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e_sid

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A member registered May 31, 2021 · View creator page →

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Thank you!  I am really happy to hear you enjoyed it.  It also always nice to see someone who enjoyed the game enough to play it to the end.  The polish was definitely something I wish I had some more time on, and I am planning on cleaning a few things up after the jam that others had brought up.

I really liked how loosing all your power up played into the theme of the jam.  My initial thought was that it was going to be a side scrolling platformer, and was pleasantly surprised when in turn into a metrovania game.  Overall good job on gameplay and art.

Excellent, by far my favorite game in this Jam, really well done.  The only thing that looked wrong about the graphics is I think the cards break the pixel rule when they move (this is super nit picky and just really something that I couldn't not bring up cause I could not stop noticing it) .  Also because the z-axis is does not change, the card that on top will always move over the bottom ones, which makes it kind of easier to follow.

Lol, yea I guess it doesn't.

I use beepbox.co for music.  It is both free and online so it is super easy to try out.

I liked the range of different environments and the colour scheme.  I thought both weapons were useful, cause the whip really made beating the gun enemies and witch easier.  I am also not sure if this was intended but I beat the witch boss by getting them next to the tree so they couldn't walk any more and the spamming the whip.

I liked the gameplay loop, but felt the game was on the easier side.

Nice.  Art was really good/ readable and gameplay felt inline  for these type of games.  For the power ups, I did not feel incentives to increased my luck unless all three options were negative effects.

It felt like two project mashed into one.  I would have probably made the side scroller a little shorter because it felt more like an interactive cutscene and the build up to the top down part.

Crazy scope for a game jam.  Art was really good as well, especially the title screen's shading.  It was much slower paced than what I normally expect from a game jam game.

It was a nice little game.  The platforming was not always forgiving, but I think these type of games are usually more enjoyable when they are harder rather than easier.  For music I would have made something a little longer so it didn't loop back around so frequently.

I really liked the idea of the game and feels like there is a lot more potential with the concept.  I do think I wanted to like it more than I could in its current state though.

Art is really good, and I think you should continue to work on this to get it to whatever state you had initially hope for.  I think putting more information in the jam page's description would also help.

Honestly, most people seem to not understand it so it’s really on me, but thanks for playing it anyways :)

Art was excellent, I kept trying to count the colours cause it kept feeling like they no way it was only 4!  Gameplay felt inline with what a GB platformer would feel like but I did feel there where times I would be holding right and the game would intentionally eat an input. 

Art was excellent, I kept trying to count the colours cause it kept feeling like they no way it was only 4!  Gameplay felt inline with what a GB platformer would feel like but I did feel there where times I would be holding right and the game would intentionally eat an input. 

Thanks, the door opens after all other monster were killed (though you wouldn't know that cause i didn't say anywhere in the game, but i am editing the description with it, cause you probably right that it is unclear)

Thank, and yea the game needed a tutorial, which i should have prioritized over some of the other stuff.

Thanks, and I felt the same way about the grid/ music just being a bit different than what the GB would do, but I liked the look/ sound of it.  I don't really have big plans for it, but there are something things I would have like to have added to make it clearer whats going on and more instructions in the actual game.  So maybe a weekend of work after the jam.

Thanks, and I am 100% adding a description to the game.

Thanks, and yea it seems everyone is confused.  I am adding to the description page on how the game decides most things, and I hope that will clear up whats going on.

Thanks, and it does seems to be the consensus that the game is confusing.  I am going to edit the description with a bit more info on how the game decides thing which I hope will clear some of it up.  Also I am not sure what time limitation you are talking about.

Yea, I could see that working.

Thanks, I spent the majority of the jam on the art (maybe too much).  I ran out of time for this, but I did want to have a screen pop up after each turn that explained what happened.  And maybe I could add the dice role to that screen.

For 3, I did a jump and then another jump landing right (and i mean right) before i fell of the ledge.  Then when the clone jumps on me, with the added height he clips off the ledge and landing on the button.  Then i walk to the end.

I wanted the action selection to be fast while also not be a reaction test (like if you wanted ODD, I wanted the player to hit ODD, but i didn't want there to be to much waiting for EVEN).  I think you are correct that I could have gone slower and it still would have fine.

Crazy.  It definitely made me feel like Spongebob in that episode where he doesn't know how to tie his shoes.  I would also love to see someone who is really good at this just hit out of park.

I couldn't have said it better :)

That makes sense, the CPU's difficulty works by just making them mash their options more frequently the higher it is set.  The only time mashing is kind of bad is when you could have avoided the +5 movement that moves you over the loop squares or selling a stock for a low loop value.

First thing I did was press the power button, lol.  The game play was what I expect for these idle type games, but the graphics really push it to be something with more draw.  Well done. 

I really liked how difficult some of the puzzles were (Level 3 and 13 were the hardest for me, but i think I did level 3 an unintended way).  The one thing I would have like was to know how many copies each level took for you to beat as kind of a second goal.  Overall, very good.

It is a nice little game.  The difficulty level also felt very reasonable, which I feel is kind of rare for a jam roguelike.

:)

it was originally going to also have black arrows where you had to press the opposite button than what showed up, but i was like maybe i shouldn't

I am so happy to hear someone did.

thanks, originally we had the player pick up robot parts that changed movements/ solved puzzles instead of alternating characters but ran out of time.

happy to hear, we ran out of time to make many harder puzzles but we wanted to get at least one trickier one in

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thanks

thank

its kind of like a reverse block pushing game (the ones from pokemon), maybe that what it is reminding you of?