Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

forteXP

58
Posts
1
Topics
23
Followers
40
Following
A member registered Sep 25, 2017 · View creator page →

Creator of

Recent community posts

thank you so much 🥺

Thanks for all the feedback and the compliments!! I reported the music looping issue on the title screen during playtesting but Single Shot said it was intentional... :p give my music more screentime darn ittt

I'm impressed you found a bug with the Botanical Gardens boss that we didn't, we were in a discord call screensharing our gameplay to Single Shot and yelling at the boss for it being too difficult LOL
Hope we can fix all this stuff post-jam! You rock for catching all these things and playing our game :)

Ok wow, this game's really fun! At first I was like "aw man, I can't believe I have to start over from the beginning every time I die" but... levels are really fast and it's almost a warioware-like flow state when you get really far in! The lover just kinda ascending towards the player like a magnet is fun too.

My only gripe is that sometimes the lover dies offscreen, which can be frustrating near the end of the game. Didn't beat it but I liked how the difficulty increased each level.

Def an underrated entry. Music is solid, especially the 4th(?) track where it gets dramatic and fun. :)

Love me a good survivors game. Great job with this! I like the idea of using inventory space for the theme, choosing places for powerups was pretty novel at first. But honestly, the player levels up so slowly after the first few upgrades that I wasn't able to ever max out the inventory. Also at some point during my run, the game just... closed? Didn't crash, the window just stopped being a thing. I was having fun though, and that's important. I don't think the Gameboy'd be able to render so many enemies to the screen at once, but that aside I really liked the sprite work for the enemies and player. Had a great time overall, be proud of this one!

Also, when I reopened the game, the mouse was in the window and transformed into the left-right drag icon. I dragged out of curiosity, and the window froze then closed. We love game jam bugs!

Isn't a review of the game, but after downloading Windows marked the .exe as a trojan and removed it from the OS entirely. Not sure what caused that, but...? Might be worth taking a look

I like the concept of the gameplay. The wild movement and jetpack as a limited action could be used in really fun ways! But I found the very first bits of the level design frustrating, because some jumps were only just barely doable with the jetpack filled all the way. There was also a tutorial explaining how to pick up items, but I never learned what item I picked up, why I did, or if I could use it.

As for the Gameboy part of the jam... the resolution, graphics, and audio don't fit within the limitations of the Gameboy. The limited colors are fine, but the window's not square and the audio uses realistic sounds (the Gameboy could only produce sequenced music on a handful of waveforms and audio had to be intensely downsampled through DPCM). The physics are also likely not possible on the Gameboy. I'm no programmer so I can't 100% verify that, but the amount of smoothing between values required to recreate that feel could take up a lot of processing time.

This'd be a cool gameplay mechanic/vibe for you all to improve on post-jam though, I like the premise a lot :)

Like Clark said, the graphics feel like they belong to an older console... the Game Boy could absolutely run this, but it feels like Happy Space Cleaning Day's inspired by really really old PC games or Atari 2600 games. Sound's also pretty harsh. High notes in chiptune have to be written very carefully to avoid this...! I struggled with that a lot when I was getting into chiptune.

Imagining what this game would look like was fun though. A person walking through different apartments and inspecting all the furniture to clean things up sounds like it could be cozy (like how Power Wash Simulator got very popular off a similar idea).

Congrats on getting your game in, and happy ratings!

Heya! This is cute and I like the idea of creating a custom alien to platform with. The music was fun and the sound effects were (importantly) pleasant on the ears! That doesn't always happen in jams like this.
The game itself is pretty short, though I guess you all probably know that. Is it just me, or does the level sometimes have an extra eyeball enemy on the right side? It could be cool if the level changed a bit each time...! Maybe that's how this game works, but I couldn't tell after about 5 go-throughs.

Congrats on making it to the end of the jam!

Nice job on this! I played normal and easy and will probably give hard a shot soon. Cool that there's these options in a jam game!! And seeing the "hero" party have different party members in easy made me want to replay again in hard.

I was a lil confused at first with the summoning screen. I'd assumed I could summon multiple of the same unit so I kept clicking the one slot and wondering what was going on with my remaining mana. Bit silly of me in hindsight!

Also would be nice to have the player's menu buttons hide while the attack phase was happening. Would be a good way to direct the player's attention to the action!

Congrats on submitting, this was a nice lil experience!

Took me a minute to find the game, then another minute to figure out how it worked... but the puzzles are really smart and having a block that destroys the dangerous blocks added an interesting layer to the puzzle solving. Didn't beat it, but I had fun with what I played! Glad you were able to get something in, if it ends up counting.

💞 Congrats everyone!

Pokemon-like games are part of a new-ish genre called Monster Tamers which fit that kinda vibe. Digimon, Coromon, Monster Crown, Monster Sanctuary, Disc Creatures, etc are some good games to check out if you want more ideas!

I played the demo what feels like years ago now, and it's always stuck in my head. Congrats on the release!!

Thanks for the kind words! The controls are actually on the game page (not this one, which is the jam submission page).

Perhaps this is bias speaking, because I do enjoy picross, minesweeper, and the like
But this definitely emulates those kinds of games well and I found myself having a lot of fun with this entry!

One thing I noticed is that sometimes solutions would generate in the 0 columns, so if I selected everything in those columns, I would just win automatically. It's not a big deal but you could remove that so players have to think a bit more! Though getting lucky is fun in it's own way... hehe.

Congrats on submitting your first jam entry! Here's hoping things went well and there'll be more to come :)

I'm glad you had a good time with it! And don't worry about Mongrowl, it's a boss battle so you actually can't catch it. 

The girl is supposed to have updated dialogue along the lines of "Thanks for bringing back Mongrowl! I know he can cause quite the mess, but he really is a good boy", but I wrote the code to check that condition less than 10 minutes before the deadline so I didn't test to see if it worked. Whoops!

I love the ideas in this game. The movement feels really nice, and I was laughing while playing. One thing to keep in mind about the controls though! Control + W is a command to close the tab in google Chrome, so doing the light attack in the air closes the tab in html5. I decided the download would be the best bet. Glad I did!

Woah. This definitely gave me VVVVVV vibes, which is a really good thing. The difficult sections never lasted for an extended time, something VVVVVV occasionally struggled with -- difficulty isn't bad, but ramping it up for small sections is something I find pleasant. This could be a great project to see to completion :)

you can imagine how much more productive your day would be if you were working on a jam submission... :' )

Glad I'm not the only one haha! Can't wait :)

After playing for a little bit, here are my thoughts:

  • Woah. I love the presentation of this game. The writing of the intro and death messages was fun, and was tonally consistent with the music, gameplay, and character design. The visual effects are punchy and didn't make my computer chug too much haha. Cream of the crop for consistent presentation!
  • However, I did encounter a few issues during gameplay. One time, I shot in the starting building and the bullet launched diagonally up when it bounced off a table on the top left. I was teleported outside of the map, couldn't get back in, and couldn't find a way to restart in-game... so I had to close the window and reopen! Another issue I encountered (not exactly sure what caused it) was the camera getting locked inside of the starting building. I think it may have had to do with how the camera follows the bullet, and the bullet went somewhere without giving camera control back.
  • The main mechanic was super intriguing and I would definitely play a full version of a game that expands on the mechanic and level design presented here. One suggestion involves enemy health - I noticed some enemies took two hits while others took one, and assumed that every enemy had two health but by ricocheting the bullet right next to where they were standing, it collided twice, letting me K.O. faster - I thought this was an intentional design and felt it was really cool! Like a strategic element, almost. But it actually wasn't  a mechanic and it seems like it was just an inconsistency? I'd love it if this were more intentional, it has so much potential for environment interaction (by that I mean encouraging players to ricochet bullets rather than just point and shoot)
  • The music was really good but also really loud compared to the sounds that came before the gameplay loop? This could be fixed with a small settings menu :)


    I really really like this idea, it feels like a prototype for something that could easily be much bigger.

    lmao

    AYEE let's go!!
    I've just started college and it's a bit intimidating, but if you manage your time I'm sure you'll be able to finish up!

    ah, yeah the text is likely a resolution issue - I didn't do much optimizing in that area

    May you elaborate on reworking the environment? Do you mean layout, visuals, interactions, or a combination?

    Thanks for playing, I hope you were able to see a good portion of the new content!

    Thank you for playing! Pressing up on the d-pad is how you interact with the environment and the d-pad in general is how you move in the menu~

    Sound is really loud, I couldn't play it for long because of that, unfortunately

    I was the person who got 100% completion with an hour and 13 minutes game time... so that should tell you something about the quality of the game.

    I love the way music fades in and out - it reminds me of Wandersong, especially the town underground. The physics felt unique and took a while to get used to, but considering I got that one coin in the town, I certainly grew more comfortable with it.

    All in all, this was a great little experience. Keep up the amazing work 

    plot twist

    silence brand

    (1 edit)

    May you elaborate on this a bit? I've played through multiple times and I've been able to obtain all the memories and fragments. If you initiate the sequence near the end where you follow the feathers through the levels, the memory fragments become locked off, but I can't think of another reason why you wouldn't be able to obtain them? It could just be that it's pretty hard to navigate the world since there's no map, and the level changes depending on whether you're in the present or the past. I know I had trouble finding them all the first few times. If you can explain what you think is wrong in more detail (i.e. whether it's in the underground or the castle and whether it's in the present or the past) and provide a screenshot, we'll take a look into it.

    (1 edit)

    I've played through a couple of times, and all memory fragments are obtainable. (I'm on the team so I have access to a map though hehe)

    There is a fragment that requires the Form of Firefly ability, so keep an eye out for small passageways.

    I'm enjoying it so far outside of some pacing issues at the start! But how do I get out of here? 

    Sorry about that :/ There's a glitch where if you obtain the new skill before the text finishes, then you'll either lose the ability when you die or the text won't continue
    Press escape and restart the room if that happens

    Try walking up to it instead of falling or running into it

    If you do ever continue making this, I'd be willing to assist in the soundtrack/sfx department! I'm hoping to clear some projects off my schedule first but I believe some time in April I should be safe to take on something.


    Great work on this game, it's not often that a game this large is made within a game jam!

    It looks like you didn't upload an executable... hehe

    Add it, this game looks really nice and worth a shot!

    I enjoyed this quite a lot! It was certainly a lot more fun than I anticipated. I liked all the music and background details. The dialogue at the end seemed slightly out of place in the otherwise ominous but still relatively age-appropriate game. Keep it up, I think I enjoyed this one the most out of all the entries!

    The idea of finding all the objects before you shrink completely is fun! I didn't know what was going on for a while, though, so I assumed the game was just walking around. Maybe add a quick intro to explain things? And also some audio, ambiance would set the mood.

    The writing has lots of charm. I enjoyed navigating the mazes, and the ending makes me wonder if there is more than one possible outcome. I scored the art a bit lower because I recognized them as a part of the default RPG maker 2003 assets, but it was enjoyable all around.