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Falcon Nova

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A member registered Dec 11, 2017 · View creator page →

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Cleanly executed game with immaculate vibes, it felt like playing classic Celeste and that's a compliment. Precision platformers usually melt away my time so for the purpose of rating I cut it short, but I 100% enjoyed what I saw. I liked the freezing mechanic in upper regions, it just adds so much immersion. And it was pretty metroidvania by the way. Great work on the game.

Lovely game concept. Got a bit confused at the start which led me to not going very far in the game, but I enjoyed what I played. More work on the sensory elements would be awesome, but I think that as a general concept it's well executed and has potential. Nice work!

A solidly well made entry. Nothing to say on the sensory experience, nor on the metroidvania and theme, apart from the fact I'd wished it was more in the spotlight, but that's a nitpick on my side. It feels like the enemies hurt a lot, or maybe that's just low health (do admittedly I was trying for a pacifist route after reading one of the first tips), but I do wish the player was a bit faster in it's movements. Apart from those little picks, I must say it was a very pleasant experience, and I loved how Zelda-pilled it was (Is Zelda a metroidvania?)

Lovely little experience. The game was nice looking and had a nice interpretation of the theme.

The perspective and movement had to be the most confusing thing. Isometric in itself is very nice, but here the player movement was relative to the direction of the blob and not to the perspective itself, which got confusing fast. Add to it the frequent camera angle shifts and you could easily miscalculate a jump, which happened to me a lot in the vertical shaft.

This is pretty much my only gripe with the game. I loved the flavor in the dialogues and the funny touches. Nice work.

How creative and different! The mechanic of getting powerups by going in specific rooms in a specific order is definitely unlike anything I've ever seen. I also love the details and flair you've added in the game, it makes the experience feel more polished. I had a great time!

Love the ambiance, the visuals and the music were great. Theme was well implemented too. It feels a bit rough around the edges, considering there's no checkpoint and the controller controls half work. However, you have a nice thing going on and it was pretty cool to play.

A mighty fine job for a first game. Encountered many bugs, as others have stated. It took me a while to find out I needed to pick up the pickaxe, but then it was smooth sailing until clearing the game. Interesting theme interpretation. Nice job.

Metroidvanias inside a metroidvania was not on my bingo card for MVM30.

I love everything about this game. The creativity behind the terminals, the ambience, the minimalist interpretation, it's awesome from an end to another. I don't much more to say.

Absolutely love what you have going on here. The theme is well applied and the concept of the character freeing herself is pretty cool. Having to limit my FPS was a technicality that made my first few minutes with the game pretty annoying (jumping 1 time out of 5 was not fun), but as soon as I got it capped at 60 it got widely better. Lack of a save system probably won't make me come back to the game during the rating period, but if you update it post-jam with one, I probably would like going to the end.

Absolutely love your take on the theme - the journey already ended and now you have to return everything. The game had its frustrating moments, like the platforming, the hard-hitting enemies and no aiming flexibility, but it still kept my attention. Nice game!

I think the concept is cool but lacks in the execution. I was confused when attacking: it seemed like I drew the sword, but it stays drawn in the direction it went? Sometimes I wouldn't even deal damage to enemies. Instant death was also annoying. On the positives though, I like the extreme interpretation of the theme, essentially keeping only what's necessary. I also hear about interesting mechanics, although I could not experience them myself. Good job.

A standard but well executed take on the theme. The game seems to have a lot more content for the time I can realistically give it in a rating period context. Lacks a bit of quality of life, like checkpoints and health refills. Nonetheless, it was pretty enjoyable. Nice game!

Very cool concept and an impressive first game. Theme respected fully, although it does lack a bit on the sensory aspect. Minimami's character design is an awesome take on the theme itself. Nice little demo!

You can create another project page with the right build, and redirect the players to that page.

If you're still interested in the intended experience, maybe trying the RapierPhysics build on the main page could help. Either way, thanks for playing!

If you're still interested in the intended experience, maybe trying the RapierPhysics build on the main page could help. Either way, thanks for playing!

If you're still interested in the intended experience, maybe trying the RapierPhysics build on the main page could help. Either way, thanks for playing!

Does that boat have wheels? Captain what the heck?

Very creative overall design! The upgrades were awesome and fitting, though sometimes it felt like they worked against each other. For instance, not being able to jump while boosting. I also have a gripe with the anchor. Enabling it using the same button as jumping feels counterintuitive - one wants to bring you upwards, the other brings you downwards, and at times when the natural instinct would be to press jump to go upwards, like underwater,  you get dragged downwards. Apart from the technical stuff, the art was very fitting of the theme, although it sometimes ended up being confusing to separate foreground from background. It took me a while to understand what was happening in the Graveyard, but when I understood, boy did that area click! Lovely atmosphere and the idea of being hunted is awesome. Solid work overall!

From the basic movement! The sprint's effects were understandable (lots of speed, lesser ability to turn, that makes sense), but I feel like the basic movement's lack of control made the sprint's effects unbalanced.

In a matter of seconds I was fully engaged in beating filth bags.

Very fun, the gameplay was very satisfying. Melee combat felt a bit unforgiving, as the fists were often missing the mark and the enemies just have to collide with you, but fighting was satisfying enough to overcome that caveat. Very creative interpretation of the theme, and my, was that voice acting?? It's so cool to see in a game jam context. The storyline was funny in itself and I got immediately hooked. Awesome stuff!

Very creative in the design of player abilities (that type of base attack was a first for me). The movement felt sloppy and hard to control, it made precise platforming difficult and sometimes frustrating. The controls being taught in an active manner would have been nice. I don't know if it was intentional, but there wasn't music on my side (I could hear the SFX though). The environment was nicely created, and the minimalist aspect was visible. Good job.

Walkin' and my eyebrows do be bouncin'

Movement felt snappy and that's awesome. Lacked a bit of content to really drive the metroidvania aspect home, notably with an interconnected map. There's very nice attention to detail, and I realized this when the red bats splitting itself did not immediately hurt you.  Pretty good work.

Lots of content! Pretty fun. The movement felt a bit weird sometimes, like I wasn't in full control. However, the height ability being based on a parry is very creative and I cheer for that. Cool game!

10/10 would evict people again

https://itch.io/jam/409691/add-game/4126102/888712?token=LNhHw1sCiOeKIjuScL1tiVJ...

https://itch.io/jam/409691/add-game/4125009/888712?token=xRLmejzR9SGXNLrYZyLatE8AMZE

Go ahead! Uploads and fixes are unlocked for the next 24h

As it's already submitted, you won't need late entry. You can simply upload a new build on your edit page as long as it's within the 24 hours.

If you can send me the link to your published game in the next 26 hours, sure thing!

New content is allowed, at your risks and perils (more bugs)

Yes!

Feel free to use it! I categorize plugins as tools so go ahead.

- Textures should be made by yourself

- I can allow using existing normal maps

The theme is open to interpretation; however, unlike previous jams, the theme should be at least somewhat incorporated into your game. You will be rated on it after all.

Immediately after.

At the end of the two weeks period.

No, it would be forbidden.

Yes, it does include paid assets.

I have no objections! The rules don't forbid it either.