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Jenislav

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A member registered Jun 14, 2020 · View creator page →

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I got got stuck for a while, probably due to taking in too many survivors, forcing me to spam plains explorations every day, until I hit a streak of unlucky events, ran out of water and had most of them die, which was a bit frustrating. 

That being said even though I felt like I was making no progress, the game was definitely not boring. The writing is very fun and the events are varied enough not to get stale in the time I played, which is impressive for a jam game.

Regarding the UI, I got a bit confused about the resources needed for crafting. It shows the icon for scrap, which makes sense, since that is the resource it needs, but then it shows the icon for population, but actually asks for survivors assigned to build (as far as I understand), which took me a while to figure out.
I would also suggest adding more sound/animation effects to the UI, and maybe a different font, but those are mostly nitpicks.

Lastly, there is a very minor bug (I assume), where the exploration probabilities show the numbers from the last day, until you assign someone to explore.

Overall great work, even if it was too difficult for me to get to the rocket.

The gameplay was great, but I really have to shout out the UI design. It's one of the things I really struggle with and here it looks so clean, cohesive and comprehensive. Combined with the audio and visual effects being on point, it makes this the game with the best presentation I have played this Jam so far. 

I feel that the probes regenerating over time and health refilling at the start of each level really goes against the limitation though. It also makes the probe capacity kind of pointless, if I ever ran out, I could just chill at one spot for a while, but since there are so many probe upgrades, I was usually at full capacity anyways. You could IMHO reduce the max capacity to 25, remove the regeneration and it would still be fine.

But that is more or less the only critique I have, really well done.

Visual novels are very much not my cup of tea, so this is a bit hard to evaluate.
The artwork is obviously superb, but i feel a lack of "juice" though I assume that is a limitation of RenPy?
From what I could gather, the story feels intriguing, but that is also hard to judge, due to the lack of characters, same goes for the time mechanic.
I hope that more of them will have the "native south american" vibe of the godseer.

I like the atmosphere, very mysterious,
I was a bit confused at the start, but after figuring out the gameplay, it feels fitting. You wouldn't get a tutorial if you woke up as the guy, eh?
As far as the visuals go, I enjoyed the spritework, the "runes" on the player character fading with decreasing power. I would recommend adding a drop shadow for the player and z-sorting for things like the plants.

I see, thanks for the heads-up!

Sorry for the inconvenience, the HTML version of the game wasn't working, so I restricted it until I could find the time to fix it.
Should be all good now. 

Thank you for the warning, honestly.
I set the project to restricted, because the HTML version of the game was broken and I didn't want to delete the submission, nor did I have the time to fix it.
Should be all good now. 

I see, thank you for the swift answer.

You already mentioned that premade assets are allowed, so what about reusing stuff from other projects? Game code, shaders, SFX and such?

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Aaaah, I see.
Well, this is probably the best I can do, lmao.

Thank you!

I was pretty sure this isn't the closest I have ever gotten to the deadline and I was right, lmao.

The game is really fun and looks great, but I'm so heartbroken that you dont get shown your final time/score at the end, I had such a wicked speed run.

The art is excelent, the artstyle is very unique. It also has a very strong implementation of the limitation, which is something I personally struggled this jam. The controls feel a bit unresponsive and I would have liked some score display, but other than that the game is great.

I would however recommend uploading the game as browser playable html, it should be somewhat simple in Unity (I think) and it would land you a lot more players/ratings.

I actually played the game a few times, almost got to the end of the fourth stage.  In my opinion, the game is not all that difficult, but you have to either open the portal asap, or actively hunt the bugs, which is not obvious at first. I think that might be one of the reasons why your friends couldn't get past the first stage, as you said in the Discord.

Other than that, there are some clunky aspects of the game:
As someone commented, getting on the ropes from below is unintuitive.
Someone else stated that the controlls feel strange. This is imho true for the first 1 or 2 playtroughs, but overall is not that big of an issue.
One of my main issues is the UI. It is very small and it is not obvious which abilities are ready at a quick glance. I would personally recommend a progress bar behind the numbers, or just changing their color when tey are charged.
When the enemies clump up, it's hard to tell who you are damaging, or how many enemies there are, but I have no clue how to prevent this (in a game jam scope) and it is something I also struggle in my games.
The dash feels bad to use. It feels like there is a delay between the button press and the animation, it doesn't go very far and is way too slow.
The attack rooting you in place also doesn't feel good, but I suppose it is necessary for balance reasons.

Overall, I think the game is made with passion and isn't bad as a core concept, but it needs a lot more polish to be truly enjoyable. Other than the issues already listed, there are many possible improvements: better camera movement, more feedback: particles, animations, effects, and more gameplay stategy.

I will recommend this video: https://www.youtube.com/watch?v=216_5nu4aVQ as a starting point.

Not the dev, but you have to jump and hold the up arrow at the same time. It's kind of clunky, but it works.

Thank you for the high praise!

Regarding the highscore issue, it tracks 2 things: How many waves you defeated and how fast did you manage to do it. Could it be that you were just surviving and not killing enemies, since that is how you progress the waves?
Anyways, that was definitely an error on my side, the highscore/wave system should be clearer now.

Thanks for playing!

This was very fun, the visual effects really elevate the experience. I would have loved more difficult levels, but that is just my personal preference.

Cool sound and visuals, fun gameplay, solid implementation of the limitation, this is one of the best games of this jam imho.

The aim indicator being a little button is so damn cute, like the rest of the game, I would actually love to see this as a finished project.

The game is very satisfying, looks great, sounds great, my only issue was clicking on buttons near the screens edge, the shader makes this kind of difficult.

The visuals are gorgeous and controlling the droplet feels satisfying, but the screaming sound effect will now forever haunt me in my nightmares, lmao. Very cute, very fun.

I find it funny that other players complained about the scarcity of ammo, while I just yeeted my weapons constantly. I kind of wish that there would be more focus on the weapon throwing, as it is somewhat unique and feels more exciting than the shooting.
I do like the limited color palette, and the chromatic aberration is a nice on hit effect.

The visuals and audio are crisp, the game looks and sounds amazing.
I was a bit frustrated by the gameplay, I feel like lot of the times I was just repeating moves, waiting for the AI to make a mistake, but it's probably just me being bad. Might be interesting to test a player vs player version of this.

Yeah, this is probably a perfect jam game. Gorgeous visuals, fitting music, creative gameplay and a literal implementation of the limitation. I would like to offer some constructive criticism, but nothing really comes to mind.

shleed

I would really recommend finding a way to export the game as .exe or even better as .html. It wasn't a problem for me personally, but I bet you would get a lot more players if you did. I think it's really cool that you made the game in pygame, as it's something I have been wanting to try for some time, did you enjoy working with it?

Now, the idea of Tarot cards having two ways of being used is really cool, but I wish I could choose which side to use. Usually when I lost, it was because I drew too many swords upside down (or maybe I am just a scrub, lmao), which was quite frustrating. Maybe let the player pay health to flip a card upside down? This would add some additional strategy and make the player feel more in control.

Computer card games usually draw the card automatically (I think), but imho it was a good decision to keep it manual, as it worked very well with the time limit, creating a stressful atmosphere, which I feel was your goal.

The visual side obviously needs some work, but I enjoyed the gameplay, even though I only ever got to the third level.

I have conquered the tower of doom!

At first I didn't understand the controls, then I was frustrated by them, but near the end I felt like I actually knew what I was doing, which was pretty satisfying.
With some polish this could be a great Jumpking-like game. The blast attack makes me think that maybe some enemies could be added? Games of this type usually don't have them (probably for a good reason), but it could be interesting.
Overall I'm glad I figured out how to play, as it was quite fun.

On the visual side, this is probably the best game of this jam, very unique art style, I love it. The gameplay definitely lacks something, although I struggle to define what. Maybe some punishment for using the abilities in a bad way, like putting the lightning on longer cooldown, if it misses a ship? Also some audiovisual feedback for hitting a ship would be great.
Well done!

The movement feels very satisfying, which to me is the most important thing about a platformer and the game also looks great. I would have appreciated some kind of a checkpoint system, because at some point the game crashed on me and I didn't want to play it all over again. Overall, gerat job!

Neat, love the limited color palette and I also dig the way levels change, it's very concise. My only issue is the music, which doesn't quite fit the rest of the game, as others said. Very enjoyable!

Looks and plays great. My only gripe is, that the buildings respawn near the gold hoard, meaning I don't really have to fly that far, which in turn means I can just sit there and farm score without any real danger. But that is a minor issue, well done.

Thank you! Since I didn't have any playtesters and I'm looking for some feedback, would you mind answering some questions? 

Did you interact with the replicas? If so, were they intuitive? Did you play until the game over screen?

Anyways thanks for playing!

As others have mentioned, the visuals and sound are great, and the combat itself is fine, but the camera movement could use some work. I will also say that I would have liked the time necessary to get back into the action after dying to be shorter.

Fun, clever, even has cat based easter eggs? This is really well made, great job!

For (I assume) a first time project, made by two people in two days this is great! In fact this is one of the few games that I have finished in this jam.
Some tips: I would have appreciated some kind of feedback about taking damage, like a sound effect or a screen flash. Also, in Godot, you can turn off "Filter" in the import tab of an image, leading to crisp pixel art.
Other than that, good job!

The idea of trading power for visibility is really neat, I just wish it mattered more. As is, you don't really need to see what is going on. Still, fun little game.

I have looked it over and at some point the tilemap for that level completely broke, all of the levels should be finishable. Thanks for the heads up!

This was fun! The mechanic is neat and the visuals are really impressive, very satisfying. At first, the gameplay was a bit overwhelming and confusing, but after a few deaths I have finished the level and I have to say, this is one of the best games of this jam.

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Well unfortunately, for some reason I couldn't submit the project for the jam, even though it was successfully uploaded to itch. Well anyways, two other people managed continued it, so thats good. 

EDIT: Okay, scratch that, it actually got uploaded, itch just refused to show it to me I guess. Lmao. Good luck and have fun!

Ok, I have officially started working on this. Probably wont make too much progress, but we shall see.