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elcano

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A member registered Jul 14, 2021 · View creator page →

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(2 edits)

I think this project is absolutely fantastic. It feels incredibly complete, with an impressive amount of content, game modes, and selectable cars. There’s really nothing that feels like it’s missing.

One thing I especially appreciate is the flexibility of the controls. The ability to fully remap inputs for gamepads, steering wheels, and keyboards is an excellent feature. Some people might see it as a minor detail, but I think it makes a huge difference because it allows everyone to enjoy the game using their preferred control method.

If I had to mention one personal and highly subjective preference, it would be the visual style. My first impression is that the project seems to avoid using sprites that are closer in style to the original game, even as a tribute to the classics. Personally, I think the game could have even more personality with sprite-based graphics, and nowadays even modern tools could help achieve that aesthetic. That said, this is simply a matter of personal taste.

The only other criticism I could make is based on my first impressions, so I admit it may not be entirely fair without having played the game more extensively. Some of the car customization and management menus, especially those related to repair times and similar options, felt a little less intuitive than the rest of the experience. I understand that they add depth to the game, but they also gave me the impression of being somewhat removed from the more straightforward arcade spirit that I personally associate with this type of game.

More than the system itself, I think what could be improved is the interface of those menus. As someone who is not particularly fluent in English, I sometimes found myself spending more time reading and interpreting the options than I would have liked. I don't think this is necessarily a translation issue, but rather a presentation one. A more visual interface, with less text and more graphical elements or clear indicators, could help make everything feel more intuitive and direct, especially for new players.

In any case, I consider this a relatively minor issue and not something that significantly affects the overall experience.

I want to emphasize that none of this affects my overall opinion of the project. I think it already looks great, I don't believe it needs major changes, and my overall impression remains overwhelmingly positive. In fact, from what I've seen, it seems that your more recent projects are already moving in that direction.

Overall, I think this is a very impressive piece of work and a wonderful tribute to the spirit of Turbo OutRun. Great job!

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Really enjoying the game! The bike controls feel great, it's a lot of fun to play, and overall it's very well made.

So far I've only managed to clear Stage 3 and reach Stage 4 twice. The time limit feels extremely tight to me, especially if you're trying to make any mistakes along the way.

One thing I think would help a lot is having a short tutorial or hint at the beginning explaining that players should pay close attention to the curve warning signs. Without knowing that, the game feels extremely difficult, and it took me quite a while to realize how important those signs are for anticipating corners.

From a design perspective, I personally think the stage-and-timer structure is a bit less engaging than something like Out Run, where branching routes add more variety and replay value. My ideal approach would be a championship-style progression similar to Lotus Esprit Turbo Challenge on the Amiga, or games like No Second Price and Pime Mover. I find that kind of progression more satisfying because you're constantly working toward achievements over time, rather than being heavily punished with a game over after a single bad run.

Of course, that's just my personal preference. Overall, I think you've done a fantastic job, and the handling is probably my favorite part of the game. Great work!


gameplay (spanish): 

Mola mucho el acabado gráfico y la ambientación. Me recuerda a aventuras gráficas que jugué en mi Commodore Amiga como Maupiti Island. Le falta música, espero que Pol te ayude con esa tarea. Buen trabajo.

Exactly, we want more levels. I don't enjoy a game that ends in 5 minutes. Maybe one day we'll see a full game from you.

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Nice game, I like the mechanics but as usual the experience is very short. Congratulations and good luck in the jam. Can you believe that you didn't win the last GoodWare Game Jam? I don't understand the criteria XD

Do you really think I'm going to play your game again? I think you need to face reality.

It was mainly because any random game fits the jam's theme better than yours, and in any case, I wouldn't play it again. It's really bad.

It's a fairly simple challenge concept that doesn't require much thinking and doesn't allow for many more levels due to its simplicity. It's not a bad attempt and fits quite well with the theme. Good graphical and sound quality.

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It entertained me for a while, but I didn't dive too deep. I reached level 9 without much effort. The time I played, I noticed a simple but original idea. I haven't played enough to determine if there's more hidden, but I haven't really felt like doing so either.

I seriously doubt that this game was made in just 10 days, and in any case, it's very suspicious that its resemblance to the theme is the same as any other random game. Designing a card game can't be done in just 10 days. I don’t think the creator of Slay the Spire made the game in only 10 days. It's true that the idea could have been conceived before the jam legitimately, but in any case, the execution is complex, and it has three difficulty levels—I really doubt it.

The idea doesn't quite feel challenging, and I spent more time figuring out what to do than actually solving the puzzles.

The graphics are well-crafted, and the controls are solid.

The game tries to be innovative, but it's important to remember that there should be a certain level of challenge and fun.

The game's resemblance to the theme is about the same as Tetris or Super Mario would have.

I tried the solution several times, and it didn’t work. I might not have done it perfectly. I mean before giving up.

The mechanics feel a bit unpolished and lack depth. The physics don’t help make the game enjoyable either.

Graphically, it’s not appealing, and the music is just okay.

The attempt to innovate is appreciated, but the idea isn’t solid enough. I think you're on the right path, but you need to improve overall.

The resemblance to the theme doesn’t fit.

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I found it to be a very original and well-thought-out game. I couldn't get past the puzzle about the message where the character barely leaves the house. I love how the game introduces you through the call you receive. The puzzles I managed to solve were enjoyable. The only thing I criticize is that, personally, I found it difficult with little playtime, and I'm not sure if that's because it's not very long. I mean, I haven't had a very long gameplay experience, but what little I played, I liked a lot.

At 1080p resolution, the mobile phone doesn’t fit entirely on the screen, even when pressing F11. I'm not sure to what extent this might affect the gameplay. I had to reduce the browser zoom to see the entire mobile phone.

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It reminded me of how an enemy in the game I'm making, Axe & Bow Land, shoots. It moves in circles and shoots while facing you. It doesn't seem like a very fun mechanic to me, but it's not bad for a few tries.

Graphically and sound-wise, it's really good.

I like the messaging idea, but I’ll say it again—I don’t find the mechanic very fun.

The game doesn't fit the theme.

I like how the game is designed with puzzle and narrative elements; it's appealing to the player. I like that you can search everywhere. I haven't been able to enjoy it to the fullest because of my limitations with English. I'm also not personally a big fan of narrative-driven games, but that's just a personal preference. At the beginning of the jam, I had an idea that was slightly similar in terms of the setting and puzzle. If you'd like, I can show you my vlog. Nice Try!

The gameplay is simply top-tier, on par with the best puzzle games like Elechead or Cosmic Express. I'm a fan of these games, and my YouTube channel features almost all the great ones from Steam, though I see that in game jams, I can find others as well. It's a shame this is just a jam game—I think with a bit more length, it could be a huge commercial hit.

The graphics are solid, and the music is excellent.

Innovation? XD The highest possible!

The game fits the jam's theme perfectly.

Sorry, but I have to say it—I can't believe this game was conceived entirely within the ten days of the jam, at least in terms of its core idea. I’m not trying to discredit the game; I’m just speaking as a fan. It’s totally fair if this idea was one of many you had and it happened to fit the jam. Unfortunately, my own list of ideas isn’t more than 100, and none of them matched the jam exactly, so I had to improvise.

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The speedrun of this game could bring some surprises.

In the game, it feels like there is gravity, but it's actually just the level rotating, and the speed is determined by the level's rotation.

Thanks for your comment and I respect your opinion, but design is not just the main idea; it's everything. If you look closely, it's not literally a clone of Asteroids, it's something more, or at least in my opinion. The idea was conceived in the first 24 hours of the jam, thinking about the concept of a loop, and I believe that passing through the maze somehow represents breaking the loop. It’s true that it’s far from the theme, as other participants have achieved.

I liked the control of the rocket and the way gravity is overcome, although it requires quite a bit of practice.

The graphics and sound are at a good level.

It seems like a pretty innovative concept, but difficult.

It doesn't quite fit the theme of the jam, but it's good.

There is a classic game called Asteroids that is controlled in exactly the same way and had some success.

I don't believe that complicating the controls should be the challenge of a game. I understand the original control, but crashing into the edges and not being able to pick up the food, I don't consider that a good challenge.

I liked the graphic atmosphere, but there is a rather unpleasant sound that sounds like a toilet.

The effort to create such an original control is appreciated. It's a shame about the gameplay.

It is indeed a loop, but I don't think you're trapped in it because you're creating other loops.

I don't understand what needs to be done; it's very cryptic.

The graphics and sounds are good.

The effort to innovate is something to be appreciated.

It fits the theme only somewhat, in my opinion.

The melee combat felt boring and simple to me. I also didn't notice any standout mechanics.

I think the graphics and sound are very well executed.

In my opinion, the level of innovation is very low because it's just another generic game.

There is nothing that makes you feel like you're trapped in a loop.

I can't properly rate your game in terms of gameplay because I believe you're making some mistakes that prevent people from playing it. There's no tutorial to explain the mechanics, even though the game isn't easy to understand, and I know the game you're inspired by.

As for the art, it's the strongest aspect of your game, and the cinematics are very good. I like how you introduce the game to the player, though I would put the dialogues inside a text box instead.

The sound effects are very good; in my opinion, the absence of music is not a drawback.

In my opinion, the level of innovation is very low since you took the easy route and made a clone of the game that likely inspired the theme of this jam. That's how I see it.

Obviously, the theme is well represented by what was mentioned before.

The idea is very good, with fun, challenging, and intuitive puzzles. Personally, I feel a bit sad that the gameplay experience is so short, in my opinion, considering the fun it provides. I imagine the concept doesn’t allow for much extension, or are you not interested in expanding it?

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✨ Axe & Bow Land - Demo Now Available on Itch.io! ✨

Hey everyone!

I’m excited to share the demo of Axe & Bow Land, a pixel art platformer with a unique puzzle twist! Control Axel and Bowie as they fight a dark force using a magical axe and divine bow. Freeze enemies and use them as platforms to solve puzzles and navigate levels.

Face tough enemies, powerful bosses, and uncover secrets across 6 worlds. The game blends platforming and shoot ‘em up action for a fresh challenge!

🌟 Try the demo now on Itch.io: https://elcanogames.itch.io/axe-bow-land

Let me know what you think! What are your favorite puzzle-platformers? ✨



Please help me:

When you use this extension the movement always starts from the center of the circular movement. I noticed that in the debugger there are two variables that account for the progress of the sine and cosine, hovewer they doesn’t seem like they can be changed their values. Their value can only be used to change something else.

Is there any way to choose the start position of the circular movement?