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itsmawal

110
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9
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1
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A member registered Dec 23, 2017 · View creator page →

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I'm blown away by just how much you managed to create in five days. Didn't finish it as the rating period is almost over, but you nailed the theme. Writing was good too! Awesome job!

Thank you for playing. You are absolutely right. Didn’t even notice that I left the right click in the build… my bad. Thank you for reminding me!

Sub 1 min is actually crazy for plains - you got some good RNG there. Didn’t pull this off myself without cheat-code abuse. I think I resolved most of these issues you brought up in the soon-to-be released post-jam version, though I’ll have to double-check that. Glad you enjoyed it!

Wow! Thank you for your thorough feedback. I‘ll make sure to include it into the updated version. Especially for the time freezing I’m totally on your side. Didn’t think of it originally but I agree that it would be a nice to have. The web version need some work too. May I ask which version you chose? You mentioned UI transitions, though the fullscreen effect didn’t seem to work on web (at least when I tested it).

Glad you liked it. I definitely have to make winning more obvious as it currently just opens the level selection screen with the updated time. Gonna add this too in the post-jam update!

Thats defnitely a herd of deers. Either that or it is just blazingly fast. I liked the atmosphere you created here. The voice acting was good too. Well done!

This really fit the theme. The controls felt smooth, though I found it easy to soft-lock myself and lose lots of progress. Especially in the copse-pit jenga tower section. Interesting idea!

Nice idea and well executed. The game felt easy at times, as there was no punishment on how many objects can be spawned. I Like it this way, though you could think of introducing  a par score similar how golf is structured, where some levels are par-2, meaning you really only need 2 objects to clear it. I think this could introduce a nice objective for players who are up for a challenge. Well done!

My absolute favourite so far. Platforming felt super fair, the critters all felt unique. Visually beautiful and a unique soundtrack (if im not mistaken) for each level. Im astouned how you pulled this up in just 5 days. Awesome!

Didn't really get far into the game but the visuals are impressive. Can't asses the game right now as I didn't experience everything you originally planned. Stoked where this will end up once you finished your vision!

Good use of the theme. Enjoyed it, though you could try to make the bullets considerably faster, as the game felt slow at times, Still lovely though, keep it up!

I like the atmosphere you created here, though I felt like the, what appears to be, linear narration clashed with the maze-like structure of the game world. I feel like there could be something to give some sense of direction, as I found myself walking in circles for most of the time, which is not obvious due to the barren look of the environment (that sets the right tone though). Though it could also be that this is clearly wanted as the player is the last seed, where in this case you did an awesome job relising you vision. I enjoyed it!

You got a good concept there. A bit short, though one can only do som much in the limited time. A few suggestions, if I may: there is currently delay between pressing jump and actually jumping which creates a disconnect between the user and player. You could try to turn it down. You could furthermore try to duistinguish the portals from each other by just simply changing the colour. Otherwise it's good start. Keep grinding! 

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I see were you were going with this game. As you said, you didn't flesh out the game though you could drastically imrove it if you would allow only collisions from roughly above. The main drawback currently is that you are hindered from progressing because the air above you is occupied most of the time. I feel like you could end up with a pretty good project if you try to do this. Keep it up!

Liked the art style, though I have to admit that I had not idea if my attacks were workign and how much HP I had left. The attack seemed to have a cooldown (if that red flashing was in fact a successful arttack), though the attack sound played everytime I attacked. My main suggestion would be to make this a lot more pronounced. Otherwise, well done!

Don't know how you did it, but the movement was on point. I really enjoyed you game and the music fits in perfectly. Well done!

Awesome game. The humour was on point and everything felt super polished. I got skill checked though, so I guess I won't get her number any time soon. Keep it up! Great work!

Loved the opening scene. The controls were something I had to get accustumed to. It felt like there wasd a disconnect between gound and air movement, where movement in the air felt extremely floaty and movement on ground responsive and quick. You could try to connect both worlds as it would make the game som much more fun to play. I enjoyed it nevertheless!

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Love the game art. Coupled with music and sound effects it feels polished and good to play. Awesome work there. Some form of a progression indicator or different attack patterns unique to the creatures would be nice to have though. Otherwise, well done!

Great pixel art and cool idea. I couldn't continue your game after I became the grasshopper, as the controls felt not responsive and button presses were often times ignored. If you decide to update this gamne post ja,, I'm willing to try it again to see what all the fuss in the commetns is about. It feels like it could be a good game.

Your game looks beuatiful and the concept is intriguing. I admit, that I couldnt reach the end as I had a real hard time pressing the correct buttons. Like others said, using J, K for rituals/dash feel much better as, currently, my left hand is having a stroke, while the right remains unutilised. Otherwise a really good game.

Extremely polished game. Well done! Everything fits together nicely. Can't think of anything that doesn't work for me. Awesome work!

Played it for longer than I intially intended. Good job, hooking the player. My main suggestion would be to spawn way more enemies. At no time, I felt overwhelmed by the enemies. Could be as simple as adding one enemy per successful run and removing one if you failed it. That would probably give some nice progression over time, where player balance themselves. Well done! 

You definitely hit the theme here. Didnt have any big issues, aside from going insane a couple of times. I'm not sure about the last llevel though. All levels before had a dynamic where one room contains the key, the other one the door. It felt like the second room with the little creatures was just there for dying. I had a hard time collecting the key and entering the door as the enemy knockback was quite strong. Well done!

Short but extremely polished game. It felt weird to hang on the key once I restarted the level, though I got accustomed to is quickly. I see potential for more tricky puzzles. Well done!

That poot graveyard keeper getting stabbed 60 times... short game, but felt good to play. Some audio settings woul've been nice as I coudn't follow the first ritual because I  had to adjust my speakers. Otherwise, well done!

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I see potential here, though you would have to make the vehicle more responsive - even if the floatyness is desired. Feels like a stretch for the theme too, I kinda see it, though it would have been nice to get some sort of upgrades after each death. You would have to rethink the level design then though. Visuals are good and above other games I rated yet. Solid work!

Interesting concept and mostly good execution. I think I solved all puzzles, though I couldn't get to the ending as I wasn't able to do the wall jumping part. Could be a skill issue, though - especially for wall jumping - you could probably have to add something similar to coyote-time, where the directional movement towards the wall you are sliding down gets ignored (so S, for a left wall) for a couple of frames. Either that, or just increase the movement towards the normal of the wall. All in all nice work!

Awesome work. Liked the music and death/freezing mechanic. Got stuck in one level though (the one with three platforms and one freezing) - it seemed like the gap is too big to overcome with just one freeze. Aside from this, well done!

Awesome work for your fist game in itch. As othere stated, the animated cutscene at the end surprised me. It would also be nice to have more difference between fore- and background elements. I - too - jumped on a mushroom that didn't have collision. You could try to decrease the contrast to the background for now to make it mor eobvious were to step. Keep it up!

Cute art, though a bit short. Is there more to the story after I coordinated the letters to the graves. I just received a card saying "Continue ....". There were also some UI issues were I wasnt sure what to press: especially in the main menu were I was only able to load the game by spam-clicking the play button. Anyway, solid work!

Music is really fitting. The perpective adds also to the game. Simple but fun and 2000m hit the right spot before making it feel exhausting. Nice work!

Found myself using only the pickaxe in the last run. While the mining efficiency is perceivable, I felt like there was no real need for the continuous switching. It's also pretty easy to soft-lock youself in this game as mining upwards does not feel prettly reliable, you may consider not only tool but also jetpack upgrades - similar to how "A Game About Digging a Hole" did it. The soundtrack and the intro text was funny though. Well done!

Funny little game. Took me 9 minutes to finish. Especially liked the bombs, if got the chaining right. Good work!

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Cogratulations on submitting a finished build! I tried you game and the art itself was good. The character itself felt somewhat slow, you could try to increase the movement speed to make it feel more punchy. Aside from that I had trouble in the wall-to-wall section. Try to increase the contrast between fore- and background perhabs. Overall, nice work for your first unreal-game! Keep it up!

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INFO:

As most people experienced a bug that hard locked the game, I updated the web build to (potentially) fix this issue. I'm sorry for the inconvenience.

Glad you enjoyed it! This bug will definitely be adressed in a post-jam update. Going to add some visual polishing and new plant too, as increasing damage currently does not really do anything.

Best execution of this mechanic I have seen yet. I do have a love/hate relationship with level 7 though, as I spent mopst of my time there. Got there after 20min. The time flew by though. Good job!

You caught me off guard there too. Thought it was just another clicker game with an open ending. I'm glad that you actually added a story of sorts. I enjoyed it, well done!

Was also quite confused in the beginning as I didnt' realise that I could pull the customer door (probably caused due to all other doors being push to open - maybe add some indicator or make this door pushable too? ). I got the hang of it, though. Didn't have a perfect run yet, but I think see the whole picture. Goood job!