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Innocent Soul

96
Posts
18
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A member registered Mar 22, 2025 · View creator page →

Creator of

Recent community posts

Thanks for the feedback! It's actually very helpful!

Thanks for the feedback! It may help if I'll make it into an actual game

While browsing the jam submissions page, this game looks not great. But when playing it, it's actually good. The game feel is awesome, everything is smooth, so the core gameplay feels fun. I think it's a solid gameplay prototype that can be used later for a big project if you'll ever want to make a game with this battle style.

Can you share some details about performance issues please?

Thank you for the feedback!
The idea was that you turn "bullet hell" to "bullet heaven", so you reverse the genre, but I don't know if the player actually feels this way during the game...

Fun theme interpretation, cozy vibes, great visuals... It's not too deep, but I think this is what the audience for these games is actually looking for. It's my favorite so far (well, there actually is a game I like more, but THIS game makes the theme work for me much better)

Visuals are great! I'm not sure about mixing the tower def with jrpg battle style, I think those things are for two different audiences... But it's still fun, so maybe you can make it!

Great! The charge is a bit too long, but anyway, the idea and the graphics are great!

Oh, I didn't notice it
The idea is good, the fact that you also made a 3D part in gamemaker is also great
But it's still hard to find out what you need to do. The player is slow, camera is zoomed in, so you can spend some time before you find the missplaced items. I think if you could make it so the player founds those thing fast, it'd be much better for a game jam

The iIdea is great, the visuals are great. The LMB attack seems wrong (hitboxes are off, or it's just way too weak on the game start), so the SHIFT attack is carying the gameplay. I don't know if it's intended or not.

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The atmosphere is nice, the theme is 100% here. But I think the winning strat is just clicking on the top and the bottom switching every time, so I don't think there is a room for actual game design...

The cover art is amazing, but the game lacks some player feedback... I didn't understand I could attack until I read the description of the page because there are no animation. And for some reason the sound is not working for me. Anyway, the art is 100% your strong part, I think you can make great games if you focus on it!

I launched the game and walked around a few minutes, but didn't understand what am I supposed to do...

This is fun, the visual style is awesome, you are a great artist! I don't really like point and click adventures, but this was so tight and focused, I really enjoyed it. The only thing I don't understand is how the theme works for this game...

The visuals are great, I have no idea how you make it look that good

The enemies keep spawning at the start point, is not a good thing, as it wasn't clear the player needed to go further. I thought it was some kind of roguelike with upgrades at first. Also, the boss fight seems hard because it's almost impossible to dodge some attacks, but it's actually easy because of the amount of healing you receive. Aiming at basic enemies is hard, though, as your bullet is so thin

The playloop feels nice, it probably could become a real game on steam, as such "gambling" games are popular rn

Wow! This is an actual game! Not a small test or a prototype! Great job!

Good game, nice atmosphere, a bit too strong CRT shader
But now I know how to send SOS

This game sure is strange. Quite hard though.

The atmosphere is awesome! Artstyle is also good. But I didn't manage to  find the son... Is he actually in the game?

The idea is fun and unique. I think it can become a core feature for an actual game.
But in the current version it's not clear from the begining why do you need to interact with things. Also the selected ability is not highlighted, but darken a bit, that's barely visible, and it's basically the core feature of the game.

This is the strangiest place so far!
But the game is hard. Aiming with the ball is not that intuitive, so killing enemies is tough...

Maybe. It feels more like a test dev room right now where you experiment with all the mechanics. At least the test rooms I've seen were simmilar to it...

The idea is great, but it's hard to follow the rules when you have to think about placement of the pieces.

Oh no, I fell for an incremental trap again...

In terms of visuals this is so far the best game I've played on this jam. If you want to make it into a full release, please focus on polishing basic movement. You peaked with your artstyle, but the platformers are in a tough competition.

Great art, feels cultofthelambish

Awesome! The artstyle is great, feels good to play. The only thing I found strange was the fact that I somehow dropped the iron off screen and wasn't able to take it back in that run.

Is the game broken? I can't figure out how to play: after closing the purchasing menu I can only walk around, but can't interact with anything including buttons (both on web and windows builds).

Wow. I didn't know I like rythm games...

I'm not sure if I can call it a game in its current state, but the visuals and the atmosphere are top tier in my opinion. It'd be nice to see a full game with such artstyle.

It sure is strange

The game is cool, but why so fast?

A solid entry of the genre. The only problems I have with this game are some UI stuff (it's hard to read skill tree's line color, you don't see visual feedback if you try to attach a new skill to the skill slot and other things like that). But it's only because this is a game jam version, so it's not actually a big deal. The game is fun and addicting, that's the most important part for now.

The polish and the artsyle are great
The attack direction lock (if you spam attack you can't turn) is a bit frustrating
And I don't know if the mix of skill-based action and grinding minigames is a good choise... Usually game are either more skill-focused and less grindy or lean more into idle/clicker type (less skill-focused, more stat-focused). It feels like you have 2 great games, but I don't know if mixing them is a good idea...

Thanks for the feedback! Could you please describe why the desktop build didn't run? Did it show some kind of error? And do you use windows or other OS?

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Yes, I was playing with keyboard+mouse in web version. It happened in the dungeon just in a few minutes after picking up a heavy hammerweapon. The screen just stopped updating. I have the same issue with my jam entry, I think it's some kind of memory leak.

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Polish is nice. Idk if this level of intencity is ok for an idler though... It's not like you can ignore the screen because the fight is a few seconds, but the inventory management is so easy that it becomes a bit boring... It could be a great game if it would be more complex. Like, some kind of synergies or some other things. Also there is a planning stage and you can choose to fight, but you have no idea what kind of monster will be there. You have no input on the game while the fight is ongoing, so it seems a bit unfair (though the game rn is easy, so it's fine).
I do understand it's a jam game, I just feel like it has the potential. But to actually test it, there has to be more game mechanics.

Great polish, I think it's the only thing that matters for this kind of games

Amazing artwork and interesting idea, but I don't really understand how exactly the fight works. I mean, LMB to place a sign, then you jump between 3 signs to deal damage... But it often feels like something happened, but I don't understand what exactly. A greaty entry for a game jam anyway!