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Falcon Nova

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

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Really wanted to play this game because of the obvious inspiration, and I was not let down!

Theme is well implemented. Visuals and audio were fine. My actual gripes with the game are the info dump on the titlescreen, which makes it pretty messy, the inverted y-axis that makes movement a bit unintuitive, and the lack of consistent aiming, like the Starfox games do with the charges. Apart from that, playing a rail shooter in this jam was a treat and I enjoyed my stay!

Had to play this game for username reasons!

Brutal and packed with action, loved the experience. Being able to pick up basically anything with telekinesis was super immersive and thoughtful. My biggest gripe is the mixing of all the audio all together, and no automatic shooting (having to spam left mouse button is something in a shooting game). Apart from that, it's an awesome game and I fully enjoyed it.

Encountered the same bugs as everyone else. That aside, the game felt awesome to play, especially in the player's movement. In the visuals and audio department, it was all good and created a nice atmosphere. Great job!

Lovely visuals and audio, creative implementation of the theme and overall nice to move around. Player character is cute. Definitely enjoyed it all across the board.

Congrats on solving it without using the magnet, it's an optional upgrade!

Interesting interpretation on the theme, we actually had a similar theme in the past (Metroidn't), to which this game would have fitted perfectly. Unfortunately I feel like the process of giving up powers was not rewarding in itself, as they were basically just keys. When getting an upgrade in a traditional metroidvania, it works because the ability actively interacts with the environment, which is not the case here (though admittedly, it was a challenge for what you were going for). Others have talked about the assets mixmatch, to which I agree, and I'm hoping the fairy has an actual purpose, maybe lore-wise, that hasn't been developed yet. If you do plan to keep working on it though, I think you have a nice foundation. Keep it up!

I felt the absence of coyote time on that one, it made platforming pretty painful at time, especially with the sort of floaty 3D movement the game had. That's my main nitpick though; the rest was a solid foundation for a game, if you want to keep working on it!

A very well put together entry. Lots of polish went into it, it shows, and it is appreciated. On a more fundamental level though, the game ended up feeling pretty linear. You just naturally went to get your next upgrades, as you only had one path available each time. This dumbed down the metroidvania aspect of the game a lot. On the other hand, I love that the sort of "hub" area get colored the more powered up you get, which is another thing I liked about the game: the progressive coloration of your environment. Precise platforming was harsh at times, especially considering that, as far as I've tested, there is no controller support. But overall a very nice experience.

Finished it! This is one of my favorites and I loved it.

The movement is crisp, precise, fast and simple, just like the environment, which I thoroughly enjoyed too. It's crazy what you can do with basic shapes and colors. Ambience was awesome and I felt pretty relaxed playing the game. Also, coyote time? Very nice attention to detail and a definite proof of thoughtfulness in making platformers. I cheer very loudly for this game.

Lighthop?? :0

Jokes aside, I love the concept that everything is paused and you're the one who can unpause, you usually see the opposite. Also, a puzzle game in 5 days is a feat, especially considering the complexity of certain puzzles. I get the minimalism, but I do feel like the game lacks a bit of personality mostly on the visual side (and even audio, the music was great, but only when there was some playing). All around tho, I would describe it a good experience and congratulate you on submitting!

As someone who broke their wrist while rollerblading right before the jam this brings back memories lol. I just knew I had to play it.

Lovely little game. Was really confused at the start, but I kept pushing because the movement was so satisfying. Kudos for making a single button control scheme too. Character model was cute, and visually the game was pretty good looking. I'd have wished for the camera controls to be separate from the direction controls, but it's understandable with what you were going for. Enjoyed my stay.

The model is cute but the animations felt somewhat... off?

Besides that, the movement concepts are great but need a lot of work and polish; they currently feel inconsistent and clunky at times, which are fatal flaws for precision platformers. It was also pretty frustrating to fall down all the way when doing a single mistake and having to go back all the way.

I think this is a good foundation of a game and definitely appropriate for a game jam prototype. Good job!

I think the idea of not being able to stop is really creative lol. I cheer. This leads to creative upgrades, which I can only appreciate.

On the sensory aspect the game was ok (there wasn't music, right?). Theme and metroidvania ratings are off the charts though, and considering this was made in 5 days I'm pretty amazed. Enjoyed my stay.

This is a very creative way to use a limited space (multiple layers of levels). Also a fellow gravity-switching game! I cheer.

Visuals were lovely, audio was a bit unbalanced. There was juice, which I really appreciate. Theme was greatly implement. It's a really fun little game!

Rating on the jam version is fair enough and I'm not asking you to revise your rating with that build, but check out the Rapier Physics build linked on the jam page if you're interested in playing it with (supposedly) better physics.

Playtested this in its early version and it was already a solid entry; glad you expanded on it and listened to the feedback, it has only gotten better and I gave it an excellent rating. For the most part I think you're already aware of my impressions, but I love your take on the theme, the atmosphere you created, the creative approach towards combining metroidvania and point and click, and I'm giving full points for all those. Very innovative and I cheer.

Very solid entry, it improved a lot from the time I playtested.

I'm giving full points on sensory and metroidvania, as I think they're deserved. I especially loved the SFX at times, like in that one area with the plants growling before trying to eat you (magical biology).

I do have a few gripes and nitpicks. The first boss killing me in one shot actually made me explore everything thinking I was missing something, until I realized its unique weakness (not dealing contact damage), which made it go from basically impossible to beat to extremely cheesable. I feel like it might require some balancing.

Another thing is her hair power. That was often frustrating. I feel like the window to attach is small and picky, as I'd often miss the attach points while feeling like I had done everything write. Add to this inconsistency the fact you were usually punished with spikes for failing to attach and having to restart sometimes very far, it made the whole forest area a pretty frustrating experience. Gotta add that going downwards often meant going blind and risking to not catch any attach point. The trees don't actually give any clue on where the attach point could be, as it can be anywhere on the tree.

As closing thoughts, I think the weak points are around the execution and level design; the visuals, audio, atmosphere, and even little story, are amazing and I am giving full points where they're due.

I'll start by saying I love the aesthetic and by extension the theme interpretation.

Now, everyone's told you about the movement already and I sort of don't want to just copy and paste what the others said. Slow paced games are not my cup of tea and I'm aware of it, HOWEVER I think I can cheer for what you have going on here with adjustments. The jump actually doesn't feel that bad, at some point you get used to the distance it covers horizontally and vertically and it gets easier to properly time them. But wow, starting all the way back when making a single mistake is a killer. The "floatiness", especially towards the end of the jump, can ruin your whole movement. Overall I like the idea, but the execution needs more polish.

With this movement speed I'd cheer for a sheep clad in armor.

Amazing sensory rating. Shame that we can't really observe the assets more closely. Speaking of which, I'd say a metroidvania in a single screen is an amazing concept and I fully cheer, unfortunately in practice it gets weaker. It's sometimes hard to distinguish elements on the screen, especially with everything being in essentially the same tones. Add to this the platforming phases of the games and it can quickly get frustrating, since it's hard to make precise calculations based on the limited visual info you have. Apart from that though, I give all points on everything else, you did a great job.

I feel like our fundamentals (squares/boxes and puzzles somewhat involving physics) were similar but we went in different directions :D

Lovely entry, it gets a lot right. The level design implicitly and explicitly teaches you about the mechanics (an explicit example is the downwards arrow, an implicit one is when arriving in the area that asks you to die to solve the puzzle, it because a recurring piece of solving the others after). Aesthetically very pleasing, excellent interpretation of the theme. I fully enjoyed my time.

I love the fact that all your games usually have this very clear concept and idea going on, and this one is no exception. Fantastic interpretation and implementation of the theme and genre. My only gripe with the game is the player's movement itself, it feels clunky and inconsistent (especially when jumping). Apart from that, fantastic work.

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!