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helikopterodaktyl

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A member registered Mar 21, 2020 · View creator page →

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Nice game. I didn't enjoy Vampire Survivors, but I like this one.


What does Stamina do? I don't understand it's description.


Also, strangely enough, I find Katana easier to play with than pistol.

A bit barebones. Could use some variety in the tileset. I found myself going back and forth because every corridor looks the same. Boss fight was the most fun part for me. If you get a good left-right rhythm going you can slap the enemy every time he tries to get a hit. Personally I'd drop the entire initial level and just make the entire game this kind of boss fights. Congratulations on completing a game!

For some reason, the game took 30 seconds to load on my computer. Not sure what is the cause, but it shouldn't happen for this kind of game.

As for the gameplay, I beat the game, but I still don't understand how the game physics work. Sometimes you can push two blocks at once, sometimes you can't. Is the game using a physics engine and rigid bodies? Feels like it given how the blocks sometimes wobble and stack or layout themselves in weird ways. I think it's unnecessary for this kind of game. Likewise, the shrinking mechanic also feels unnecessary. The game should work on a grid in the first place. There are no gameplay benefits brought by not being grid based, but there are drawbacks.

I agree on the previous commenter about the angry red blocks. I think their disabling should perhaps work on a timer, so that you have to hurry and think about the order in which you disable them. Or perhaps make it so that it's not timed, but you can only have one disabled at a time.

On the controls side, the fact that level select screen works with mouse feels a bit awkward to constantly switch between mouse and keyboard when playing.

I had fun overall, I really dig this kind of puzzle games, music and sound effects are nice and so are the graphics.

Fun little game. Could use some more variety when it comes to enemy ships and weapons. Seems like the optimal strategy is to just stay in the middle and hold the fire button and only move when enemies move vertically in a different column. Also I find it a bit too punishing on the difficulty side. After several attempts to get past level 3 I gave up.

Great game.

If alpha is allowed, and same color with different alpha is allowed, so we are essentially doing grayscale with 256 various shades from white to black (or other colors), are we not?

That's weird. Maybe it's some one time glitch. I thought maybe it's when played on 60 Hz screen. I have a 144 Hz, so the timesteps are smaller and the character can move ever slightly closer to the edge. But I changed my refresh rate to 60 FPS and had no issue crossing this gap :/

Yeah, the hitboxes aren't perfect. My strategy here is to hug the left wall and sprint to get past all three spiders.

Source code: https://github.com/helikopterodaktyl/nightfall

Thanks for the feedback. I agree with most of those. I even had to reduce the tile size from 9x9 to 7x7 to be able to see more on the screen and it still wasn't enough. I underestimated the limitation of the resolution but it was too late in the project so I had to roll with it :)

Interesting concept, I used to play a similar fluid game in the past although that one didn't have the neutral gel mechanic.

I haven't found a proper strategy for the game yet, seems like I win by random most of the time.

Visuals are clean and work well together, audio is relaxing enough and fits too.

Interesting game concept. Shifting between forms works well and it's obvious how to combo various forms (e.g. superjump and then shoot with flower). I didn't like the goat legs mechanic though. Kept getting killed near the end of the stage over and over and after some point I didn't feel like replaying it all over again.

Saw a full playthrough of this game. Very impressive for a two week effort. Visuals are great, gameplay is fun and responsive. The music is great too, reminds me of Silver Surfer on NES.

Hmm, Opera is Chromium based, so should be okay.

Have you played in Firefox maybe? The game has some performance issues on Firefox and feels much more sluggish there.

I am rewriting the game from scratch, after the rating process I'll release a patched version.

Nice game. Seems like a nice cohesive package. I like the mood ambience going on through the game, music gives it a feeling of being relaxing but also of sadness.

I managed to reach the day 197, with different RNG I could probably make it until the end.

One thing I could understand is the hunt ability. It seems like it's an ability of the forests, but I was only able to use it once to get food from the forest. After that, the only thing I could do with forests was to chop them.

Nice game. I like the visuals. There's a lot of potential in a game with this artstyle. Didn't like the fact that spikes were instakill.

Interesting game. Took me a while to win against the AI. I am not sure how much replayability is in this concept though. The visuals are nice though, clear and effective.

Yeah. By hard pixel I mean no antialiasing. Outside of the particle effect of the elevator hitting the lower ground, there isn't really much of transparency in the game. Which is probably good, because it lends itself well to the aesthetic, but the vine movements feel jerky.

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Just finished the game. The color palette reminds me of Dizzy games, specifically the ZX Spectrum variants because they also had a black background. Although this game has a much more pleasing to the eye color palette. The visuals work well together and the game concept is simple and fun, without being too long to be monotonous. It took me a while to figure out what to do with the chicken.

Not too sold on the hard pixel style. You mentioned scrolling issues, things like plants animations (I liked that they are animated) look also bit weird, the hard pixels make it cut too quickly, as if there was a tearing issue with the display almost. Also, I didn't really like the black outlines on the characters, especially with the worm and the bee, felt strange, probably because the background is also black.

Also, I had some issues with the controls. When trying to press the down arrow key in framed mode, the browser window kept scrolling down. I had to switch to fullscreen mode to finish the fish/bee parts.

Nice game. I had fun. Unfortunately the upgrades aren't obvious on what they do.

My original concept for low rez jam 2022 was a vampire survivors like game. I changed the concept in the end, but it's interesting to see what it could have been like if I stuck with my original idea.

Interesting game concept. One of my favorite game concepts is "popular game concept but with a twist". Whereas my game is sokoban with lasers, yours is snake with puzzles. It works surprisingly well. I liked how the level transitions are Zelda-style scroll, rather than just skipping to the next screen instantly.


I still don't understand the button puzzle on the fourth screen though, The number sequence didn't make sense to me and I just kept pressing buttons until it worked :)

Thanks for the feedback. Actually, it's in Dart, but crosscompiled to JS and I was using the keypress event. I know how to change it for the better. Control and performance is something I intend to fix after the rating period is over.

Maybe it was RNG on my side, but it feels like the right-most hive is much less likely to be destroyed than the other ones. Very rarely it had a spider flying towards it.

Nice game, I like the art style. Unfortunately I ran out of honey during the boss battle so I had to wait for the spiders to finish me off. Also, they did, but the game didn't end, even though all hives and plants were destroyed. Perhaps there is something wrong with the game over condition.

I just learned the game is laggy on Firefox compared to Chrome. The input still has room for improvement but it's much smoother on Chrome. Out of curiosity, which browser did you use?

I just learned the game is laggy on Firefox compared to Chrome. The input still has room for improvement but it's much smoother on Chrome. Out of curiosity, which browser did you use?

I just learned the game is laggy on Firefox compared to Chrome. The input still has room for improvement but it's much smoother on Chrome. Out of curiosity, which browser did you use?

I just found out the game may be laggy in Firefox. If you encounter such issues, please try running it in Chrome.

I liked it, reminded me of Montezuma's Revenge with the way the character walks, climbing ropes and descending down. Visuals look great, dashing is an interesting game mechanic.

My only complaint is lack of checkpoints. Made me ignore all coins just to reach the ending in one piece (I did!). Perhaps instant deaths but few lives and starting at the beginning of the screen would be a better mechanic. Or leave the current health mechanic, but change it around a bit. In many spots the health pickups are in a very risky spot, I often lose two hearts just to get one.

The game is scaling weird on my PC. The default web unity frame becomes very small after Unity finishes loading. If I do fullscreen, parts of the screen gets cut off, especially in the bottom.

Great game, but I don't understand how to play it. An explanation of what various flowers do would be great. Rarely do I get the one that shoots projectiles. Apart from that I sometimes get the other flowers but I don't know what they do, they don't seem to have an attack. And when larger waves come I get overwhelmed.


Visuals and music are great. I like everything as a package.

I'm not sure how to play this game. I deploy my cards, then I try clicking on my cards, there's an animation of scrolling up, after few clicks, enemy card flickers, then it disappears. But I keep clicking on my other cards and it does nothing.

I like the idea of the game, mildly reminds me of Icy Tower. I haven't found a good way to get more than few blocks up however. It seems that every time I try to do something I get crushed by a block from above. It doesn't seem like it's possible to wallclimb up a block either.

Great game, good visuals. Finished the whole game. At first I wasn't sure what to do because I didn't read the description, I mixed the colors and then didn't know you have to fire manually.


Another thing that I found confusing is how you can add colors to existing mix. In especially frantic situation it kept me trying to add the right color but I can't add any because there's white already. I think the game would be better and more fluid if adding new color to the mix just replaced the already existing one.

Not really my cup of tea, but the graphics are nice. Would probably expect more of a platformer in this style :)

Interesting idea, made it to 3837 points on my second attempt. Hard for me to say anything more because this game is certainly unique :)