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Igor's Games

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A member registered Oct 02, 2015 · View creator page →

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Good game, unfortunately I placed a sunk wall in one of levels and can't remove it (all other objects I can remove with right click except this one)...

Not my type of games, but I guess Kojima would like it :D

Was hard to detect which numbers are relevant to finding coins, they might be better presented as visual marker/compass.

Nice touch with the jump height, not sure if intentional, but it did help me to observe the map a bit!

Would like to see some progression, for example, the more coins collected, the faster the player's movement. :)

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Cool that all characters are with different abilities, would be interesting to see them interacting with each other (like e.g. in DROD). Black tank was kind of boring, but I liked the snake twist/trolling in the last level. :)

Also nice touch is the ability to undo the restart :D

Nice idea! Since it's a fast-ish game, I would liked if there was a possibility to control all in parallel - by two hands, or by mouse RTS-style.

Thanks you very much for recording, sorry that all is lagging, need to optimize... :/ We managed to get it to 30 fps for my PC (weakest in the team) by the end of the jam, but still not enough.

Nice Thomas was a clone idea! Or clown :o) Like the graphics!

Some more feedback: not very clear at start that climbing by fat guy is possible. Hard/impossible to go out of spikes pit. Even less clear that climber can make ladders through floors! And intro texts are too fast for me to read. :)

Good game, I like the feel! Part from disappearing platforms on made me think :)

What I didn't quite enjoy is that Ctrl mode is two-step and that it can only be triggered while on the ground. Also I think genre of puzzle action is asymmetrical by itself (jam topic) :P

The boss idea is good, but it's not clear if level restarts or if hit was successful. And color switching is too fast for me there!

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Because Josh's streams are NSFW themselves, and he doesn't want competition in this area! Just kdding. :)

ibb & obb

Yes, that trash is what I meant when commenting on the Windows build! I'm not seeing it in the Godot web build.

By sub-pixel I basically mean that since monitor pixels are smaller than "game pixels", we have the option of upscaling sprites individually instead of upscaling the whole scene (see here for examples: https://medium.com/@tumeowilliam/godot-engine-and-pixel-art-a-better-love-story-...). And this could help with getting smoother movement (this is not pixel-perfect, but during movement it's not obvious).

I think the character is jittering! Maybe the position is rounded to full "game pixels" as opposed to sub-pixel movement?

Also it seems the linked Windows version runs a bit worse even :(

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Great, I really enjoy the story turns and art, kind of Another World vibe!

I lost in the arena stage where there are birds and then beasts, and the second time I entered there were birds, but no beasts, so the game broke. :( Only had 9 gems.

Also, at each bow shoot the game froze for me for a second, but only on the arena level and only when there are baddies coming.

Oh, and I used Firefox, didn't read the description before playing... :/

Better now, though I had the opposite issue now: I had heal selected (not sure if it matters), and I just press J and immediately win each battle?? First battles worked, though were apparently real-time, which doesn't mix good with menu-based controls.

But the reason I'm stuck this time is this:

I can't escape, can't attack, can either stand and do nothing or restart the battle (to then stand and do nothing)...

Nice work, got some twists and twists of twists. Some events seemed silly at first (like offending the princess and she just agrees to marry), but then got justified further on.

Fav moment: it's time for revenge - * KISS *

Cool atmosphere, especially the music! I completely ruined the game though, first I didn't understand the battle system, just pressed J, and battle ended (I didn't see that there were some numbers somewhere on the screen that changed), then I realized I was selecting an attack from the menu, but it was too late - my health dropped to 5, and now I'm losing the next battle immediately before I get a chance of pressing anything, and health isn't restored. :(

Funny, liked the goose duck and Waldo.

A bit unclear whether things are considered when they are on bigger view when shooting, or only on the smaller view afterwards, I guess making them same size or adding an overlay borders might help.

Also wish the party house was a second additional level :D

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Thank you, I'll see what I can do in the next patch! Unlikely new levels though, sorry, but it's possible to open the source and make some levels yourself.

Locking was possible in a few places before, all known ones should be already patched out.

Sounds good, in past I played a lot a game called Sentinels of Ceth (which was itself an improved "rip-off" of an ancient game Rip-Off).

But there gems you defend decreased in amount (they were gracefully stolen by drones). With increasing amount of things to defend the game might get easier the further you play (though maybe I'm imagining the idea wrong).

Anyway, I suggest you to get some rest now, you submitted something, and that's a success! :D

Surprised there's not much story involved this time BTW ;D

Black screen (audio only) on Firefox, but Windows build works!

Nice idea, I think the level is too tight for a lot of ammo scenario to be useful, and visibility is too short for 1 ammo scenario to be at least sometimes better than 2-3.

Graphics are cool, but music is very annoying to my taste.

Didn't try to repeat the issue again. But in case it helps: I did talk to pretty much everyone around, several times, until they left, except the guy in shrine, but including the leg-hair guy interaction with the gang around the market... It was a second phase of day (afternoon?) And I also talked to the vendor lady many many times. She was saying her boss was coming, but I didn't see the boss, and couldn't leave either.

Enjoyed the atmosphere, characters and some jokes. A bit slow-paced for me though, also after feeding the cat and talking to convenience market girl again I couldn't get out - probably a bug...

Hey! Played a bit, here's my feedback during the game.

Typo: "after receiving a ltter" - took some time to understand it's "letter", first thought "itter" was some special lore thing xD

Kokay Umar looks like a girl, but story-wise it's dude? :O

I see you managed to remove the wall of text in the beginning (compared to the dev stream), so it's quite smooth for me. Except maybe would be cool to have some little choices in dialogue besides just listening.

After going to save menu, the music restarts.

Impulsive students sending a stray fireball, haha :D

"Shy girl in the glasses" - but I don't see any glasses...

The character art turned out quite nice!

Oh, it's window in the center of the office! I thought it was a blackboard!

The music track starts to be annoying, because it never changed since I arrived to the school...

How did I know Vyava's name if he didn't say it to me? Some days passed, yes, but a bit confusing.

Enjoyed the backstory of different races having different innate element control!

Ending 6, and very disappointed, I as a player did nothing wrong, but was fired, c'mon!? Talking to students like this - what does Archsage mean at all? :O

Anyway, the game seems overall better than I expected :D Especially, backstory and stuff. Keep it up!

OK, so the challenge of this game for me is not to confuse buttons (on every try I did blink instead of magic attack at least once), and the fat monks (whom I accidentally bumped right after the first magic attack a lot of times). The boss itself, unlike its ever-arriving monks, is pretty useless with its sparse tentacles and eternal waiting to be punched.

The fights before the boss can be skipped for sure, all you need is in chests (all destroyable without ever stopping moving), and by stopping you only lose your health/blood (high chances that by the time you arrive to boss you'll have *less* blood than if you ignored all the people before the boss).

Also probably the extra purple health could be made just regular green, because it's practically the same, and is only confusing when of different color.

On the bright side, the world feels alive - monks killing other people, beautiful layered backgrounds, some animations are cool (magic attack, crates crashing), and I liked the color palette. Keep it up! ;D

Tried the game once, got to the boss, managed to punch him twice, then a "pharaoh" killed me...

Most of time I could just run forward, jumping over everything. Sometimes I stopped to replenish blood bar though and to enjoy the magic attack 8-)

For some reason I missed healing ability (too many buttons?), I probably healed while trying to figure out/remember buttons by randomly pressing them during the game, but I never realized I did so :D I would probably beat the boss if I knew that.

Graphics are nice, jumping without the animation looks weird though.

May give it another try later, as it's not long, it looks like.

Well, I expected him to go upwards in any case, like this

Great game, the only complaint is it's hard to persuade the character to go up in tunnels (he bumps the wall and moves nowhere). Enjoyed the twists in the second half!

Nice, I just actually started to watch your procjam series today! Too busy to play them myself, but want to see what's there! Thank you for doing this!

Thanks!

Crashes when clicking on the intro text, no matter options. Can't play:( Also a link to jam page would be nice!