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GabrielRStella

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A member registered Apr 29, 2020 · View creator page →

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I can't speak for the jam administrators, but I think that most people don't make that generated/assisted distinction. Also, even if it is technically allowed, using AI content tends to put some people off (esp. in these indie creator scenes), so it may be inadvisable. There are many sources of free, human-made game assets (e.g., OpenGameArt, kenney.nl) if you aren't confident with your 2D art skills.

Try making it full-screen, I got kinda lazy with the UI and made it so it only really works when it's 1080p (or larger)

Hiya, the recent update should fix most of the performance issues. :^)

I'm sorry I couldn't get you home ;-;


I'm gonna cry ;-; the little dragon is so precious


I gotta say, the little dragon, the ominous black cloud, that music... I don't know if I'd describe it as horror (though those skulls are definitely spooky), but it made me feel so sad for this poor, lonely dragon :(

Yeah, I honestly can't say enough good things about this. My jaw actually dropped a bit when the intro started playing -- it immediately just looked and felt so far beyond "jam quality". A really good game -- just like everyone else said, great visuals, great controls, and I really liked the level designs. I'm super impressed. Everything felt really cohesive, visual/audio/gameplay-wise, including the little book organization puzzles (which is really something, because they seem like they should be out of place in a platformer, but they fit great).

I definitely got a sort of "huh, seems horror, but I'm probably dreaming, so let's go check it out!" vibe while playing, and then the ending came, and... aha! Also, the wizard's speech was a little too real... ;-;

If I had one issue, it would be that the controls were super weird to me; I know it sounds silly, but for some reason my hand kept getting the jump/dash buttons switched up, I guess out of habit from other games, which made the last parts kinda difficult. Having them be rebindable would've been nice.

About that collision thing, not sure if this is the case for you, but I had a similar issue a few weeks ago when using Unity's tilemap system. I believe the fix was to add a "Composite Collider 2D" component to the wall Tilemap and check "Used By Composite" under the "Tilemap Collider 2D" settings.

Thank you!

I figured the bullet selection might be unclear at first, but hoped that no matter which the player selected, it would work out ok.

I appreciate the feedback on gameplay/intro learning curve, perhaps having an extra section with hints/tips would've been helpful. It wasn't exactly "by design", but I did want to leave some mystery (after all, the scariest monster is one you don't understand). Hopefully the game is interesting enough to keep people playing for a few rounds so they figure these things out :)

Thank you, I was quite proud with how the main menu lights came out :^)

I figured I needed some more explanation, I just wasn't really sure how to put it in the game yet (I do have an idea now for if I work on a new version). Though in a way, perhaps it lends to the immersion, since the guard wouldn't really know what's going on either 🤔

Thank you! I appreciate that you kept playing to check out each different ending :)

Btw, the background music/ambiance just fades in and out at random intervals for effect, it doesn't indicate anything.

Thank you!

Glad to hear the linux build worked :D

Yeah, while introducing each control sequentially was a good start, I definitely didn't add enough spacing between them -- I think honestly 3 levels per thing (sliding, grappling, grav whip) is probably the minimum to be a good introduction.

Thank you for the positive words :)

Thank you! One of the biggest, yet also smallest, things I missed was to simply have an option for slide to be a toggle instead of hold. Note taken :^)

Glad you liked it, and those are some pretty good times, you should be proud!

I definitely underestimated how confusing the gravity whip can be for people who, unlike me, didn't make the game XD watching FunBaseAlpha yesterday, as well as reading these comments, shows me that it definitely needs a lot more practice/explanation. Hopefully I can make some better tutorial levels after the jam ends :^)

I'm sorry to hear that -- definitely a fault on my end. I plan to expand the tutorial segment a lot after the jam ends.

Thanks for giving it a try :D

This is super cool! I do feel a bit silly about how long it took me to realize you have to hold down RMB to mine anything... ._.

I always ended up getting chased by a huge mob of enemies, and usually they got me, but after a few tries I managed to escape. Seems you have to unlock all other upgrades before you can build the teleporter?

Thank you! :)

Hiya, thanks for playing!

I guess I should've mentioned that the jumps don't work like in other platformers -- since you have very little control in the air, you have to press forward before jumping in order to get across platforms. (I know this may be controversial to believers in coyote time ;))

The ESC behavior is just what the browser does; that's why the pause menu is bound to  P instead. In the future I'll see if I can leave it bound to both (after all, if the browser releases the cursor, you probably want the game to pause anyway).

I think I may have unintentionally made the game a bit too hard for a jam :`) it definitely takes a bit of practice to properly use the tools. Lesson learned for next time, hopefully!

I agree, the music is great! (I didn't make it, so I can say that :D) I thought the two pieces worked really well together.

Thank you again for playing, and especially for your feedback <3

Hiya, the jam organizers let me upload a linux build, so you can go ahead and try it :^) let me know if there are any issues and I'll try to fix them (I won't be able to test it myself until tomorrow, hence my not uploading it in the first place). Anyways, hope it works, have fun, and thanks for playing!

Finally, my years of typing paid off! Also, you definitely found a good way to make innocuous words seem menacing. The emotional effect of being presented with "MOZZARELLA" while being stared down by a dragon is... unique.


I also want to note that the little "boss" sign was such a good idea. It's both an announcement and a challenge, all in one, and even though it was such a small thing, it'd be hard to overstate how well it worked. Like, I had approximately 0 reaction to the elaborate Mantis Lords intro in Hollow Knight, but your little sign got me.

I did not expect to disintegrate when I first fell... I was more careful after that and I managed to make it to the top :^) This honestly has the makings of either a great rage game or a nice chill platformer, depending on which way you go with it (if you want it to be chill, it would be nice if the rock didn't launch so far up, so you could still see the ground the whole time)


Also, that dust effect is A+, reminds me of the Marvel movies lmao. It looks super good, how'd you do it?

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This concept is great, and the whole aesthetic is so nice and cohesive. I hope you can fix the crash either during (the jam says game-breaking bugs can be patched if you contact the organizers) or after the jam, I'd like to be able to play more :D

I love the little orange dude! I do wish there were some way to try to avoid the rocks/caves, maybe something like radar? By the way, it looks like the high score isn't working properly in the browser version; I got the following error in the console:

index.js:9 Mixed Content: The page at 'https://atebahpla.itch.io/' was loaded over HTTPS, but requested an insecure resource 'http://90.231.78.221:8081/highScore'. This request has been blocked; the content must be served over HTTPS.


Side question: the guy finds resources underground and... cooks them... what exactly is he eating? o.o

Yeah I uhh didn't get to adding an OOB killbox yet :`) but hey, gotta go fast, am I right

Thank you!!! Although I've never actually done of that Source surfing, I was definitely inspired by this post I saw the other day.

I really liked this! Watching the mole weave around through the bugs is really satisfying, and your levels are really well designed.

Thank you so much!! I'll make a note to expand the tutorials so there's more time to experiment with each tool before getting to the next ones.

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I really like game (esp. the aesthetics - those colored outlines when they go in bounds are great), but I'm having a problem where it stops responding to my input and I have to reload the page. :( Also, it seems like the skeletons that come from the right always take 2 hits?

I totally agree. I plan to work on an improved version soon with a grapple like you described, allowing better control and swinging.

Thanks for the feedback about the tile types - I was already planning on fixing up textures, but I'll try to make some levels to better teach the difference.

Thanks for playing!

Thank you! Yes, swinging on the grapple can be pretty difficult. In the future I'd like to go back and make it more rope-like rather than just something that pulls you straight towards it.

Thank you! I tried to make the textures show what you can do (for example, light tile = grapple-able, dark = not; this applies to wiring the mechanisms too), but unfortunately I didn't have time to redraw them and make it more clear.

Thank you for playing!

There are several ways to beat some levels; the intended solution is whichever you like best!

Thank you so much!!