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Grey Magic

288
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A member registered Dec 03, 2018 · View creator page →

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Great animation sequences, The undertale type combat was easy to understand and a little bit of a challenge, solid game all round.

This is why we have playtesters, I've figured out a way to prevent this, will add post jam.

What was your score without holding space down?

Amazing, how did you manage to tap so fast?

Easy game to understand, I wish there was more variety in each of the map but the backgrounds are good. Would be good if there was a way to deal with aliens on the ground and more mobility of the player.

Got up to the fifth map where the fire became to overwhelming,  would sometimes get stuck on narrow hills when getting the water, nice concept.

I love vampire survivors, pogchamp!

This would have taken a  while to draw. The zombies are hard to avoid at times due to the narrowness of the maps and I found it to find my bearings at times due to the directional nature of the game, even with the compass at the top but enjoyable game overall. Completed level 8, keen to see this game completed.

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The instructions are a bit wordy and could be condensed to the essential goal of the game, the gameplay is pretty confusing for such a simple concept, it took me a while to understand what you had to do, and that the bar was part of both games and you had to switch between both games to keep the bar under control. The hacking stage was also confusing as the cycle went both up and down in numbers so you never knew if you were going were making progress. Once you figure out the how to play the game, the gameplay loop is decent, better instruction in game would make the game much clearer.

Final score is the time in seconds to beat the game.

Curious about what you mean when the enemy disappears, the enemy is not visible at all? Which boss did you experience this in?

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The game was fun and had a few runs but was hard to predict the interaction between the ball and the sand at times. There is at times a point of no return where you have little sand to return and the wave becomes overwhelming. Solid entry and new and interesting take on an old genre.

Thanks for the feedback, I had felt the first boss would be hard to predict so I put in two animations when the animation cycle had finished would have been when the action would occur, eg. Legs fully outstretched would jump up and the drill animation would go downwards. 


The third boss is tough, there is really only a fraction of time where the bomb's explosion can be placed in the path of the tank below and there wasn't enough direction of how to damage it beside from a little blurb I had in my description. I usually just waited until the bomb's spawned on the lower levels and stood in between two horizontal floor panels and dug so I wouldn't have to be in contact with the bomb itself. 


I put the third boss together in 40 minutes leading up to submission time and put the whole game together in a week, so a lot of rough edges and tinkering needed but thanks for still persevering. I kind of treat your playthrough as the litmus test, if you weren't able to beat the game, it must have been punishing. The game is beatable but certain strategies needed to be communicated to the player just starting out.


Sorry I won, I like how all the elements were slowly introduced, seemed like there was more tutorial than subsequent puzzles but still a rounded game in the end.

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I think the game was a bit busy at times, but the objective made sense,  I understood how to attack the boss after a few playthroughs and later realised how to dodge the water by jumping, I realised the music was affected by your health which was interesting and slightly cursed sounding.

Interesting take on the genre, I think the game became noticably more difficult at level 5, mainly due to the randomness of where the gold blocks are placed. 


There was a strange visual glitch where the tops of blocks and the player where chopped off but everything else was easy to follow and enough challenge to play till the end.

The polish in the animation and sound design are the standouts here, the game kind of gives Frog Fractions vibes and has the right amount of difficulty, nice work.

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The graphics are good, took me a while to find the keys and doors walking around the map, I wish dying at the monster level didn't take you back to very start of the game, but I like effort you've put in so far, I enjoyed the 'metaphorical' ending.

I like the retro colour palette, wish there was more of a cooldown with the firing because spamming it super easy, great work for 24 hours.

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I enjoyed the format of the battles, the enemy attacks were varied and rarely felt unblockable, the distance between the player and enemy was at times hard to predict where your projectile would land so there was some guesswork but decent entry overall.

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Not sure if you ever played Overboard/Shipwreckers but reminded me of that. The gameplay, graphics and music are great, as well as the little things like telegraphing and slow down after getting damaged is useful. The only difficulty jump was at the end boss but I liked how you were only graded on how many times you died.

Didnt understand that I needed to run into the trees at first, simple, straightforward game with a bit of challenge, HIgh Score: 128.

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I experienced this too especially in the second boss, I didn't have much time to bug fix as I had hoped and I made the third boss in about 40 minutes, a bit rushed with jam this time round but thanks for playing.

Game is still fun even though you mentioned it just a toy, would be great to add some kind of lose condition/enemies in the future. Game is pretty easy to follow after reading through the instructions and pretty zen-like for destruction game.

The graphics and audio are great, with the combat, the enemies on land felt a bit hard to dodge, I'm not sure the shield had any effect blocking attacks. Great game overall but could use better telegraphing of enemies or more ways to prevent damage.

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The game feels complete and simple but challenging, the mechanic is kind of similar to glider, I do wish there was some kind of visual marking for the airflow which remained on screen instead of just at the start, but solid work all round.

A bit more straightforward than the usual restaurant sim type game, the game made sense once you started playing, I wish the game provided more chances for failure because everything felt very linear. 

The game is very simple but was still bit of a challenge, unfortunately the game is not pixel perfect.

The map and the autolock are super helpful, I like the different types of creatures you can collect, all round solid game.

I managed to get the weapon and an item then got up to the fireplace then a screen said money is tight , I wasnt able to get out of the screen, not sure what this meant. The game art and intro is great, I did get lost in the rooms and wasn't sure of certain interactions at times but feels like alot of effort went in to the game.

I like how the car handles and the potential is there but may have scoped a bit too much for a jam game.

Game was easy to follow but the jump was difficult feels a bit floaty and accelerates upwards making it hard for me to land properly.

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Game is easy to play but still challenging but not unfair, I liked the variation in the different vehicles, solid work.

The shader is interesting but just due to the nature of the resolution it was quite hard to navigate around the area and after killing a few capsules there wasn't much else to do but good proof of concept.

Graphics and sound design were well polished, the gameplay was a bit hard specifically the ground spikes and part 2 when dodging all obstacles normal or evolved. All round solid entry.

Well done, animations and juice is polished, the puzzles although some more difficult than others still felt cohesive introducing new elements as it progressed.

I like the sprites and the dithering, I would like more feedback when damaging the zombies and more movement.

Nice little metroidvania, the movement at the start is a bit slow but when you get the upgrades the game goes quite quickly. I liked killing the dolphins. 

Is there a goal to the game, I was only able to explore the area and was killed by a larger fish and had to restart, the water effect and the music is cool. Is the music original?

Maybe a little awkward to use the mouse to order powerups while moving and shooting with the keyboard, the game was still pretty fun, there were a couple unfair parts with the asteroids and ships and a couple places where you get softlocked if you don't have enough of a resource ordered the level keeps your levels. But I like the effort and in certain areas it felt like a challenge.

I think the art is great, the game does take some patience and not really sure what I had to do when I reached the boss, tried hiding in the cave at the top but go blasted by the laser and died. I like the potential.