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kolysawyer

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A member registered Aug 27, 2024 · View creator page →

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Have no clue where im supposed to go? All npcs' say"here you go" then give me nothing? I can't find any food to give to a squirrel to get coins to go to places to get other quest items. I think I get the concept of a rougelite fetch quest game, which could be really fun. I just can't start either because its bugged or I'm missing something. The character art is still quite nice tho, kinda reminds me of the wacky side characters that undertale and deltarune have around their maps.

Others have said this but the pixel art and animations are really good. However the screen is way too busy. That fast moving animated colorful background, while nice looking, significantly contributes to player confusion. I can already barely see those tiny bone attacks, but add in those distracting beautiful and colorful stars and my mind is exploding with too much stimulation. 

Also, It would have been nice to have seen how much health the player has, just so the player could know how well or badly their doing at a glance and hopefully give those health power ups feel a bit more impactful.

The juice (particle effects, sfx, explosions) is just the right level for this type of game, which is really important for this genre so good job on that. 

This game does a lot of things right so don't let peoples emphasis on the one visible flaw make you think it wasn't good. The flaws in your game could be fixed in a few hours. Which means you made a really good base that just needs a few kinks ironed out. Good job!

Thank you so much for all of the compliments. Me and the team worked real hard to make this so it really means a lot! Thanks for playing!

The devil dislikes this strategy... Yeah, the game for sure could use some balancing. Namely acetone the most op item in the game by far. Thanks for playing!

Reminds me of the tile mini-game from Undertale. I think there's potential here but not as a randomized map. If you premade the levels you could design them as to have one solution requiring the player to think through how each tile affects the path out of the aquarium. The randomized levels just lead me to button mash until I escaped which wasn't very hard or fun. However, I still think with just some level design this game could be really fun. So good job.

Very fun arcade-ish game! Took me awhile but eventually made it too the top. The game was just frustrating enough for me to want to keep trying to beat it, so awesome job!

I didn't even think about making it turn based... This all genuinely great advice. Thank you!

It seems I have fallen for the trap of thinking my game was far easier than it actually was yet again! Thanks for playing!

The games mechanics are fun and interesting. Although, I would maybe also add a hotkey for the z-clock since switching between my mouse and keyboard quickly made some of the puzzles a bit annoying to complete.
 

Pretty fun game, but it took me a while to realize you could only parry blue objects. Good job!

The daggers mechanic is really creative and I don't think I've seen it in a platformer before(probably wrong but still) and I love the design of the jester dude. Great job overall!

I really love the design of those monsters and their eldritch vibe. They really freaked me out. Good job!

Its overall a good game and I love that snail sprite, but the player controller could use a little work. Both the input detection for activating the shell and gliding should be checked every frame so if the player is slightly mid air before they touch the floor the input isn't disregarded and vice versa for gliding. Regardless, the game feels pretty polished for a jam, so good job!

Really well done and simple game. The laser is so fun to use and delete all the asteroids and aliens with in go. It seemed that I could use the laser forever because I gained energy from the enemies I killed after using it. I don't if this intended but it felt a bit like an exploit, but also it was very fun to abuse so great job either way.

I don't know if you know this, but the game doesn't properly scale in full screen, this is pretty simple to fix in Godot. Go to the project settings, then window, and change the stretch mode to viewport, and the aspect to keep. This will make your game will stretch and squash without losing its aspect ratio. I don't know why this isn't default, and its my least favorite part of Godot because not doing this messes up so many games' UI once they've been uploaded.

Anyway... great game!

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The music is really good, it reminds me of Toby fox's stuff (I think someone else said this too so its not just me). Do you have a sound cloud I could check out? The one problem I had was it felt disconnected from the game play. Maybe make the fire pulse to the music or something?

There isn't much, just some throwaway lines in the tutorial. There were gonna be scenes in between the levels but I didn't have much time after I finished everything else. Thanks for playing!

The mood of the game was incredible, really really cool. I loved the weird (hivemind?) creatures and their dialogue, awesome world building, I'd play the whole thing if it was a full game. My one issue was that dying was brutal, I would have preferred one hit point and restarting in your current room rather then five and replaying the whole game. Awesome game as whole though.

Really good! I loved ricocheting off of meteors to get the green boxes until I realized that's why I was dying. The dialogue was really funny and the movement was just the right amount of difficult. If expanded this would make a great rage game.

I tried to finish, but the jarring motion of turning the camera made me too motion sick to play, and the UI broke, maybe this is only an issue with the web build but if the camera is fixed later in the rating period I'd be happy to replay this one. But what of I could see was pretty cool. Your 3d model style looks really fun.

The music was like out of the cinema and the overall game was pretty fun. Love the space cat. But I couldn't read the story? The text disappeared so quickly I had no chance too.

Thanks for playing! I'm pretty bad at most games, so I know how important adding those in are.

Thanks! I've never really done art before, so I'm glad my first attempt at pixel art looked good enough.

Thanks for playing! The lore was going to be a bit more present in the game, but its a game jam so you know.

This was pretty fun and the music was just the right amount of intense, but the initial 4 runs of dying instantly without the ability to do anything was a bit annoying. Maybe make the initial growing speed a bit faster or allow the player to do something to the enemies without buying a cannon, like how a clicker game starts with you doing the action before your cannons are built up.