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Irvinexcq

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A member registered Jan 31, 2025 · View creator page →

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Super fun, loved the humor and art! Really well done and polished for two days as a solo dev!

Super addicting! Dying so easily made me really approach this from more of a stealth shooter perspective. I felt especially called out when I fell off the map and saw what was written on the underside of the level XD.

Finally full cleared! Super fun concept and extremely well polished. The tutorials are especially well done and explain the gameplay really well. I also felt bad shooting the wisps until one of them blocked my dynamite shot, making me redo the level XD.

PS: I think I found a bug where if you put the dynamite on the furthest points on each side, they will trigger each other. Happened to me when I was trying level 9 specifically but I think it's probably just generic.

Thanks for playing! We are planning to flesh out the content and story a bit more. This demo ends at the cabin, but maybe we can add a bit more in the future :)

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Sorry, that's just poor design/testing on my part :(. I tried to place the cheese such that even a minimal boost would move the stage high enough to get you to the next object, but I didn't have the time to test it thoroughly enough to ensure it would do that for all cases, and there are definitely some edge cases since it's all physics based. Trying to get an ENCore and dying to get the super boost is actually a really creative way to get around that though, but I definitely wasn't intending to subject anyone to that T.T

Thanks for the comment! It gives you an extra life if you fall (and has one of my favourite sound clips :D). I was planning to put better instructions in game, but I was already cutting it extremely pretty close throwing this together in a few days >.<

I love the models! I think the camera sensitivity could be dropped a little, but maybe that's just me. The starting area was really nicely fleshed out, would've been cool to see what you could've done in the second area with more time, the boss itself was terrifying enough as is though.

Super cool concept! The art and music also fit this style of puzzle game very nicely. Haven already mentioned it, but I also feel like some of the movement could just be a bit faster, since my brainlag is more likely to forget what I'm doing if I have to wait for something to zip across the map.

I also found Level 3 to be the most difficult one actually, I feel like it was just the most complex in terms of number and variety of mechanics required to solve the puzzle.

TIL Gigi I mean G-Pain would make a great horror game villain. Super well polished, amazing sound and visuals. Using the first question as a soft tutorial of the game mechanics is a really nice touch. The punishment games were quite challenging yet still felt doable. It took a while to get into the rhythm in the second part, but it was very satisfying once I got it.

Wasn't expecting an RTS game for a game jam! The navigation and controls are a bit finicky but still super impressive for the time span. Would be cool to see a bit more urgency instead of just waiting to build a giant army of grems and running it down.

Interesting idea, would be cool to see some complementary traits score points instead of just matching ones. Rng feels a little painful sometimes, since anything could be coming up next. It feels like the last one remaining is kind of just ignored since there's literally no choice there.

Cool take on Minesweeper, was interesting to see the abilities balanced by having to save them for the increased cases where you'd have to guess due to the 3+!!!.

The movement and combat, much like the dialogue, was extremely smooth and satisfying. The in game comms that don't interrupt gameplay reminded me a lot of the charming Starfox 64 quips. I had no clue that staying near Nerissa heals you, which made completing the game a lot harder. I just stood near the bottom of the map so that more enemies would spawn above me in my field of vision, making them easier to farm.

The opening bgm gave me Papers Please vibes. Started to feel sorry for Ollie when it got super hectic, although I guess she did bring it upon herself here. Fun game!

Love the models and the animations! The attacks felt a little laggy, but having the yellow hit box help show where the attacks are was a great design choice, especially in 3d space from this angle.

Great art and animations! Not sure if its a web thing but some of the notes seemed to not line up with the music in the middle. Would be nice to have some kind of visual feedback for hitting the notes aside from seeing the percentage go up.

Amazing art, writing, and sound design! Despite sucking at button mashing I had to keep trying to see the best(?) ending. Great work!

Took me a while to figure out you could air dash upwards too. Cool boss fight!

Couldn't really figure out how the game works, seems like you had a cool concept cooking though. RIP SSD.

Seeing the opponent's hand was an interesting novelty, adds a different type of strategy to the game. Chill tunes matches the Irys night vibes well.

Full animated cutscenes, a stunning soundtrack and a compelling puzzle based story in a 2 week jam?? Insane job with the whole package!

Cute game! Took me a while to realize I had to click the exclamation marks and not the Otomo itself. So many sad endings T.T but I guess it made me really want to get the true end so it worked out.

Cool idea! Not sure if intended, but I liked that the conditions turned out to be kind of like hints as to how to approach the puzzles. Would be nice to still be able to hover over and see the conditions after being placed instead of having to remove it to check it again.

Controlling two things at once was quite interesting for a rhythm game. Not sure if I'm just bad at the game, but it was hard to tell the timing for a lot of parts. A clearer line for where the Gigi hitbox is might help.

The bgm variations really made me tear up in parts T.T Going all the way back home with the double jump was also a nice touch. I got a bit confused at the part where the stalactite makes a hole in the ground and ended up making some loops back and forth, but trying not to get lost in the maze is part of the game after all, isn't it. Beautiful game, we'll miss the little brown owl.

Super well polished! Absolutely insane to have soloed this in 2 weeks. The puzzle aspect with the turn limit reminds me of Fire Emblem Heroes, I really had to think about placement and action ordering. Amazing job!

Max size was definitely the way to go! Not sure if it was intended but at max upgrade I could just spam attacks and it would break projectiles and permanently stagger all enemies so boss could be cheesed by just spamming attacks in the corner. Super fun concept and amazing models and animation!

You do (kinda)! There's an ENcore icon that unlocks after collecting all 4 that grants you an extra life if you fall, although if you never fall I guess it doesn't do anything so maybe something more immediately useful would be nice.

Thanks for the feedback!

Love the art and humor!

10/10 sound design, I lost it with the Gigi gurgling noises XD. Platonic!!!

Love the concept! Would have been cool to see the puzzles you wanted to add.

Thanks for the comment! I've patched the turbo speed along with some soft lock issues so unless someone finds another bug I guess you'll hold the permanent speed run record :D