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DeadJade

95
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3
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A member registered Jul 31, 2018 · View creator page →

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Comments:

  • I really like the animation for the coins and the animation for picking them up.
  • I like the dynamic jump.
  • The animation when getting the sword was intriguing.
  • The sounds and feedback for hitting an enemy and getting hit by one are fitting.
  • This is a small thing but I like the curly white grass decor.
  • The walking sound is a lot nicer and more fitting.
  • I found a strange secret white area but I could not talk to the person there unfortunately.
  • I am really interested in that area and lady now!

Critiques:

  • I seem to fall forever if I fall out of the white area.
  • A smooth moving camera would add to the polish of the game, it can be a bit hard to track platforms sometimes if jumping lots and quickly.

It looks like a lot of feedback got implemented which I think is really awesome. The area design was also overall more fun to explore with the platforming and coins. I still really enjoy the color palette of the game! Also, I did not know about these update pages, nice! I’m not good about keeping an update log on my project, that is a good habit to have.

Thank you for taking a look!

Very interesting premise, and terrifying when I entered a room with what looked like hundreds of rabbits!

Comments:

  • I really like the intro stinger.
  • Nice atmospheric wind.
  • I like the look/style and idle animation of the character.
  • The monochromatic level looks appealing.
  • I really like the bit of purple grass visually.
  • The demo has me wondering about the story and setting of the demo, I like it. It makes me think the character in a nightmare, or even post apocalypse.

Critiques:

  • The walking sound does not fit the character.
  • A dynamic jump where you hold down jump to reach the max jump height would feel more game-y.
  • Jump buffer and coyote time would be good for the jump as well.
  • The ceiling was difficult to notice visually at first.
  • The attack could have an animation, right now it was a little confusing to use. The enemies didn’t have any damage animation either, which made it hard to tell if a hit was landed.
  • I think the color of the player’s jeans could be dulled out a little.

Best of luck on your journey!

I didn’t get back to the main menu, but I got up to the space cow. I can’t believe I played this for so long. Feels like something straight off of Newgrounds.

Very addictive, very fun!

I enjoyed the mix of frustration and fun of the game. I couldn’t get past the very top of the first big hill with the two arrows pointing to go to the floating platform on the left, but the concept and gameplay was engaging.

I tried to play, but the application said that it was unable to find the .NET assemblies. I only see a PCK file. I wish I could have tried it out, I hope to see another build! The one picture on Itch looks interesting.

This was a fun short play. The shadows were a nice touch for the planes. Getting to hear more of the song as I got through it was motivating, though I was not able to complete the game. Very intense! Reminded me of playing Galactica as a kid.

What does the orange and black pick-up item do? Also, I think the difficulty could start easier and then ramp up slowly (Though, I am not the best at this genre).

This was a very engaging way to learn more about different aspects of autistic people. I’m glad to have came across this game!

I replayed the game because I found the questions and responces interesting. I like that the questions have some variation between playthroughs! I also like the little bubbles on the character, the persona-like cards for the cosmic beings, and the rotating skybox in the background.

I intentionally answered the fake quote question on my second playthrough wrong, but I was told that I answered it correctly.

For the short ammount of development time this had, I really enjoyed the project.

I was dying to know who the last being was at the very end of the level and was hoping if I got a high enough score that a bridge would form, but I could not get a high enough score. However, I did enjoy giving silly answers during one playthrough since I had the open-ended prompts.

The gameplay loop is fun and quickly frantic, I really enjoyed the chaos. The character menu is fun to read through. The hidden unlockable characters were intriguing. The choice of assets is really strong, I love the style. The music and sound effects are very fitting for the game. The animations and style all feel really juicy. The addition of achievements was a really good idea, it adds a completionist appeal. I like the transition effect between menu screens.

Some Questions/Critiques: What is the central circle supposed to be for, is it just where the vials drop? I think having some manually activated powers with cooldowns would add more interest to the gameplay loop. The actual abilities were interesting in of themselves, but it would have been cool to have things like the spear be thrown in a direction I chose. I think a sound for the anvil falling would make it more comical. I think that the cost of upgrades and new characters could be lowered a little bit.

I’m happy you made it through to the abyss area. Thank you for your feedback, I am glad it was a good experience.

I really enjoyed the demo, though I was not able to beat the boss. I was drawn by the art style in your thumbnail after stumbling across this. The combat I was able to do was fun and the animation was both good visually and for attack telegraphing. Best of luck to you all!

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I really enjoyed the story elements between the diving sections, I felt sad when I saw the final piece. Was the father scarred forever by his diving experience, or is the diving experience a metaphor for addiction? I wish I could go a little faster sometimes but found the controls overall well-made. I like the change in movement for the final sequence and the accompanying sounds, it gave weight to the final section. If there was more time I think more could be added to the world design and more mushrooms or lichen would have been really cool. Maybe rocks and kelp if this does get worked on more afterwards.

I also really like the sound design and the choice of using the VHS filter. I think a music track with a slow build-up could be an interesting addition, and I think more could be done with the monster in the final section. Maybe more hints of movement visually in the distance before the attack (If there was already visual signals, I may have just missed them).

I like the sound design and appreciate the monologue before each scene. If enemies only approached within a certain radius, I think that would help the game play experience, alongside a different way to aim with the mouse. This was quite fun to keep away from the hordes of enemies. It makes me think of a zombie survival horror experience.

This looks quite complex to have made! I think you have a good base system but it doesn’t feel like enough is in the game for a full satisfying game play loop. Maybe you could have specific encounters at certain nodes or a home base you must collect resources for? Also, the sound design and presentation is well done.

The presentation of the game and the Itch page itself is stellar! I really enjoy the spaceship controls and the central game play loop is enjoyable. I think this was my favorite use of the planet art among the games I have seen.

Thank you so much! Having this compared to Zelda is a huge compliment. I’m glad you enjoyed the wizardly explosions.

This is a neat little game. With more ship controls, humans to somehow hide from, and quicker beam-up times, this could be a fun project. I like the overall sense of humor.

I like the set-up on the menu screen and the core idea for the game feels interesting. I think with another mechanic of some sort and more levels, this could be quite interesting. Maybe there could be some platforming and some obstacles to jump over or navigate around?

The graphics and dash animation were smooth and the player felt satisfying to play.

The fan past the springs spikes. Where do I begin.

The spikes combined with the springs and dash mechanic make for a really fun mechanic. With how it is set up, I found the challenge to be quite grueling personally, but the area specific spawn points made it easily re-doable.

I saw there was a point of interest by the fan only after I activated it, seeing the soon to disappear sign after I activated the fan. Dread filled me, knowing I would miss such a far-flung secret. How could I have missed it? It was right there on the map, and yet I had no idea until it was too late. All of the platforming, all of the deaths, only for my curiosity to be set ablaze right when freedom was finally in the mouse’s grasp.

I debated not going back through the spikes, remembering what pain they surely must have brought the little mouse who simply wished to escape the facility, but I really wanted to see the secret. The mouse’s desires for freedom, and all the joys that would surely bring, they could wait. I needed to find the last secret!

And so I went through the spikes again, and it was quite the challenge, but I would learn from the countless lives I lived before, remembering the spikes my pixelly little character endlessly fell to. Slowly I begun to hone my abilities. The mouse knew what I wanted them to do, growing more dexterous with each attempt. They knew their freedom, and more importantly my curiosity, was at stake. And eventually, I emerged once again by that fan, trembling with the excitement of finding that one last point of interest.

I climbed up the springs to the secret, thinking it would be something different from the likes of the pit of death and the dad-joke spider.

I was wrong.

5/5 (I really enjoyed this game!)

Thank you so much, I’m glad this was a fun game. :)

I quite enjoyed this, I found El Dorado! The final stages of having to follow the compass while in a stormy region was a bit of a puzzle and quite fun. It reminded me of The Lost Woods or the Gerudo Desert from Ocarina of Time. I also was really surprised by the grappling hook ability. I think it could have more player control, but it is fun to use. I also totally got trolled by the island with walls and just a sign. That gave me a chuckle.

I think an optional sail speed upgrade and a sprint ability would go a long way for the game. Maybe more use of the bombs if you ever expand on this?

It could just be me, don’t tell Kenney, but I really do not like the art assets in the game. However, I did like the bits of pixel art in this, and the game felt overall cohesive with the art used.

That makes me so happy that the ending was a fun surprise! I’m really glad that you enjoyed. :)

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There is not enough going on gameplay wise, but the premise is good. The game is mildly interesting, but I wonder what could be done to make this concept more fun. For the style this is, I think EvoCorps’s suggestions are good. I would also add more player feedback, such as sound effects for removing fog and finding buildings.

With more polish and another mechanic I think this could be a fun game. What if the player had to grab and throw litter into a big trash can, or sort between recyclables and trash?

The game feels a little strange to play. There should probably be a health bar and some moving sounds and animations would go a long way. The music choice also feels a little off. Health bars for the enemies and some feedback when they are hit would also help.

That said, the actual gameplay is enjoyable, and I had fun fighting and avoiding the attacks of the enemies. The throwing mechanic is fun to use. I liked getting a new weapon at the end of the level too, it felt like a good reward.

I enjoyed the smooth animations for the character, and the music choice for this project is a good one. When I fell through one of the holes in the game, the game did not restart.

I really like the parallax background and variable jump height the player has. I don’t know Portuguese, but this is a fun game.

The controls are fun but very difficult to use. I think if they were tighter and it was easier to slow down, it would add a lot to the game. The sound effects and presentation is overall quite good. I like the parallax stars in the background and the music is a good choice. I like the feedback from when you colonize a planet.

Respawning seems glitched, and the map does not seem to move or show my location upon respawning. Also there was a glitch where until I got close to another planet, after colonizing a planet, I would get a message that I was too fast for proximity even when I was far away from the planet I colonized.

This is a pretty fun little game, you did a great job on your first game jam! Having the option to use a controller was a really great touch, and something I always appreciate in games. It felt satisfying to play. I think a closer third person camera that follows the player would be really nice to have, along with sound effects and a pushing animation. I like the smoothness that the current camera has, though.

With the space theme, this reminds me a little bit of the game Maw by Twisted Pixel.

This game feels odd to play. The music doesn’t feel like it matches the game to me. The sound effects do match, though. I feel like the builder and scout could be implemented better, but I’m not sure how. Maybe something more like Civilization V, or maybe the builder is constantly working and the scout has to protect the builder from some kind of danger and guide the builder?

An interesting sense of humor, but a polished game. My biggest gripe is that the dungeon seems to be able to be blocked off by an ill-spawned pillar. It has a good game play loop otherwise.

I liked the camera movement but the character was jittery. Coins feel hard to get but the main premise is fun and could be expanded upon.

I really enjoyed this. While I find some of the controls to not be smooth, such as looking through the journal, I found myself hooked and enjoying the puzzles. I could only find one of the statues though, and I could not figure out the floating spears. I am not very good at puzzle games, but this is a good entry.

The concept is good but the implementation could be better. I’m sure it is a limitation of the assets available but it was sometimes hard to figure out which islands matched which drawings. The controls could be more fun with more animation and feedback, and colliding with islands ending the game didn’t feel right.

The subdued music was calming and fitting to listen to, and I liked the sound design of the game. The water animation is also quite nice. I wonder if a movable camera would be nice to have, even if it must be limited in order to prevent the player from seeing too much at once.