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Gryyre

57
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A member registered Oct 24, 2021 · View creator page →

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I wish it had some audio, but my game has barely any audio, so I get the struggle LOL

I think it means you just can’t make parts of the game ahead of time, like you can use pre-made assets as long as they were not made to be used in this jam as a headstart.

Yep, the sky is supposed to look like that.

Very satisfying buttons, just finished it :)

Yep, the F11 key works for fullscreen, thanks! My monitor’s resolution is 1920x1080 so I guess that’s why the other graphics option you mentioned wasn’t there.

Hi, I’m liking it so far! Is there a way to change the resolution of the game or fullscreen it? I’m on the Linux version if that matters.

Cool use of non-Euclidean space! I also really liked the unshaded look of the library shelves.

I am TYRANTRON, an evil galactic robot. During a perilous space journey, I crash-landed into a child’s bedroom. Outrageously, I was presumed as a mere TOY and stowed away in a toy box! I must break down and rebuild myself to progress through the room and return to my villainous spaceship!

TYRANTRON is so cool…

I’m only skilled enough to play on multiple choice, but this is a really great fangame!

the visuals are really good!!

I meant that the shooting sounds were comparatively less loud than the rest of the audio.

Super duper impressive: there’s a lot here!! It has a good loop of gathering items to sell for upgrades (to get more items). I did notice a bug where you can click and drag on the health/stamina bars to visually change how filled they are (it doesn’t seem to change their actual values, though).

Fun game, and good use of your prompts! Could use some audio, though.

The shooting sounds are mixed a little quiet, but this is a very solid entry.

Yep, unfortunately the rabbits have a problem with the way they’re coded: they’re supposed to activate slightly offset to each other based on what ID number they are. This was supposed to be for performance, so that the game wouldn’t lag from a lot of enemies all activating at once. But I didn’t realize that their IDs would increment including previous floors’ now-deleted enemies, so later floor enemies take a really long time to activate. Ex: a rabbit with an ID of 50 would activate 1.5 seconds after starting the floor, but a rabbit with an ID of 400 (which would be around floor 6) would take 12 whole seconds. I had a failsafe where walking near an enemy would also activate it, but I made the range too small…

Perhaps a tad overambitious, but it was cool to have multiple firing modes and multiple spells (although I think the bomb didn’t do anything?). I liked the Smite spell!

Nice, especially impressive to make a boss fight for a 1-day game.

Really well put together! I do think the dodging sections seemed to last too long though.

Pretty fun and silly! I liked the intro/outro cutscenes.

This is really nicely polished, and the UI is great, especially how the radar kind of shatters when you find an item. I like how the title screen music is a version of the code to get the pickaxe, too! So far, this is my favorite entry of this round.

I would suggest making the down arrow button that you use to go under the machine visible even when you’re not hovering over it, because I thought “check under the machine” meant that you had to click on a part of the terminal to do that. Otherwise, good interpretation of the theme, and the gameplay was nicely challenging!

Pretty difficult, but I made it through to the end. Very solid use of audio cues!

This was a really ambitious idea, which might have led to not much time for polish. But the further I got into the game, the more invested I became in finishing it. My largest criticism is that it was sometimes hard to see which color note you were supposed to play as it would be inside the item’s model (especially for the larger items). I think I got to the end, where there was the 3 higher beings at the end of the sandy area, but I wasn’t sure if I was supposed to do anything further.

I really love the way the snap seems to radiate outwards, and the audio as a whole made the experience surprisingly tranquil for a game that would normally be hectic. My only critique is that I wish E and LMB were consolidated into a single input.

Thanks! For the code, getting the first number shouldn’t matter, because you only need to enter in the 5 numbers in sequence. Ex: if the code was 12345 (it’s not), then 23451 34512 45123 and 51234 would still work too.

I could only beat the first 3 levels, but the challenge made it pretty tense in a fun way.

Yeah, I ran out of time to make a tutorial, but that definitely would’ve helped.

Really nicely polished, and the music speeding up was a great touch!

This is the first game that lets you destroy your opponent in psychogenic combat

This was really charming (and surprisingly hard!). It reminded me a lot of the game SPOOKWARE.

The cat did jump 👍. Took about 7 minutes to beat. I don’t know if it was intentional, but the music doesn’t loop. I did like the artwork in the ending though.

It seems like if you do the first step to make the book appear and then die, the book won’t spawn when it should afterwards, and the counter in the bottom-left increases rapidly.

This has a great gameplay loop, and is surprisingly intricate as well! It was a little weird to have to use both Enter and Tab to proceed through choices, though.

Even though it’s not finished, it’s still pretty impressive! The sound effects are great (especially for attacking on-beat). There’s a funny bug where if you attack off-beat in midair, you can reset your double jump an unlimited number of times to fly.

This was nice, I especially liked the more detailed cutscene art. I feel like the rooms tended to fall into a pattern where Ziggy gets into a small area to open a path, and then Mundo breaks the barrier so you can proceed.

I survived the labyrinth! :) It was fun to design a custom maze with the earth tiles. It would be nice if there were sound effects, but I liked the variety of designs for the towers and monsters.

Really fun blend of genres; the incremental progress is satisfying once it gets going.

I got a crash after a while: I think it might have to do with terrain generation?

Doesn’t run, I think you need to enable the SharedArrayBuffer checkbox on the itch page for it to work.