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Ilyos Games

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A member registered Jul 21, 2015 · View creator page →

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A very good entry, as we can expect from the Captain. Watched you develop parts of it. I liked that you wanted to include all of the usual DC tropes, but man was the spinner section with the disgruntled employees annoying for me, ahaha. Loved the combat, the witty dialogue and namings. Combat could stand to be improved post jam with some mouse support so you don't have to confirm so many times. It could help eliminate some clicks. And it would be cool to have a better visual representation of "event" tiles where something happens upon entering.

A very solid and enjoyable game!

Lovely entry and very endearing characters. I keep eyeing this Quirky animal pack for a while now and I'm definitely getting is as well now (cause it's going to be on sale soon). The voiceover and the hedgehog's replies were super cute and amusing and the exploration and puzzle solving were very enjoyable. 

As other people, I was thoroughly confused about the combat and just kept on winning by sheer luck I guess. I did manage to push through to the end and wouldn't have minded if combat would've just been alternating hits like in most DCs haha.

Good work!

One of the best atmospheres in the jam. Really well done. Very tense and very good audio work, keeping in line with the dated PS1 era (the banshee songs especially were sooo good). The game kept me tense all the way to the end when planting the explosives, I kept expecting to be jumped at all times.

Movement was well done, exploration and navigation were well laid out so that you didn't get lost. Combat was rather clunky, especially because mobs could just enter your tile and sit on top of you, making you unable to hit them. But hey, I'm not one to complain about combat since mine was very poor. I just used the knife and rifle in the game as I never actually got the spears to do anything I wanted or hit anything, but that's fine, since the knife and kiting mobs around was all you needed and it kept the tension up.

Very good entry!

Great art and vibe, love the UI as well and the theme. But I couldn't really figure out what I'm doing wrong. The first run with Luna I was doing 1 damage per hit and taking 1 damage per hit, so killing skellies took a while. On the second and third runs with the other chars, I would deal and take 8-9 damage so combat would be over in three rounds. The third run I died at the first skellie with no chance to pass it. 

So, if you sort out that lil' problem with combat, it'd be a really good experience!

Somehow, I was immune and would not die when at 0 health. Which was perfect because I got to finish the game in one run. I loved it! The graphics are awesome, movement and combat are very satisfying, the mobs are adorable and the level layout was cool and maze-y without making you get lost.

Very well done!

I loved this very much. Great setting, great atmosphere, intriguing storyline. I only found 3/4 endings and I'm super curious what the 4th one is, but I can't seem to get any leads on that just yet. Will probably wait for someone to toss some spoilers!

Very well done!

Fun game! Very classic vibe. Combat worked very well, movement as well, party composition was good. Very solid entry and straight to the point. Could've used some basic sounds, but that's alright!

This was so adorable! I did finish the game on my second run, because on the first I died coming out of the spike puzzle. I really enjoyed the voiceovers and the premise of the game, the light puzzles which fit really well in this setting. The controls were pretty good, the combat was alright, I never did take damage because I managed to always snap a photo in the green zone, the exploration and navigation was pretty good. 

All in all a very enjoyable and "cozy" entry, if we can say that about a crawler.

A true classic. Loved this entry a lot. The style was great, combat was straightforward, the dungeon crawling was enjoyable. I particularly enjoyed the level with the invisible monsters that you would kill by sound, very nice touch. 

I didn't get to the end because the game crashed for me at one point during the level with the invisible monsters so that was a bit sad. The only confusing thing was the fact that the floor/ceiling moved even when you moved in an invalid direction which was a bit strange sometimes. 

All in all, fantastic work, very detailed, very enjoyable!

Ok so the premise is very cool and the movement is great and the combat idea is cool BUT the combat really needs some hints and explanations. I only figured out the 2 attacks by looking at Cpt Coder's video after a while and seeing what he did. Don't know if there's more because I tried a ton of combinations but nothing. Also, I had no idea what the "glinting lights" that you interact with do.

I did find a couple of lost souls and managed to send them to the coffin but I didn't get through to the end as I was eventually slain.

There's a really cool game here that could use a bit more UX.

Fantastic atmosphere and gorgeous graphics! A lot of the feedback that I wanted to comment has already been said: sanity shouldn't drop while lockpicking, allow us more time to take in the setting rather than rushing. Controls are also glidey sometimes when you spam and you can end up missing a tile you want to stop on haha. 

Took me two runs to complete the game as in the first I was a bit lost and didn't realize I'd have to use the orb manually in the church. On the second run, if you know the game, you do indeed have a lot of sanity to go around.

Don't know how I forgot to rate this as this is one of the first games I've played. It was quite a fun experience, although I got lost quite a lot. Loved the theme and the humor, the whole concept of returning carts and being stuck in an eldritch mall, the variety of enemies is quite nice and musing as well. It was a bit too slow and grindy for my taste but it was overall very enjoyable.

Cute, but does feel incomplete. Explored a ton of levels and got torches, eventually died to starvation when not accidentally entering the OP ghosts that kill you quickly.

The graphics and atmosphere and the looks here were awesome. Wish the combat was on par with the rest of the game and that it was better balanced towards allowing us to complete the game in a timely manner. But I must say that the game was quite addictive and I restarted quite a few times, getting further and further in every time until I managed to complete it!

This was a very solid entry! Exploration and movement were very smooth and rewarding, you were encouraged to explore the entire level, music was good, RPG systems were very solid. Even though I'm not particularly a fan of JRPGs with their random encounters and slow combat, here it felt very well implemented: combat was quick paced and didn't waste your time and the encounters were spaced out very reasonably. 

Enjoyed my time here and beat the snake, setting free Ra and the stars!

A very interesting visual and sound experience. Got to the end, really enjoyed the aforementioned things. Exploration was smooth and combat was rather enjoyable, loved the aesthetic and the tolling bells!

Very cool concept of TD with a crawler but, to be honest, I had no idea what I was supposed to be doing. I fought off a few waves manually and I gathered that there were supposed to be some traps, but I think I managed to construct one only? With some resources that I have no idea where I got. And uh, couldn't understand much else sadly :(

Thank you very much for playing and I'm glad you enjoyed it!

Thank you very much for playing! Glad you enjoyed it!

Thank you very much for playing and the feedback! I do have a lot of UI/UX lessons to learn from all the feedback here, especially since a lot of the points keep repeating and I thank you all for that.

Thank you very much for playing!

I did manage to screw up the difficulty curve quite a lot, especially since the first two first aid kits you find aren't as obvious as they should be. But I did learn a lot from the feedback about UI/UX and difficulty curves so I'm taking all that to heart for the next project.

Thank you very much for playing! And don't worry, you didn't break the revolver, I did, haha! A few more bugs than anticipated got through, oh well. And yeah, the settings menu were just a quick reskin that I wanted because it made rebinding keys very very easy.

Thank you very much for playing and I'm glad you had fun with it!

Thank you very much for playing! The grid is always square and the same size, but I might have some problems with the camera angle here and there. I kept messing with it and it probably got the point where it's sometimes a bit confusing. Not to mention that the interactable objects were hand placed with free movement so they're not in the same spot on similar tiles. That's also something I need to address.

Thank you very much for playing! I can certainly improve my UI/UX quite a lot and that's one of the major lessons I took away from this jam.

Thanks a lot for playing! I am definitely adding cooldown indicators to the base framework since I think they are sorely needed indeed.

There is a minimap, but I forgot to mention it anywhere. Pressing TAB (or whatever you wish to rebind it to) will bring up a minimap, but it might not be so useful for the house since it's not representing the floor system too accurately.

Thanks a lot for playing! Yeah, the house is just a grid placed on a tweaked Synty asset. I tried to see if that approach was lucrative for a gridder but it didn't come out as well as I imagined. But live and learn I suppose :D

Thank you very much for playing!

I did try to fit a pre-existing asset to a grid as part of this year's jam experiment and results have been...well...you saw for yourself. Not that good! And I'm sorry about the gun bugs, I seem to have missed those (the ones I did find I was like...oh, they're just visual bugs, not mechanical ones...I was wrong)

Thank you very much for playing!

My experiment in adapting a normal scene to a gridder didn't pan out as well as I thought, heh, but it was a fun experiment either way (This is in regards to the grid not fitting the level, which became painfully obvious as people started to play the game)

Very enjoyable entry. The combat was quite nice with the addition of the parry mechanic that requires a bit of practice until you can get right. The mallet for breaking walls is a nice addition, as are the limited use items. I like how the mobs enter the fight, making it seem organic and the minimalist graphics worked very well with the near monochrome pallet. Excellent job!

Oh wow, this was fantastic! Very well done on all fronts and especially on the map design: despite that the maps felt quite open and large, they funneled me into the right direction at all times and I never felt lost or straying away from my goal.

Lots of attention to detail and a very engaging story. Game was the perfect length as well! Very good job, I have nothing to complain about!

Loved the voiceover and the crit-tick and the teleport tardigrade! The combat and party system were quite cool too, if a bit overwhelming during character creation haha. The maps were nicely generated, but could've been shorter for jam purposes as I didn't have the time to get through to the end of the game. Well done overall, an above average entry!

I really loved what little I could play from this one. Sadly, I have no break btn on my laptop keyboard, so I couldn't skip the rat. Loved the graphics, loved the puzzles and the atmosphere. Combat I couldn't figure out, so I just cheesed the skelly. Would REALLY like to continue this one post jam.

Good puzzling, fantastic music, good atmosphere but...as it has been mentioned before...dragged down by the slow and brutal combat. If you tweak that, you'll have a great, classic-feel crawler on your hands.

This was very well executed and quite addictive. The procgen seemed to work fine for the most part, but item placement could be improved a bit (others have mentioned this). I liked that you get a little bit of the story with each floor you go down and I also liked the variety of items that you get, from curatives to gear to one time utility stuff. Difficulty could be balanced a bit, but it's fine for a jam game and some sounds would be great. Overall, very enjoyable! Well done!

Soooo trippy and creepy and interesting and experimental. And the damn breathing.... And the fantastic graphics and very interesting dialogue.

Cool concept, but not sure how much of a crawler it is...hm....is it pushing the boundaries of the genre, or is it just a self-contained experience that ticks the rules boxes just barely? 

Well done on the atmosphere and the setting, really chilly vibes and a great premise. That said, the grid crawling part is barely there, which is a shame, because I think this idea could really be a very cool thing. As mentioned by others, you could unify the navigation and the shooting, since there really isn't much need for you to manually travel to either gun (and maybe have a toggle for which gun you'd be shooting) and just have the game be about exploring this sea of lost souls. 

Would really love to see this one fleshed out into an entire experience!

Very cool aesthetic, but the grain filter is maybe a bit TOO much. The filter is much stronger than in the screenshots you posted. Game had a nice creepy atmosphere and the fact that your protag is very unskilled with a gun made it even better. Took a couple of tries to get to the end

A very interesting entry (and we used the same monster asset so yay!) of which I liked most thing! The movement was nice and snappy, the mood and graphics well done, combat was pretty straightforward. 

I was not a fan of the changing rooms however...well, maybe not the rooms themselves, but the fact that there was no feedback that they did change. At first I thought it was just my poor exploration and memory skills that I kept on getting lost, until I realized that the rooms do randomly change. I would've liked some sort of feedback, audio/visual something whenever a change appeared, because I couldn't figure out what the logic behind it was and I couldn't really progress past a certain point (got the dagger and the sword, got the key needed for the next door but I couldn't navigate my way back to the door).

Everything else about the game was really well done!

Not bad at all, the graphics were very nice, the movement very well implemented. I liked the "avoid combat" approach to the game, though monsters didn't always seem to want to attack or chase me. Sometimes I ended up chasing THEM haha.