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Jecyn

15
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A member registered Oct 21, 2023 · View creator page →

Creator of

Recent community posts

Yeah you nailed it. Standing on the enemies is definitely not an intended mechanic. Need to figure out how to disable collision from certain directions for sure. There is an actual mechanic you may have missed to avoid the big attacks damage that involves the minions though!

The beginning area art was definitely a rush job and I agree it's boring and repetitive. I got so busy with bugs and programming that after the boss area was finished, I just didn't have the time to design a unique castle layout. Though one is coming for sure. 

I plan to really build on this games foundation and push the combat to the extreme in the future. Thanks for your feedback and time spent trying it!

Was interesting, but maybe a little directionless. Movement was a little floaty, and aiming felt really slow on the rotation speed. I really liked the knight's movement mechanic and each piece was represented in a good way, besides the player. I think he was a bishop?:) 

Overall, it's a fun idea and if you really dig into the chess mechanics layered into platforming, it could be something really unique and fun!

That's an interesting key bind setup. Feels very old-school so maybe I can add it as a bind preset!

 The boss does come down after you deal with his ultimate attack properly for you to wack lol. But seems I may have made the summoned knights needing to be killed to spawn the bubble shield to block the big blast attack a little too vague to understand. The idea was to encourage the player to explore the fight as it went and discover the knights being spawned were more than just an annoyance, but actually a safety mechanic.

I really appreciate your time and feedback! Eager to try out those binds myself now

I completely agree, as do most people here commenting, that I needed a proper take damage animation and it honestly slipped by me. Would've really helped with feedback. Thanks a ton for playing though and glad you enjoyed it!

I wasn't too sure what resolution to set it to on itch's side. But good to know. Ill make sure to go smaller next time and just allow full screen. Thanks for the feedback and compliments!

I totally agree. I kept pushing back a take damage state because I feared it would be a pain to introduce something that could basically rip you out of any other state. But it really does feel a little stale without it

I should've made it more clear there, but use the right mouse button or left trigger on controllers to dash up and out of that pit! Was meant to be a way to teach it alongside the text above describing air dashing. I'll make sure to make it more understandable in the future:)

Enjoyed watching the progress on this one. The web sensitivity issues really make it hard to control when played on the website, but it's a very cool idea and combat felt fun but challenging. Great job!

This has a really cool look to it and was challenging. Enough that I gave up lol. Control placement felt a little weird for me, but that's a me problem. Great job!

I agree with another comment about maybe adding a way to predict the direction of movement an item will take. Could even be color based, but resets were fast and easy so no big deal. Overall, it played so well, was really relaxing and when it ended, I was left wanting more! 5/5 :)

Yeah, we never got to fully implement all of our idea's surrounding the theme because, and this was a surprise to us all, a rhythm game is maybe not the best choice to make in 5 days :P. We spent way too much time working on the syncing of gameplay and music. I think the best way to describe the theme in our project was we ourselves were manipulated to feel five days of time slip by in what felt like hours.

Struggled to understand the loop, and hitting space seems to just skip the current generation of the player. Cool concept though!

Great concept and visuals. The only complaint I find is that the balls and sliders are a little hard to aim and grab with the mouse. And that's barely an issue :)

Fun puzzles but took a while to realize I could aim up and down with the arrow keys. Simple tutorial would fix that and would be a fun game :)