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Feli Flitzberg

70
Posts
5
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A member registered Jun 05, 2024 · View creator page →

Recent community posts

It seems Firefox was part of the culprit, go figure.

I didn't get much use out of jumping, especially since the entrance to the third gate has so many puddles I basically couldn't jump enough to avoid them all.

I didn't even realize there was jumping, the camera issues just made the whole thing too hard to play! I'll try again with the tip.

I like it! The ninjas seem overpowered though.

I'll try in a different browser real quick, since trying to reset will also reset the game randomizer.

The recoil distance needs to be reduced. I actually hit some enemies because I was trying to shoot at enemies below me because of that distance.

My camera freaked out on the mouse getting captured. On getting the mouse back to stop that the game refused to recapture the mouse, which makes camera control non-existant. I think this would be better as a top-view puzzler, the sort where you keep moving until you hit an obstacle.

Possessing the enemies didn't always work on clicking them. I also couldn't get the very slow enemies to move away from my defense point, so more fell in than I could attack. This definitely has potential though.

The canvas loads really small and cuts off part of the game UI.  Trying to hold the mouse button while hitting separate numbers for attacking is also incredibly awkward, likely for most people. It almost feels like you have a left-handed mouse and a number pad at your disposal, but I can't use my work computer to test this idea.

I feel like I'm trying to play Getting Over It. While other people are going to master the mechanics quickly, I just can't seem to do so.

This doesn't fit the theme at all. Throwing food doesn't count as being or becoming a weapon, it counts as being incredibly rude. Also, because I had to escape the game window to reposition it the mouse controls stopped working.

Not sure I like the quicktime-like levels. They seem to just add unnecessary complexity, especially if you don't have fast enough reflexes.

For some reason I couldn't make jumping work. Nothing wanted to let me make any new landing.

Mushroom boy is overpowered, I had no idea how to get working weapons until my third try, and there's no indication that I hit an enemy successfully. Almost sounds like my issues, but in a different way.

Even with the hardening ability I'm not a weapon so much as a scared yet bouncy chick. Also some enemies can simply be jumped over, which I suspect wasn't intended.

I'm personally not a fan of precision platforming, but it does seem well implemented.

I will be starting a complete refactor after the jam is judged. Thank you all for the comments, they'll help me with improving the game overall!

Yesn't.

You can add it after the judging is done, which will be Feb 14th. Just focus on linux support, mac requires too many steps for a proper release.

This is pretty good, but the meter doesn't always appear until too late. The fullscreen function doesn't seem to work well either.

I had to spam ALT a lot to finally get past the tutorial jumps. Pretending the tower crumbled and looked really cool doing so was really fun though :D.

I got completely lost in the first stage and just tried to kill everything I saw. Having to hold a button to stay rolled up was not great, and having two control schemes when trying to move rolled up wasn't very helpful for me.

The player shouldn't be shuffling around simply because the mouse is moving by default. That should be a "hard" option the player can select.

For the web version, there should be an AI handling the opponent. It's very awkward trying to play against myself.

The game canvas is far too large to not pop out into a separate window. Otherwise I love this!

I'd like to see my stats between missions, so I have a better idea of what I need to keep going. Also some of the enemies are a little too flighty for good chaining, but that could be me.

Explosive sausage. I want more things to blow up.

Please make the game window bigger, some of us old folk csn't react fast enough at a small scale.

After the updates, and installing chromium, the game isn't lagging anymore. Still feel more like a miner, even after getting the story blurb that I used to be a great hero.

Finally managed to get chromium onto my laptop. It does run well on there! Can you make a release for linux at some point?

For story reasons I find it odd. For a hard mode, it's perfectly fine. In the future it could have difficulty selections to change collision options.

It straight up wouldn't respond to WASD after launching. I couldn't get past the first level requiring that.

in general. I wanted to see what the default speed is before trying to set it faster and holy yikes it's a letter per frame for me.

My laptop is indeed 1920x1080, I wasn't trying to play in full-screen though. I just couldn't get clicking to be very precise in the end. It did run smoothly though.

Firefox has known issues with running anything from Godot or Unity it seems. It's becoming hit or miss whether I can play anything without issues, so it could easily just be my browser at this point.

I can't get control of the dynamite on being thrown. Not sure if it's my browser, my laptop mouse+keyboard hating each other, or something else.

Just from the description, the game doesn't match the theme at all.

I glitched out and just spun in circles whenever i tried to aim. Not even freeing the mouse and putting it back in solved that.

please increase the default speed of the dialogue, it's agonizing.

Please keep working on this after the jam!

Some of your state changes on the character are mistimed. Pretty good concept overall!