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HeavensGates

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A member registered Sep 03, 2020 · View creator page →

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Thank you so much!

Of course, taking the proper time to rate games takes a bit, but yours was well worth the wait!

For a game about waiting, its really spooky how things are normal, a strange sense of danger sits around. I didn't manage to complete it because my tired mind cannot solve these puzzles, first one was obvious for skipping waiting, but eventually I just didn't know what to do..

Great work, the level design was phenomenal 

Thank you so much for the kind words! We thought wed be able to make 1 station per day, but with life in the way we had to scrap it to only 3. But we definitely want to add some extra interesting ones into the game.

I meant what I said, you have a talent as a game designer!

Thank you so much! We hope to get a nice polished version out at some point!

An overarching narrative would be great, we had some idea running around but couldnt quite settle on what it would be

Did you voice the dying sound? very funny if so. The idea for controlling different critters is neat! I would like to see more abilities, but also some kind of element for why you can just mount critters and control them. This could be a fun game if developed further!

Strange, we havent noticed any issues with fullscreen, will see if we can reproduce it, thanks for the tip!

Thank you for the good feedback! I'll take notes on some of this to change for future.

I liked the base of the story, there could have maybe been deeper exploration of the themes. But with a 1 week game jam, it can be pretty limiting.

I think there may be a bug after the bunny level that the backpack doesnt appear, I had to restart to fix it.

The main character and the rest of the visuals clashed a bit.

You were spot on with the theme and it works really well to this story!

Tbh, we kinda forgot that innovation was a theme, the original concept might have gotten a better placement on that, but we had to cut a lot to get this game out, but im glad you appreaciate the quality of the rest of the game!

Yeah, theres some complexity missing on the first 2 levels that we need to work on. and then something extra for blackjack to make the randomness less game ending.

Wow thats cool! It's something I really want to try and do in the future

What an interesting concept! The autotravel was unfortunate as I would have probably enjoyed more of the shooting aspect of the game. The levels had fun mechanics tied to them that expanded what you knew to add further complexity. The rewards felt a bit repetitive after a while but there is a nice bit of concepting to making funky ships!

I love space games, so I was immediately interested!

This game had some very pretty moments. The giant spider bot was my favourite, seeing him move into the water was impressive. I am wondering whether everything was animated or if you guys did all the movements procedurally. The flow was immaculate. I must say the ship has heavy NMS vibes, along with the start I just thought I was playing NMS anyway.

The audio could have had some more love with extra sounds to make things feel more alive, but even with what was there, it was still really good.

It was a really beautiful experience!

To achieve all this as a solo dev is impressive. I must say, you have a talent for game design. There are small things that very often get overlooked in games that you had done wonderfully.

The reminder for pressing up to interact on the first interaction, the slow scaling of difficulty, introducing a mechanic and requiring the player to master it as you get further. A good blend of what is known and unknown. You have some nice teaser moments such as showing the delivery station of the fire level but you cant get there and and up falling to a very nasty level.

Pario is very cute and the animations are nice. The biggest weaknesses of this game is the lack of audio and the ui. But doing all of this yourself is just wow!

It's unfortunate we do not get to see what the end result was. If you did version control with git, id be happy to help you out on fixing up a nice build for webgl.

Played yours, heres mine https://heavensgates.itch.io/strainge-stations

The vibes are immaculate! The encroaching darkness is really nice and it doesnt feel like you need the flashlight to see, but rather to clear the fog. 

The chase part was really neat but I had a lot of issues with certain parkour and the respawning of the chaser, hed constantly spawn in front of me and in some places it was near impossible to progress because of it.

The style of the game and gameplay is really nice! The audio could use some love, you'd be impressed how much is added to a game just by having audio.

Please upload a build, even if broken, i wanna experience whatever this is.

Definitely a pain point that needs improvement, blackjack was the last worked on piece so there was little game balancing time. Most of our playtesting was done in 30 minutes before submission.

Thank you!

Thank you! This was a real fun concept to go on!

I can just say Thank you!

Thank you for the suggestions and nice feedback! This is very detailed and helpful for our further development!

The ending is very unfortunate and needs some work, it definitely is one of the weakest parts of the game. There is way more for the fuel system that isnt event visible, I spent the first day designing a whole system for different location travel but all of it go cut for what it is now, all very sad.

The player character can sprint, or is that also still too slow? We could tweak the speeds if both methods are too slow.

Yeah, we need to find ways of adding some additional layers to the puzzles for better experience. Thanks for bringing that up!

We may have gone overboard with the amount of choking turtles...

Other coder was lured into the trap of RNG for puzzles, but only had time to make 4 puzzles, so the 25% chance did not work in your favour. More are being cooked up but we should work on having the random system more refined.

Funny story is that Nug wasnt supposed to be an npc, instead he was a reward for the level that is part of cut content, but now he is cut Ph'nglui. In a future update I want him to actually accompany the player

Ph'nglui is the goodest boy, just wants to run a friendly station!

This was the downside of adding dialogue in the last 20 minutes of the jam. I have it reworked for once the jam is over so that at least future players can have a less slow experience. Thank you for the compliments!

Thank you for the kind feedback! We just at random moments saw parts of the game and went "wouldnt it be cool if this did that" and added it. The small details made the game vibe so much more. It means a lot for them to be noticed!

RNG for less variety :)

Thank you! It went a lot on vibes which worked out in the end!

Strange is the game, so glad to have met that expectation!

Thank you, it was an absolute mess trying to get it to work properly, but well worth the praise!

Thank you so much! The artists are loving the praise!

Haha, we ended up removing a lot from our planning, overly abitious thinking we could manager 12 unique locations. But i do think the polish to each level is a lot better than 12 bad ones. I will draft up some way to make the progression more fun and less repetitive on a loss!

Thank you for the nice feedback!

You get to see secret behind the scenes concept art when the conductor was blue for your attention :)


Thank you for the suggestions. I think what well do is add the input system from unity so that multiple hotkeys can be set.

Thanks a bunch, we worked hard and needed some good rest after the submission date

Very cute game! I like the variety of minigames, although the controls can be difficult to read on some of them due to colour issues. It may also be good to put up some pointers on the map that guide the player where to go, especially for the start, i just went right past the collect package zone without knowing that I had to pick some up first.

I was a bit lost on how the minigames related to the package duty, but they were fun and the artstyle really cute