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E.T.C.Lundberg

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A member registered Dec 15, 2015 · View creator page →

Creator of

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Thank you, I will add these to the bug list!

Mysterious...!

1. Increasing cost on matches etc - I will write this down and think about it for a while.  There’s no clean solution for this map, but I can build it differently for future maps. 

1a. Shortcuts - Same here. Although I’m fine to leave them in if some players prefer to unlock them. 

2. Running Shoes - I intended running to take up stamina at first. I will check if it works ok to have it on a toggle. And where to place the free shoes, and where they are sold.

3. Cosmetics feel expensive - Yes, I made a test in the first shop with the tickets, I have some ideas for the other shops as well. Aka “cosmetic currency”.  

4. Chest content isn’t worth it with expensive keys - There used to be more chests, but I replaced a lot of them with presents and free items. I mean, it is a gamble after all :) But I would say it’s worth it when you unlock a path and when the keys are cheaper. 

5. Mining range visuals - I agree, this is pretty high on the list. The range needs to be shown clearly and how it expands with the upgrades. 

6. Unclear effect of duplicate items - Any specific ones? Unless there’s a bug they should all increase in effect up to 5 upgrades. 

7. Coupon remaining - Yeah, I don’t want to force the player to buy everything. Maybe I will just stop giving out coupons when you buy all the items, or add something more to it. I added it as a first test, I have some other ideas for the other shops. 

8. Missing barrel breaker after prestige - I can’t replicate it so it’s hard to debug.

Unlocking all of the rooms on the right from the starting area and running out of resources - It’s a hard balance, I want players to be able to explore and pick different paths, but at the same time, I don’t want there’ to be too easy to randomly get locked out of a run. I have been changing a few positions of the shops and characters, and what you can buy in shops etc. (you used to be able to buy keys in the first shop, which made it a bit too open) I will add some keys in the farmer’s shop and see if that helps

Thank you for the detailed feedback and for playing through multiple rounds!

I just tried to replicate it and it appeared in the shop for me. idk if you are going to play another round, if you do, can you try to not pick any star upgrades and see if that fixes the problem? 

okok, I will look into it!

Do you have the barrel breaking effect already? Its going to be fun to bug test that one xD The only thing I can think of atm is if you picked up some star upgrade with a similar/bugged effect. 

Do you remember how many rooms you unlocked in each direction? I'm aware that its possible to unlock the rooms in an order that makes it take a bit longer to unlock the next shop. but I'm not aware that there's any impossible paths. But yes, I think it's a problem that some paths are slower and might feel impossible. I will keep that in mind when designing future maps. 

I see, can you post which rooms you unlocked? 

I see, can you post which rooms you unlocked? 

I didn't realize it was possible to use the clipping so much, I think it might be a delta time issue. I can only do it if I stand up in rate tunnel! But yeah, I'm planning to fix it after the jam. Thank you!

I see! My bad, hmm, I think I just expected the spikes to stop the platform.

Thanks! 

The knockup was intended, but the clipping was not! Although I kind of like the clipping, so I'm thinking about maybe using it as a mechanic in a different metroidvania game...!

Yeah, it's a little tricky to do, but it is possible to skip the final upgrade.

Thanks :)
enemies - Yeah I agree, I wanted to spend most of the time making levels so the enemies are super simple, more like something from a mario game where you are better off just jumping past them. but I like the idea of having something moving on screen, idk maybe I will try some moving platform or bumpers or something in a another jam :)

I like how massive the game feels, like when it's zoomed out and there's a overwhelming visual from all the different types of tiles on screen! 

I did feel a bit lost and I think I found a few pickups and NPCs I didn't interact with because I didn't know how to (I think a quick fix could be to add a button icon when the player are close to them, or talk / pick up when overlapping). But I feel like there's a lot more if a player puts in the time required to unfold it!

The art style is very solid! the water themed upgrades was also interesting. I would retried it more if it had more checkpoints. here' recording at 1:15:19

I like the mood of the clock room! 

here's a recording of my attempt at timestamp 54:32

I really like the backdash, and how you can jump out of it to get a boost. 

Also the tileset looks interesting. 

I think the slime enemy is interesting how it dodges attacks by shrinking into the ground, but I would have preferred it as a elite enemy instead of a mob enemy. 

Here's a recording of my first attempt 49:49 , I also tried it a second time and killed the slime boss in the dungeon.

The characters has a lot of... character! 

And I like the mechanic when the player carries a flame and gets an ability and then loses it to unlock something. 

The jumping felt short because I couldn't jump over enemies and spikes. 

Here's a video of my attempt at timestamp: 34:14

The weapon pickups felt really refreshing as upgrades. I was exciting to know what the next one would be, the bubble one was very nice! I also like the pace braking with the NPCs. Here's a recording of my playthrough at timestamp 19:08

The setup and intro of the game really makes it feel massive! Also good use of combining different art assets. Here's a recording when I tried it at timestamp 10:03

The enemy animation and variation of enemies is great!

Here's a video when I tried it: 

Really well made tiles and sprites! The set up with the character splitting is also interesting!

Here's a recording when I tried it 2:35:48

I enjoyed using the grappling hook and the NPCs with light dialogue with options works well! And the music ️‍🔥Here's a recording when I played it: 2:19:52

The graphics works well and I like the speedy movement / jumping, although I would have liked more checkpoints! Here's a video of my attempt at timestamp 2:15:00

I really like the idea of switching between different chess pieces to change the type of movement. Although I struggle a bit with how to use the dash move. Here's my gameplay at timestamp: 2:10:39

I like the tiles and the physics based platforms! The game also has a good premise for a longer game. Here's a recording, at timestamp: 2:05:57

I really like the theming of enemies and the musical note projectiles, especially the jumping piano! I recorded my playthrough here at timestamp: 2:01:40

I like the mechanic when you throw rocks and refill your supply from piles. Although I didn't get very far. I recorded my gameplay here, at timestamp 1:57:55

tbh I always end up making too hard games, and need to scale it back after play testing it with other players :)

There's a lot of details in the background art, with all the undergrowth and plants you can slice! There's also a large amount of systems, although I have to admit that I wasn't in the mindset to explore all of them in a game jam. I also like the map on road signs!
here's a recording when I tried the game at timestamp 1:47:20

Really good hit effects and enemy sprites! I also like the song a lot :) Here's a recording of when I tried it at timestamp 1:33:41

I really like the clean art style with shadows and bloom! I did struggle a bit with the rhythm timing and the section when you wall jump with spikes on both walls got me! here's a recording at timestamp 1:26:40

I like the camera and room layout, also an interesting art style. I did manage to complete it! Here's a recording at timestamp 1:21:53

I like the background! Although I didn't get very far, here's a short recording at timestamp 1:19:19

Idk, it felt like maybe I should have looked for hp or damage upgrades somewhere else and then returned to that area. I got kind of restless and just rushed the last encounter, but the spikes always got me in the end (╥﹏╥) Anyway I enjoyed the game overall, I wouldn't have made so many attempts if that wasn't the case!

I enjoyed playing it, although I would have liked more hp or if you respawn in front of a spike pit. Here's a recording of my attempt at timestamp 1:02:53

I really like the upgrades and how they are unlocked and spread out over the level! Here's a recording of when I tried it at the time stamp 43:37

The art assets works very well and there was a large variety of enemies! I didn't get to the end, here's a video recording at the time stamp 36:21

I like how each room is framed with a single screen camera and has something unique inside.

Here's a recording from my attempt at timestamp 27:25