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GCM

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A member registered May 06, 2019

Creator of

Recent community posts

Thank you for taking the time to get more into detail and for your analysis! That and you saying thay you will play again helps a lot!! ^^

Thank you so much for playing and commenting! We appreciate it a lot! Specially since feedback will help us later with an update. Thanks for talking about the enemies, it was really fun designing and making each one of them.

So, the slower movement at the beginning is intentional. Our goal was to convey the protagonist as an "outdated robot" that gradually improves with the help of the symbiont using abilities along the way. Unfortunately I wasn't able to finish the animation that was supposed to establish this idea in the start of the game. 

But hey, feel free to check us later again if you want to! I'm gonna check your game after coming back home, see you soon on the comments!

Thank you for playing and for the feedback! We appreciate it a lot! We were pretty happy with the sound effects too haha.

Could you please elaborate a little more on what you thought about the movement? We intend on updating it soon, so what you tell us could help!

Once again, thanks for playing! Gonna check your game later, See you in the comments!

Thank you so much for playing it, commenting and for such kind words! It means a lot to us, and thank you for the compliments on the art! I was the one who made it and I love that you felt that it had a lot of personality, I tried my best ^^, we also put a lot of effort for the mechanics to be fun and interesting so it's great for it to be noticed.

So, the start being slow is intentional because we wanted the player to feel that our main character is an "out of date robot model" in this universe, and that with the help of the symbiont it starts to move faster and gaining abilities, but I get it that it may not feel like it, specially since I wasn't able to finish the animation that was supposed to go on the start of the game that would transmit that idea.

We are planning on adding it and fixing other details on the game on a post jam update, feel free to check us later if you want too, would be cool to see how your feedback helped us.

Gonna check your game later too! Once again, thanks for playing!

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Thank you so much for checking us out dude! Thanks for liking the art, it was done by me, and I was quite proud of it because it was my first time, haha. 

Welp, in the start it's kinda intentional for the character to be slow since he is to be a "out of date robot model" that get better through the symbiont's help and upgrades, but I can totally see what you mean for the gameplay to feel show afterwards too because of our movements, we are considering updating and for sure will consider your feedback on it! And yeah, unfortunately on this build the last animation had a problem of not occurring, so that's another thing to fix. 

Thank you so much for playing and commenting! I appreciate it a lot, great game from you too! See you soon on your update!

Thanks dude! Really appreciated! It means a lot! Any feedback is always welcomed! Wishing the best for the both of us and our games! Glad to exchange game experiences with you!

You're welcome! I really liked the game so I wanted to help with any way possible that I could, which is normally by giving feedback and complimenting what you loved haha. And hey, it's ok, we also had to fix some problems that came out of nowhere near the submission time, so I totally get it haha, literally was finishing the menu art on the day that we had to submit, I still had a lot of ideas and art that I wanted to implement and make, but couldn't. Also, everything that you said makes a lot of sense, we too could list little fixes here and there that we want to update later, I think that's something normal that happens on game jams, since even if you have a month anything could happen during development and in your life, affecting on how much time you really have, specially depending on how much experience you have with game jams and the mechanics/art you want to make.

Also, thanks for the tips with puzzles! it really is kinda scary on a blank canvas, that and map making depending on the game's genre, I know that you just have to explore and have fun, but it's hard sometimes with time that you have or getting stuck, so really, how you folks made it and how fun it was should really be appreciated. The one gimmick rule is an incredible tip too! Totally forgot that, I'm gonna write it down!

Also, thanks for sharing all of this, makes me like the game even more and feel the kindness that our community can have for loving games, I can see how much you guys were passionate and tried your best with this game jam, that's incredible, keep it up, hope to see the update soon then, it will be a great game, I would even pay for it haha. Wish the best for you and your team, you guys have potential and know how to make a fun game, I have been playing more of the jam and yours continue to be my favorite. If any of you feel inclined, please play ours too, I would appreciate and be extremely happy to see any of you on the comments too, but no pressure, really! Please do send a message after updating it if you remember so I can revisit it, but I'll keep an eye out! Good luck to all of you!

You're welcome dude! It was fun! I hope I didn't sound rough, I normally only comment or critic on something when I want it to go well, so yeah, for sure knowing that you intend on updating it helps! Actually when I saw the beard I thought that attacking it with fire would be a mechanic, because it matched well with the idea, you don't have to be sorry, it's ok, really! Also Ik how much one can appreciate someone playing your game, it means a lot, if you have any free time and would like to I would love for you to play mine as well, we too have some things that we plan on updating.

Even if there's a month life happens and sometimes it's hard to polish and implement everything that you want to, it was the same for us, good luck with updating it!

I also use Aseprite! It's fantastic, was the popping color effect using the base aseprite or was it with an extension? i found one on itch that had neon effects and I'm really hyped to use it eventually.

And I got you, we had short time for sounds and tracks too, we were able to put some, but it's in the plans to update it! Sometimes even if you have a month life happens and there's always something that you could have polished or implemented on a game jam project, I had a lot of ideas that I wanted to put but couldn't haha

Dang, that problem makes sense! Will you make the scale effect in another way then maybe?

You're welcome! I would love to play again to see the finished product, it has potential! If you do update it could you please notify me? If you remember?

It was fun top-down shooter experience! Really liked the protagonists design and the choices of weapons, tiny guy with a shotgun? Always great! Noticed that the flame demons wouldn't attack, and there was a bug with the boss ending, I assume it was the ending at least, but overall I enjoyed it well! Liked a lot that you put an area that we had to evade fireballs, always a good dynamic for maps, and excellent choice for the sound effects and track.

Loved how it's a 2.5D game, the art and aspects are really well made! Felt that there was still some mouse sensitivity problems even on windows mode, which I think coupling with the camera mechanic makes it really disruptive, also if you're unlucky there's a chance of getting really beated up by enemies combing together. But putting aside these are my only critics because overall the game is really good! I loved the combat and how smooth it was pairing up with good animations, it feels great! having a locking system on a game like this really makes a difference and it shows, it was really fun!

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Loved the art and the designs! I'm really curious to know how you made since it looks like a classic! I think your interpretation for absurd side effects was really creative and interesting, normally the ideas around this theme gravitates toward effects on the main character, but to be used on armors was really fun! I only have some points that would like to share.

- When I learned about the skill points I had five points in total since it was early in the playthrough, distributed them but my skills only registered three points alocated, then when I tried again I noticed that if you try attributing them to STA the point isn't counted and you end up losing it; 

- I took sometime to understand that the button on the left of an item was to equip them because I thought that it would be by keyboard since they were small, maybe an skill issue of mine, but I thought it was a symbol to indicate that it was something able to equip;

 - Was able to cheese the holtacas by being positioned a little to the front of their leg or after attributing only in STR;

- I felt that the range attack was short the same way abhimonk felt;

- I think the item that makes you tiny wasn't working, played the game three times to make sure it wasn't an event.

But overall the game is pretty good! I find it so neat that you made crafting possible in the game! It was incredible when I noticed that you had it, an armor system and a skill points system, that was really unique and charm to your game, I've been playing some games from this jam and currently yours is the only one that I saw implementing these aspects, such a great idea! I only pointed those items above because when I like something I want to see it go well, so it would be really nice if you continued working on it post jam, updating and exploring the game a little more would be interesting,  maybe adding some sounds and a little track would up it even more! you have well established base for a good game!  and please, would love if you would share with me which program you used to make the art and how you made the green pop so well , it's beautiful!

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Loved the game! specially the art, color palette and mechanics! Also it's rare to have a game with good audio, so that's something that I have to compliment too!  But unfortunately I had some problems with late input on controls and two specific bugs on the second puzzle when you have to use both size abilities in the mushroom area that made me get stuck during my playthroughs.

1. After being launched by a mushroom pad it seems like the character gets a little stuck on air, so most of the times landing would be on the edge of the poisonous area, making me always lose a heart;

 2. In the times that I could land well in the green floor, without touching any purple poisonous areas, I would still lose two hearts, tested it sometimes and it seems that it happens after getting the "get tiny" ability, don't know if that's intended since I got tiny, so maybe my life shortens, but it continued to be only one heart even after retrieving the ability.  

I reloaded the page and tried playing again your game, sadly those events still happened.

But hey, from all of the games that I played in this jam, I think yours was the most creative, smart and polished! Even if I got stuck it was an incredible game and experience, the puzzles were trully unique and challenging,  creating interesting and fun puzzles for a game is already an achievement by itself, it can fry oneself's brain, me, I'm that oneself, love thinking on puzzles, it's hard to make something that's fun and engaging!  Your game made me inspired to try doing something like your project someday and I will recommend playing it to my development partners, I'm sure they will have fun and appreciate it too!

Loved the meaning and symbology behind the game, don't know if I could call it a metroidvania, but i couldn't play the game 'till the end because I couldn't get pass the boss. Also had problems using dash and after getting game over there was time that when I started the game again it got stuck because the main character didn't appear after loading. But still good work and great idea!

I trully loved the aesthetic and the idea, this game has so much potential! I really really wanted to play more of it, but unfortunately it started to be hard to play because there was a lot of bugs.

- The camera was too close to the floor, sometimes making it stuck, specially if you went really fast; 

- There was some hitboxes on walls, enemies and launch pads that kept making me get stuck;

- I couldn't always use the jumpy hammer, I think it got stuck on the animation sometimes, can't pinpoint well what was causing the bug in this case;

- If I was running and the scenes changed to another area of the level that had a wall,  I would end up beating it and getting launched back to the last area;

 - If I died while hammering a lot of enemies and breakable bricks, then died, I was sent back to my last checkpoint for a while, which was the are with , I think, 3 doors, and I would be able to open locked doors instead of just continuing to explore the map.

Please, if you read this feedback, don't get discouraged, I've been playing some games of this jam and yours was the most fun, I loved so many aspects of it and would love to see an update where you fix these bugs, the idea is so creative, the art direction is wonderful and it makes me remember a lot of games that I adore! If you finished this I would buy this game, don't lose hope over the things that I pointed out, I commented about them because I want to see this game go well. And if you do update it, please notify me, I want to play it again!

Also, could you, please, tell me which programs you used for the art? 

I liked the concept, it's always rare to have a horror metroidvania game, also to occur in a "basement/dungeon", pretty neat. But I don't know if I could call the genre to be "psychological horror", it would suit better as a horror game since I felt that it relied on a lot of gore for the setting, also for more feedback, I had some troubles with the hitbox in the doors and since the main character had a sword I anticipated to be able to use it in some way. But overall I really liked the ambience, it got a great tension, which caused me to get jumpy and get scared some times in the game.

Thank you so much!!! That part is also one of my favorites! It was a great idea that was created and implemented by our beloved main programmer using my animations, he made it as a surprise. Makes me full of joy that our game reminded you of Metroid Fusion because it was our major inspiration! The death sound was a fun addition by our other programmer that normally has creative and out-of-the-box ideas haha.

We are considering updating it, hope to hear from you next time!

Hello! I'm the one that made the art and animations, thank you so much for taking the time to comment and leave your opinion, it honestly makes me so happy that you enjoyed them! It was my first time doing this kind of art. And we get it, we are considering on polishing and fixing some aspects that we couldn't finish before posting on re-launch post game jam, much appreciated, we will use your feedback on it.