The control lock must be what Shark3143 was talking about, I checked it this weekend and didn't find it... But I have just realised it is only happening in the tutorial! Sorry so much for the trouble >.< I'm uploading a new version with the issue fixed right now. Thank you for playing even with that bug 🖤
Hellow itchio community! This weekend some friends and I released our Devtober game, Soultower
Soultower is a game about a lonely soul that tries to ascend a sinister tower to get a chance to live one more. In essence it is a short roguelike where the players can only attack by possessing enemies and using their attack and movement abilities.
- Fight using your enemies abilities
- Fast and agile gameplay
- Improve your ghost abilities after each levels
- Know about your past lives by talking with the limbo guide: Fatuu
- 5-20 min gameplay length
Make sure to check it out and let us know what you think about it here:
Thanks for reading!
Thank you! Yeah, we would have loved to add somekind of mechanics that slows you down while keeping the game agile, we had some ideas but we run out of time for devtober... Still not sure a "perfect" solution for it
I will take a look at the softlock issue this weekend!
Great idea and execution, I had a great time playing it ^^
Both the art, narrative and design work really well together to make it a enjoyable experience and having some small jokes scattered along the game makes it even more enjoyable.
One of my favourite things of the game is how it's the charismatic intro lets you know perfectly how the game is gonna work, making it a natural tutorial for the player.
I would really like to see an extended version of the game where picking and upgrade disables or overwrites another making you adapt to the change.
Thanks for making it!
Really liked the game! The idea is totally on point with the theme and its execution makes it simple to play but really enjoyable to retry.
I know this is a jam game of course and I think the game is really good as it is but if the developer wants to make a post-jam version I will like to leave a list of things that come to my mind to (maybe) improve the game:
- Push enemies on slash ending to protect player a bit after attacking. Although not having this makes player choose better where to end the slash, so I will only add an slight push to help players when the "end slash" options are really tight
- Score multiplier when players slash multiple enemies with one slash. This will reward players that try to group enemies having at the cost of having a more full screen and less space.
- Bigger difference between death enemies and living ones. Once you achieve a "decent" score like 30 it is difficult to see where there are living enemies and where there are death ones, making really difficult to hit a good slash with a glance (specially when you have to avoid enemies while moving)
- Remove explain text after it has been read once. The speed of the game and the urgency to try one play more make me skip through the text clicking really fast and ended on my stupid self clicking slashing to a foretold death.
- I'm not sure about this because current version feels good but maybe trying a different way to spawn enemies waves, a version that leaves slightly more space or even a strategical way to spawn enemies that leave patterns with safe spots will make it more playable for more players.
Thanks for making it, hope to see more games from you!
Thank you so much for making a video about Drytown! The minimalistic style of Drytown helped us to make a bigger game in terms of puzzles and animations for the Ludum Dare! Thanks for playing!
Hmmm, it is true but I can't fix it since it is how Bitsy works, sorry. I can't change the screen when reaching the end of the level, Bitsy only allows to change the screen by placing a trigger tile that needs to be inside of the screen :( That also causes both bugs.
Thanks though for the feedback! And please do not delete the comment, it may be useful for other players!
Hi Mutant Gamer,
First of all thanks for taking the time to play the game and upload a video about it ^^ Secondly, I really agree with the need of a How to Play screen, will add it this week while I fix a couple of bugs and add Mac and Linux downloads.
Thanks for the feedback!
Hi itch community,
On Halloween we released CurlyHop, a Top-Down Gameboy-like game where the player must smash enemies in order to deflect them and shoot them towards other enemies.
We started CurlyHop as part of GBJAM 5 but we could only spend 5 hours in it, so we decided not to upload it for GBJAM and finish it later. Almost a year later we decided to start it again and finish it on October and here is the result!
Hope you have fun!
PD: Considering adding a color palette swap shader next week as well as Mac and Linux downloads!