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Geminimax

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A member registered Aug 15, 2018 · View creator page →

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The C button allow you to use your second equipped soul, after you get a certain upgrade. I'll admit the tutorial is a bit confusing since it explains it before you can actually use it.

Hey eros, I saw your speedruns on candela and animancer on youtube and I think they're awesome! I tried commenting on your videos but my comments kept gettting deleted, I guess youtube thinks I'm a spammer lol. 

I'd love if you could help me testing the newest versions of the game, I think someone skilled like you would have some very valuable feedback. If you're interested, could you give me any contact info?

I do, but it's on a weird state right now, since I've started doing some improvements and didn't use source control for this one.

 I could release It when I finish the 1.2 version.

That's awesome, ou did great!

Unfortunately I was(and still am) working on another project so I still haven't had the time to work on fixes for this one :(

Thanks so much! I'm glad you enjoyed the game.

Thanks for playing, that's a nice suggestion! 

Hahahaha I know. The thing is they're all mostly jam games and I really want to explore each of the mechanics to the limit, which ends up making for a very steep difficulty curve. 


Thanks for playing by the way!

I could do a level progress indicator. By spawn waiting, do you mean the animation when the stage begins?

On level 2 you'll need to attack and dash because there'll be some sub-stages where you need  to defeat all enemies, so the it's a little harder. 

Thanks for giving it a second try!

You do regain your health when you pass level. There's also a checkpoint after each level, there are only 2 of them though. On stage 2 there's a tutorial on how to fight.  

There are levels because it's a rhythm based  game and each level has a unique song and beat, a endless stage would get pretty repetitive. This is also the reason why there aren't checkpoints mid-stage, they would break the flow of the song.

A shame you didn't like it, but it is a pretty hard  game and not for everyone :(

Thanks for playing! I really want to get back to this little project and add little quality of life and bugfixes eventually, so suggestions do are welcome, thanks.

There's one at the beginning, one above the skies and one far below :)

Really liked the combat system! Looks like it could get quite deep as you add more weapon options. Looking forward to the full version! The visuals are great, but I think they'd look even better if the screen resolution was a little bigger and the view was a bit zoomed out. I think the music could use some work, and the sfx were loud and jarring. It's a great demo overall, made me want to play more.

On another note, you can get past the spikes in the right by dashing through them, the tutorial on that screen teaches you how to remove your soul to get the dash.

Hey, thanks for playing :) 

The game is pretty hard and not very long, as it was made in just a week for a game jam. I do wish to revisit this project eventually with new content and rebalancing, but it'll probably be after I finish my current project.

Thanks a lot! I'll try to solve it as soon as possible :)

Hey, thanks for playing! I'll take a look at It, any ideas on how to reproduce this bug?

Hello!

 Sorry for the late reply, just got some time to play. I really enjoyed the changes, and it feels a lot smoother right now!  

One little piece of feedback I'd have is that, although the platforming sections difficulty is fine, they can be very punishing of mistakes. I'd love if there were less instant killing traps. That could even come with a reduction on total health, that way you could balance how many mistakes a player could make for a certain distance between save points. On that same note, I got really frustrated on a section were a key was far away from the lock (near the elevator area). Having to redo the whole section for every mistake makes it frustrating, so it would be nice if there was some leeway.

As of the last time I played, the visual are great and I love how surreal the world feels! Do you have a release date in mind for the full version?

I love the aesthetics! The backgrounds are just amazing, and I really like how surreal the world is. 

I feel like the platforming feels a bit clunky though. The character feels heavy, slow and floaty(even when he's not floating). I think I'd enjoy it more if the gravity was stronger and the player moved faster. 

The floating mechanic is cool and could lead to some very interesting platforming. I think it would be nice if there were visual changes to the character when his floating time is close to ending. Maybe show the floating time bar close to the character?

I'll be looking forward to see more about this project!

Consegui 200 pontos. Ficou massa considerando o curto prazo de desenvolvimento, a gameplay ficou bem rítmica.  Acho que seria legal desenvolver mais a ideia com inimigos diferentes que forçam o player a se mover mais na horizontal, já que da pra só spammar cima e baixo infinitamente..

Jogo hardcore hahahaha. Musica muito agradável, acho que foi a unica coisa me impedindo de dar rage quit.

Personagens fofinhos, mas uma coisa que me incomodou é a mistura de pixels de tamanhos diferentes, o que acaba deixando o visual inconsistente. Por exemplo, o fundo, os personagens e as plataformas estão todos com tamanho de pixel diferente.

Achei as mecanicas de platforming bem feitas e responsivas, mas os inimigos são dificeis demais, a mosca por exemplo é muito dificil de desviar ou acertar ataques nela. Acho que aumentar a quantidade de tiros disponiveis ou simplesmente deixar eles ilimitados ia ajudar nesse quesito.

Muito fofinho! Consegui chegar no final e curti a mecânica de trocar entre os dois mundos. Seria legal se tivesse alguma interação entre o dois, tipo ter que pegar um item com o personagem vivo pra progredir com o personagem morto.

 Valeuzão por jogar e pelo comentário! Acho que a fase 12 ficou difícil demais mesmo, vou deixar ela mais fácil no próximo update.

Gostei da musica e das animações! Gameplay bem desafiadora, curti o level design. Achei controles são um pouco não responsivos, deem uma olhada em coyote time e jump buffering se quiserem ideias de como melhorar. Tambem achei o dash estranho ja que ele não preserva a altura.

Gostei dos visuais e da música! Desisti depois que entrei numa porta e voltei pro começo. Tinha uma parte com duas portas, e os personagens estavam falando simultaneamente tornando impossivel ler.

What a good looking game!

Amazing works, as always! Great visuals, audio, and quite polished gameplay 

Whoa, cool game! It feels so great to throw the fork around.

Thanks for playing :)

Thanks for playing!!!

A lot of people asked me about checkpoints, but I think that would break the flow of a stage. I believe the bigger issue is that the game can be quite challenging and there isn't a lot of time for the player to really learn the mechanics before things start to get crazy. To fix this, I'm plan to make a few more stages and smooth the difficulty curve between them. 

The ghost highlight is indeed a bug, and I found another bug with the vases by watching your stream :P. I'll get them fixed in the next version. I'm hoping to do a small QoL/bugfix update and a larger one with more content.

Yeah, that's a bug!  The second level is quite bugged to be honest. I'll be releasing a bug fix patch later today.