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InVeRnyako

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A member registered Nov 07, 2023 · View creator page →

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Beautiful game all around. Not much else to say. Visual and sound - 10/10.

Not fan of 1:1 resolution, but I can see it been nostalgic to some. For me - questionable at first, but probably results in better overall vibe of game.

Controls are great, got stuck once (when spawning portal in bottles room), but was lucky to check controls on itch page before starting game :D

Gameplay is nice and relaxing, while you know what you doing. Good balance between not forcing player to run around for too long and not making it too easy.

I didn’t notice one of portals and was VERY confused about why you want me to craft 99 of thing that crafts by 2 at time :D Took me shamefully long to find portal that I missed. Got to end as intended after that.

But, that got me thinking. What if I did craft that thing 50 times to get portal open? :D Will I get rewarded for perseverance or shamed for missing something obvious? I tested it and sadly, none of those. Oh, well, I wouldn’t expect anyone to run for 30 minutes just to test it fair way. At least I hope noone would xD

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Good game, was fun :)

Bugs noticed:

  • Items are not aperaing in front of a player, if picked up too close to source
  • Got stuck in bottle room during opening portal. Probably, standing too close to it in a process
  • Game crashes (win version), if multiple portals are used at same time.
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Hey, very solid.

Game looks nice, plays nice, good satisfying combination feedback.

A bit questionable choice of colors, took me a while to even notice that symbols glow, when hovered. And even while knowing about it, still hard to see. Background really doesn’t help.

Not sure if I skipped that part during tutorial or it was not intentional, but was sure normaly in match 3 you can’t make swap, that wouldn’t result in combination. Not the case here. Changes balance of game to way easier, if intentional.

Balance is nice, all levels took 3-5 tries.

Good game, was fun.

Only bug I got is one (?) letter doesn’t have proper symbol in font used in cutscenes.

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I unironically forgot about my insectophobia. And your flying critters hit the mark of “NOPE” juuust about perfect.

Didn’t finish. Had to quit after 2 packs of critters.

Nice menu, I guess xD

Thank you for playing! Glad you liked it :D

Splitting tutorial in different sections was originaly planned. But, in a rush of final days, we decided to keep it as one big guide.

Ah, my habbit of setting all non-button Control nodes mouse_mode to ignore finaly backfired xD

Thank you for playing :D

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VERY solid game. Tbh, might even have potential for full game. I like autobattlers (mostly - TFT and SAP), so I’m biased here xD

Game can use some polish for in physics, mostly lobby and pre-battle placement, but it’s just small things that are not that important. Nothing game-breaking happened during playing, so well coded :D

Enemies design is great overall, bit player’s characters design can use some work to give player general idea about “role” of character. Atm I can’t tell by looking at any of my characters if it’s meant to be tankier or have more damage. I tried to guess while playing, but got less than 40% correct :D

Can’t say much about balance, I just clicked where I felt at that moment, didnt buy any items before major league and somehow won on second try :D Lost first try, because I skipped tutorial page (too much concentrated information scared me away xD ) and just kept feeding one character to max their exp :D

But, good balance is not expected for jam-long development, specially for something as complex.

Good game, was fun for sure.

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It’s okay for some drinks to just be worse than others, specially if they are cheaper ones. Or, in case of limited supply, to be “last recourse” option for player to use.

Drinks were never ment to win you the game, but just extra tools for you to use. How effectively player can use those - depents on player.

And cost of drinks is getting more efficient as game goes on and bets are rising. Paying 25-50-100 is not that big of a deal, when bets are 1000+

Glad you liked game and thank you for your feedback :) I agree, voice acting is great

Very solid first game.

But, to be honest, I gave up after failing 15th time and having to listen same intro. Took me a while to notice that other apple changes way jump works. Af first, I guessed that since one apple makes you small, so other would make you big. But, since it didnt - it should make you normal size. Tried getting somewhere as small apple for few too many times.

Took another 3-5 tries to get to end of first level. Since camera can’t zoom out, I was only hoping to guess where top spikes are.

So, few tips for future projects:

  1. Make effects more explicit. Make sure that player that looks at apples that you can eat have some way of predicting what power will it result. Maybe design of those apples, maybe objects next to it. Maybe effect of apple would be more guessable, if there’s other apple next to it, that player knows effect of.

Unless you wanted to go puzzle way and player will have to remember all types of apples.

  1. If you can’t show player full path - give them anchors. You almost got it with area you had to jump over (2nd after broom), but imagine if player could walk right into wall, “jump” and get to safe space without moving. This way player can be sure what exact place they should jump from and should they move or not.

  2. Skip full dialog option. Specially if you plan to make player start from same place multiple times.

OR

Start game loop after initial dialog is over. So player will listen it for sure once, but every restart will start after dialog ended.

Again, VERY solid first game. Maybe just not my type of game, that happens too.

Intresting concept. Not sure if it can work as full game by itself, but as part of bigger game (smth like Tropico?) - probably would add a noticeable depth into gameworld if done right.

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Took me a few minutes to stop thinking about this game as Snake and more as OSU instead. :D

Cool design, nice SFXs. Would be nice for shop upgrades to have cost.

Game starts lagging at some point, specially when it spawns a lot of fruits, but that’s probably web version issue.

Was fun for sure, great game to just enjoy clicking fast… But my finger hurts, so I’ll stop here. Good game.

Great jam game.

Music, design, SFXs are great.

UI is mostly great, aside from building description covering leftmost building slot.

Gameplay is nice at start, but gets very limited by cooldown of sacrificing. Works fine for jam.

Objective part is over, rest is subjective:

Upgrade system can use some work. Upgraded level should always give more stats, than previous one. If it doesnt - combine cost with next one ’till it does and call it one level.

Faith, research and food should scale with amount of people. Seems wrong that vilage have no followers, but faith increases at rapid speed. Same for food supply increasing without any people to collect it. Same for research.

But, it’s all small-ish details. Great job.

Well, didnt expect most chill and relaxing game I found in this jam so far be about burning down small vilage :D

Gameplay is fun, sprites are nice and sounds are on-point. Music sometimes changes before it should and firefighters panic around with chill music :D

Managed to win on normal difficulty and got to see mostly default credit scene :D

Ah, good old idle games. Nice, simple, but works so well. Do, ngl, feels a bit wierd to look at all thos vibrating trees :D

Sadly, at some point my tree shaker got stuck. Think, I shaked tree at same time he got to it or smth. Guy kept shaking tree and that tree never grew new coconut.

Well, not worries, right? Just hire new guy! I did. He chose same tree and also got stuck.

Would be nice for trees / coconuts to get marked by workers, so multiple workers wont pick same one.

Other than that - solid game, fun to play.

And nice to see familiar face :D

Nice, simple, fun to play. Little turorial or explanation of how to “make a choice” would be great.

Catchy music, but static noise hurts my eyes after playing for 5 minutes.

Cute design, nice chill music. “Dump” SFXs are more cute than annoing, expected it to be other way around xD

Overall, fun concept, but needs some polishing (thise points might be game design decisions, but from my perspective they seemed to be bugs):

Sometimes game starts with 69 rabbits. Nice.

Some tiles seem to be locked from hopping onto, while looking visually empty (some flowers are not rendering?)

Would probably enjoy game a lot more, if it was clear that I got myself into corner and not got hit by invisible wall.

Other than that - was fun, while it lasted. Good game.

Great game.

Graphics, while simple, work great to distinguish between different items. (Is that nanosuit boots from IC2? xD)

Music is catchy. SFXs are on point to poke monkey brain correct way.

Crushed into mirrors way too many times, but it never felt as game’s fault.

“Take a fat nap” indeed, you deserved it :D

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Great visual design. Would be nice to have sound settings, music is a bit too loud.

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Cute platformer! Might need some polising.

Art is good and kept in same-ish style (aside from hand drawings, but thats clearly analog wildcard)

Music and SFX: Music is fine, a bit too fast-pase for game speed. SFXs are great

Gameplay: Classic platformer with intresting twist. Having to get close and personal to monsters with ranged attacks seems like great idea, but camera flash locking player from jumping makes it impossible do dodge enemy attack, if it decides to attack. Seems a bit too random.

Bugs noticed: Music doesn’t loop. Player can stand on enemies. Enemies can stand on player. Player doesn’t fall during camera flash. Player can still move and attack after dying.

Nothing gamebreaking by itself, but I did manage to get stuck once in this position: :D

Other notes: Would be great to have fullscreen option (for itch) and sound options (for game itself)

Overall: Cute, had fun playing.

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Game seems to be unplayable atm.

While player have control of position of character, framerate goes to <1 FPS. During start screen (where player can only rotate) and few seconds after dying framerate stabilizes, even while multiple enemies are moving on screen.

Feel free to ping me if/when this issue is fixed, will try it again.

Thank you again for deep and constructive feedback :)

Ngl, I find it funny (good way), how review shifts with every next edit. Great story of discovering new features.

p.s. “Compositor” is what was meant to be “composer” :D

Disclaimer: I hate horror games :D

Intresting concept of visual limitation combining with horror element. Can’t walk away from red monsters, sometimes just have to stand and hope for the best :D

Great visual and sound design, fits atmosphere really well. Tips, icons and text break immersion a bit, but not critical.

Monsters are reasonably spooky, bonus points for not having screamer game-over (keep disclaimer in mind)

Minor bugs noticed: Didn’t get checkpoint before room with big door (assume there is one), timer of lost progress at load seems to be wrong (try loading right after loading). Also was stuck at handrails corners a few too many times, but that’s possibly skill issue from me. No major bugs noticed.

Overall, was fun, didnt finish. Alt+F4’ed after failed to fit into (I assume) final door. Died 3 times before that :D

You are correct about bubbles ;) Little hint - normally, it’s not dish, but it is when it’s a punishment

Hi and thanks for playing :D

You are almost correct about stats, but there’s one important detail you seem to missed / forgot / decided to not mention ;)

Underuse of items happens to be common theme, but at this dark path you have to give something to get something. Almost none, of whom I’ve seen playing, used items at first run. Personally, I see that as win for item design.

Hope you had fun playing and thanks for detailed feedback.

Thank you again for playing.

I was honestly surprised by some of UI issues you got at hero select screen, never seen that in anyone’s gameplay. But, that’s something I plan to fix post voting period, so thanks for making me aware of this issue.

Personally, I’m not sure about end screen. I’ve seen players just stop at preparation screen, looking at dead heroes. That pause of combination of “what now” and “oh no” fillings atmosphere seemed way more emotional than any end screen. Imo, good game should bring emotions. And bad feeling of fail will only amplify enjoyment of winning. You can always try again, if you want. And I fits lore, since you, as leader, are still alive.

As for button mash, I agree that some players will not be able to fully enjoy that part of the game, but that okay. In perfect world - would be great to have mechanic that would be both enjoyable for someone looking for skill challenge and someone who physically unable to use that skill. But I don’t see how that would be possible. And I’m personally against cutting out part of the game because some of players don’t/can’t enjoy it.

“A game for everyone is game for noone” (Arrowhead motto)

Special thanks for streaming your experience and sharing your opinion. It’s best form of feedback to ask for.

If you did see win screen - you won, since you finished final mission. No matter the price :)

Thanks for playing and glad you enjoyed the game

Thank you for playing and finishing the game :D

I was a bit worried about shop button been not obvious, but decided that rewards should be noticeable hint, that player could spend it somewhere.

Glad you enjoyed it. (I’m also now fan of Kaishido :D )

Solid entry.

Cute graphics, engaging gameplay, good difficulty balance.

Only questionable gamedesign choice is fact that you cant use bow, while running.

Was fun, finished game. Hope there’s good ending, i got bad one :D

Haha, understandable, I’m also still impressed by our designers’ work. Love it.

My #1 priority (other than it not hurting my eyes) for visual design is clarity. Can I fully understand what sprite represents at fist glance? If yes - you did a great job, everything else is secondary. Your game fully checks that requirement.

Awesome art and music/SFXs. 10/10 there. Only minor thing about that was seen ship comeback from right on expedition screen, but from left on game-screen. That felt off every time.

Got a bit confused at some point why not all of my crew is listed in crew list. That seemed random, ended up with 5 wheel crew most of the time.

Encounters while interesting at first a bit hard to quickly glance at to understand what’s going on. Ended up just clicking corresponding icon without reading a word after 10 expeditions.

Didn’t understand difference between islands, encounters and result felt same. Maybe I missed something, maybe there are 5 islands total.

Good game overall, felt mostly engaged while playing.

Well, I finally got here :D

Graphics:

Cute, like the style. Every encounter looks awesome, extra points for unexpected seal :D Only minor thing: Effect of ship touching water during lane change looks off, specially when ship is on top of lane dividers. Mask on that effect would be nice touch.

Sound:

No complains. Damage sound is cute :D

Gameplay:

I hated those levels in BattleToads, still dont like them. So I’m a bit biased here.

Biggest issue is the fact that I can’t really tell if ship is going to get past obstacle or get hit by it. Probably skill issue.

One time after encounter just ended I got hit by multiple obstacles. Seemed really unfair, some safe zone after encounter would be great.

Speed at beginning of game felt way too slow, specially after restarting few times.

Contols:

Mostly fine, but occasionally keypresses didn’t register or even registered wrong way. That’s sad. Probably caused by mouse click during encounter or just after main menu.

Overall:

Solid, but not really my kind of game. Didn’t finish (failed 5 times at normal difficulty, so probably skill issue)

Bonus points for open code, got answeres to most of my confusions.

Interesting idea, I like clay-ish design of the world

Movement control was mostly smooth, but at few moments I got stuck in geometry of platforms, only to get unstuck when sound indicated less forward force. Probably minor bug.

Personally, would prefer for camera to be connected to hand rotation. Trying to follow direction I’m actually flying with mouse controlled camera felt like unnecessary fighting against game.

Still finished game. Good job overall

Thank you your review and special thank you for finishing the game :D

Will try to do something with balance post voting period to prevent that cheese. Personally, would prefer player to have to use at least some items during their progression to beat final level.

Still glad you enjoyed it :)

Game with great potential.

Cute art, didn’t notice any technical issues

Could use some more personality, like names or/and classes for allies. Maybe even different behavior for different types of allies.

Good job :D

It’s not :)

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Hi, thank you for your comment

Balance goal was to make button mashing non-trivial, so player feel engaged to mash harder. Seen some people play it, I can safely say that goal is reached.

On other hand that might get a feeling that it’s overwhelmingly important part of gameplay, specially at early stages of game. We tried our best for that to not be actual case.

And some players just hate ButtonMashing (reasonable and understandable), can’t do much with that.

Glad to know you still had fun playing

Great, fun puzzle.

Got a bit stuck at some levels, but overall - went smooth.

Simple, but solid design both graphical and sound.

A bit short, but pretty cute game.

Nice art. Controls gave a bit of Flappy Bird vibes, but fit reasonably well. Quest took me some time to figure out, but went smooth after I noticed spark effects.

Sound would be great to have.

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Almost forgot Dicey Dungeons was a thing xD. Fun to play, for sure.

A lot of gameplay, solid tutorial, can use some polishing, but its clearly justified by limited time, imo.

Catchy music :)

bugs noticed:

Font doesnt support some symbols [ ’ / ], shows them as artifacts

Punch can be used unlimited times, but text under it says “0 uses”

Huh, I’m actually surprised.

For all times I tested game or saw anyone play it, I never had issue with player-enemy collision block. I specifically made character faster than all enemies to avoid issue of not been able to get away from enemies.

As for attack control, yep, its intentional. Personal preference, I just like one-handed gameplay of hoard survivors. Damaging enemies with “stick” felt wrong, so only blade deals damage. Same for area behind blade. If you miss - you miss, try again.

Over all - it’s just not your game, which is fine.

“Game for everyone is game for noone”. Arrowhead Game Studios

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Only upgrades currently present in game are from level-up (blue bar under health bar)

Weapon auto-attack is based on enemies present within attack range. I agree that it’s not intuitive, but it was designed that way, since initially there was ranged weapon option planned.

Glad you liked sprites, it was my first real-ish experience with pixel art. As for background, it’s not perfect, but I prefer it over flat color. In ideal world, I would prefer to have some kind of objects laying here and there to visually anchor player’s position in arena.

And thanks for your review :D