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kirdaybov

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A member registered May 14, 2019 · View creator page →

Creator of

Recent community posts

Thank you so much for the comments! I may end up implementing the changes and taking the game further. You're right about the lack of feedback, I didn't have time for it though it was planned!

You could have seen the red markings if you would've managed to destroy your ship. After an unsuccessful expedition the starting screen shows the statistics and upgrades you've collected. It was meant as a roguelike where you would see your ship getting more and more upgraded after each playthrough. But I didn't manage to add enough content for it to become actually visible enough. Sorry about that :)

Thanks for playing! What do you mean by focus expanding mechanic? Exploring more sectors?

r/ProgrammerHumor - Where do you see yourself in 5 years?

Thank you so much for play testing! So you're supposed to start at Kuolema and then when the teleporter is open to go to Smert.

Hahaha, thanks, yeah it was the closest I could scrap as a "resolution" XD

In the first sector of a planet closest to the sun you should unlock the teleporter. If you did a quest with a duel it should have unlocked even if you decline. After that you can jump to a second sector by pressing M and do a final mission on Earth. 

There's a chance you started in a wrong sector, I think I didn't lock the map properly :) Did you start at the bottom left one?

Love your art style and love the tactical gameplay! So many different types of enemies and allies too! What did you use to draw the assets, if I may ask?

Hahaha, yeah, thank you for the kind words! Terribly overscoped, I know ^__^

Thanks for playing! Yeah, movement needs work for sure :)

Ah, ignoring tidiness and hygiene to play videogames and eat, hits right on the nail this one. One question though, WHO untidies my room while I'm at work?? Great job with the animations this really is impressive amount of work put in there.

Thank you for the kind words! It's not you, I didn't have time to polish the landing mechanic ^__^

I like the atmosphere of the game, pretty unsettling. Not very clear what to do but in the end I've figured it out and completed the game :)

Thank you for playing and the kind words! Yeah, I wanted some cohesive narrative and connection between dialog missions but as you can imagine it was terribly overscoped :) As a result, very unpolished movement, a handful of missions and no SFX/music.

I'm more of a I Want to Live and Down by the River kind of guy ;)

Yeah, I should have framed it at least, I agree!

I'd totally watch that!

Thank you for playing! Yeah, I terribly overscoped and did not get to polish the movement D:

That is incredible presentation of the narrative of the game! Animation and the comic book style is very cool. The FPS was very low and I only found one shaking object. I'm a bad QA :)

Too hard, didn't get to see any upgrades as I kept dying before 1100 score :) But very snappy, I especially enjoyed shooting to the rhythm.

Finished the entire game. There was an issue that at some point the music stopped and the game lost part of its charm from that. Other than that, I really liked it, very smart and addictive

Oh, and the music will haunt me for a few days.

You, devil... I was planning to review several games over the last 30 minutes but I'm only reviewing a single one now. Am I happy? No. Am I satisfied? Yes.
54 steps and 2250 seconds. 6 steps and 15 seconds on the second try.

That was creative and funny. The box moving SFX turned my brain inside out but overall I loved it :) The rolling elephant had me rolling

That was fun to play and the art work looks great! I've played the entire game.

That was fun! I played two levels and at the even of the second one the timer went negative and the room exploded with echoes :D Not sure if it was intended or not

Thank you so much for playing! Glad you liked the graphics!

Impressive work! Cool voice overs too

Interesting mechanic. Curious what you used to draw the art?

Wow, didn't know you could fly a rocket at 5km/h! Very pretty and polished. And hard.

I loved the turn based combat in this one :) But you need a better tutorial.

I couldn't figure out how to pass turn first, then I didn't realize that you pass turns for yourself and for AI. After I figured these out it was actually kind of interesting to play. Good job!

Great job on the art and the story! I feel like more was planned but it's cool that you had dialog set up. I was able to abuse the time stop ability to load a bunch of projectiles that would hit the boss simultaneously when the time unpauses. There were some issues like the camera jumping somewhere in a way that I couldn't see the character anymore.

p.s.: I like that there's a lantern above the bed XD

Definitely an interesting idea and good first try.

Try to smooth the learning curve. Right now you have all mechanics thrown at the player right away: physics, movement, jumping, enemy, jump pads and buttons. Try to start with just a simple movement, then first obstacle. Then a harder obstacle. The first jumppad and button in a very simple situation. Then an enemy. Right now it's very hard off the start.

Welcome to game development and don't stop!

Overall not a bad entry but several issues:

  • The camera was really annoying until I found a setting 'New Camera' to turn it off. It would be nice to have it off by default if it's experimental and unpolished.
  • Character is very hard to control with the sliding. I understand that it's a part of the core gameplay to properly time jumps with respect to sliding but in the current state it feels like you're fighting against controls and not mastering them.
  • There's a lot of situations when you need to drop down and you don't see where you'll land and you land on a trap and lose a lot of progress. In a game where it's all about precise jumping this is extremely punishing without being fair.
  • It has nothing to do with the theme of the jam.

Regardless of the issues above I think with some polish it could be an interesting game.

Good job putting the game together. There're several things to address:

  • Sometimes when you use mouse in game it selects the entire window and the game gets a blue tint. Very annoying, not sure if it's a Unity thing.
  • There are little blue fires that we collect during the game but it's not clear what's their purpose is. Would be nice to see it at least as a final screen score maybe? After first level I just avoided the zombies and ran for the next exit.
  • It's cool that you added a boss with a different attack mechanic! I was able to get him stuck behind a pillar and stab him without any danger to myself though.

Overall good first try, keep working on your skills

It was hard to click the card at the right time, I ended up just button mashing when I needed to swap a card. I like the opponent animation, thought it was cute. Nice background music. Keep honing your gamedev skills.

Thank you for playing! Yeah, I'll address these issues in the update :)

77 steps, great job with the art!

Nice game! I like the idea, I'd surely fought an army of zombies for my kid :) I got a good ending!

I was terrified to play this but couldn't stop. Amazing job! Sound design is great, art is great, there's even a cutscene. I feel like I missed something though, I think I sent two people back and the rest I had to postpone.

Et pourquoi seulement les anglophones sont permis à retourner dans le monde?

Thank you for playing! And for Celeste comparison ^____^ Yeah, initially I had a system that would track your last on the ground position so you would respawn in the closest proximity of your death but it was buggy so I changed it to checkpoints :)