Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics

Zoltan Kosina

A member registered Nov 02, 2018 · View creator page →

Creator of

Recent community posts

Thank you very much! I'm glad you like it!

Hi Robert! I'm working on a small fantasy roguelike and decided to adapt your tileset to make it easier for me to generate the maps. I ended up almost completely reworking it, so I decided to share the result:

Hi 0x72. This tileset has so much potential that I already created two game prototypes out of it and still missing a lot of elements.

Control Their Reality Ltd just used the basics but I already had some fun with it:

And into Orphebot I wanted to put as much content as possible, so the UI is a little more barebones, and still couldn't add all the bots and objects. I couldn't figure out a good use for the beams, buttons, and displays that would still fit into my base concept, and I also had to slightly modify the height of the bots, but here we are. I hope you'll like it:

I think I'll come back to this tileset in the future, and create a game that will really use eeeeverything from it. :D

Thank you! Without modesty I can say the same. Did you get the happy ending?

Wow, thank you so much! I will check them out!

Thanks for playing. I agree,I left some significant room for improvement related to the controls.

Wow! Thank you so much for the detailed review! As you can see, I ran out of time, and focused on the core mechanics instead of running with the idea. I made the last level in the last hour, and I was very satisfied when I saw that I was able to implement it correctly without breaking the whole game. I was planning to add more puzzles like this, but had to face the reality, and finish the game as it was at that moment.

For the controls I had several ideas, and this fell the closest to a image/map editor. I can understand if that feels weird for some. I was thinking about leaving out the click completely, and refering only to the current mouse position. Maybe that would have been better.

I was also planning to allow multi-tile copy. That would have been a nice solution for the tiny platform issue. But limiting the movement controls to only these three keys was completely my fault, not related to the time constraint. I felt that because I like this sceme, I don't need to implement others even though it would have been just a few more characters in the code.

Thanks again for playing, for the extensive review, and for the tip for future players!

Yeah, I thought the same, but couldn't figure out an easy enough way to implement them in the very limited amount of time I had for this jam. Thanks for playing!

Thanks for playing! Yeah, I was thinking about why would the player use Ctrl+C more than once, but figured out a simple reason only when I made the last level. Other than that I had only more complex ideas with moving platforms and hazards but I had no time to implement those. I'm glad you liked the game anyways.

Thank you! I spent some time syncing the run and jump animations with the beat.

If you need a second one from something, just copy the first one. ;) Thanks for playing!

Yeah, thank you! I had the same ideas, but ran out of time. Ctrl+X to remove obstacles, Ctrl+Z to undo the placement,  complex, multi-grid blocks to introduce a tetris-like element to the game, control panels to refill ctrls, moving objects, like elevators, cranes, laser gates, patroling and shooting enemies. So many ideas, so little time. Maybe I'll revisit them in the future. Thanks for playing!

Köszi szépen! Igen, az már az utolsó órában került bele, így örültem, hogy egyáltalán játszható maradt a játék. A jam után jön majd pár bugfix, meg lehet még hozzá adok pár feature-t, amit még elterveztem, de már nem fért bele. A karakter animációi például eléggé látványosan hiányoznak.

Here you go! Have fun!

Thank you! Yes, it's hard to nail the difficulty in games like this, but after the jam I'll keep optimizing it. I'm planning to make it mobile-compatible, so you can expect some changes in gameplay and in UI too.

Thank you. The idea of persistent levels was totally random. I liked it so much that I sticked with it. Around mission 12 it started to feel like the laser dance from Ocean's Twelve mixed with the Edge of tomorrow.

Yeah, I needed them to be to allow the 5 tiers of RTG upgrade. Even like this, with only 3 upgrades, you should be able to finish the game easily.

Destination: Nowwanus Trivia

  • Even if the asteroids were 100 times further away from each other than in the game, New Horizons still wouldn't stand a chance. In addition, they wouldn't slip by each other and still hit the drone, unless they are flat like Arrokoth. Also, they don't have angry/sleepy faces.
  • The drone can't be controlled in real time, due to the distance. 
  • There is no flash on Ralph. 
  • The VBSDC can't predict the location of the asteroids based on the space dust samples. 
  • The RTG still has plenty of power to shoot a lot more photos in rapid succession.
  • It's not enough to shoot some photos of some asteroids in the distance to get funding for the New Horizons project.
  • There is no Kuiper Belt Object called Nowwanus.

Thank you! Yep, I'm not big in the art department. I wanted a more casual game, hence the childish graphics, but when I finished the asteroid field generator, it turned out to be a decent bullet hell.

A flawlessly implemented casual game. This what I'm always shooting for, but ending up with some ultra-hardcore action-puzzle with overcomplicated systems and clumsy UI. The 10 years experience is really showing here. Well done!

Turns out taking photos while dodging asteroids is not the weirdest sidescroller idea in this jam. Collecting riffs while dodging time singularities, now we are talking.

The remembering part was not my cup of tea though, but reached a pretty good place on the charts I think.

The movement could be a bit more fluent, and there should be little more cohesion in the art, but afterall, this is a nice little game.

Oooooooh, makes sense. I just thought that the previous jump is meant to be impossible without killing that enemy.

So basically I made both the second and the third level harder for myself and I still managed to make it. :D


Maaaan, I spent more than an hour to solve the rocket boots level without changing the times, and I think Stiggstogg did the same. It was only Silv-R Dev's comment that gave me a hint. I didn't understand how could you wait with the rocket boots. And when I restarted I noticed the - + signs. 

Why, oh, why you didn't add the button border to those buttons too?

It seems you shot yourself in the foot with the same UX mistake I did with my upgrades.

Then came the bugs. I already noticed one before I knew about the time adjustment options, when the third level got started after the first level, with the to-do list of the second level. This never happened again, so I was fine with it. 

But I wanted to play safe. Give me enough time for everything. I reached the part where you have to make the pixel-perfect suicide jump above the spikes right into the small opening between two moving enemies, then another one to get out. I spent there a lot of time. But I was relaxed, knowing that if I can't make the jump, I can still try to fly long enough to reach to other side. I looked at the clock and faced the truth. You can't set any event to more than 10:00.

So I started over and when I finally made the jump, I was resting in the second checkpoint waiting for the rocket boots to finally activate in the right time, at the 9:30 mark, it never happened. It just got striked through and gone. I spent a good 15 minutes to get to that part again, and finally by starting to repeatedly hit the jump 1 minute before the mark I finished the level.

I tried the next level for a few times. Then I took a long look at it, and concluded that this is not my game. To many hazards kill you instantly even though you didn't touch them. I guess because of the rectangular hit box.

I also noticed that if you keep pressing the buttons for a few seconds after you died, you die again immediately. It's not that annoying though, since you lose almost no time.

The sounds are fitting, and I also think, that some music would have been nice. Anyways, that clock noise should be replaced with an actual, animated clock that shows every seconds, not just every 30th second. If you want to keep it, you could still find some music that has some distinctive sound every 30 secs, loops after 30 secs, or puts additional layers on every 30 secs, like a progressive techno song.

Overall, this is a beautiful, polished, almost perfect game. It's just too hard for me, and sometimes not intuitive enough.

I'm definitely looking forward to the sequel!

I killed a couple tanks, got some money, but eventually lost all my hearts. Is there a shop where you can buy hearts? Is there other enemies, or any other content in the game that I might have missed?

(1 edit)

Wow, this game was an emotional rollercoaster for me. When I saw that it's a roguelike I had my hopes up. Then I started it and immediately realized that it's realtime, not gridbased, and there is nothing to explore. In addition, after a few seconds an arrow shows where is the exit which you see right from the beginning anyways. 

After a few failed attempts I decided to completely ignore the enemies and just run for the exits. Went pretty well. Then when I still died I noticed, that even though I didn't attack anyone I still had some kills. 

Next time I sit still and waited for the enemies to act. The first wall stopped all of them. Then, one by one, the ranged enemies killed the melee ones. From that point on I just waited on every level for the enemies to kill each other, then dodged the survivors.

The second level type with the exploding enemies got me good. I needed time to figure out how to deal with them. Ultimately, the sit out worked here as well. I'm not sure how difficult would have been to add better pathfinding for the enemies. Even though their movement is not gridbased, an astar, especially with levels this small, could work pretty well. Without that the walls are more against the enemies than against the player.

The third level type felt almost the same. Wait until the "towers" kill everyone, then dodge them. Meantime I was able to collect some hearts too. Later I saw that there are different weapons, and other items too, but I never found them.

Then I finally found a gun. It was pure luck. First I thought the chest is just a dead enemy. From that point the game became easier. On level 16 I found the starting sword. It was funny. Too bad I didn't even know what I'm picking up, until I did so, and tried it out. 

And finally, the last level. Pumping music. Bunch of enemies. Got one damage. Quickly ran into a corner. Hit fire, sprayed and prayed, and it worked. Than I just lined up with the king and executed him.

The end. Without the gun I had about 40 failed attempts. Usually reached level 12 without a single chest. Sometimes the whole first "episode" only melee enemies spawned, sometimes only ranged. Due to these, the whole game just felt unbalanced. Too random. Not "procedural" enough.

Afterall, I think the combat system has some room for improvement. Running through the point you want to stand just so you can turn back and face the enemy you want to attack is not the smoothes feeling during combat. The cooldown is an understandable addition, but results in more running, and awkward turning back. Maybe a shield could fix this. Or better than that, always facing the closest enemy automatically. Anyways, I never liked free movement on grid-based maps. Basically there is no point in it, just to let the player bump in the wall because he missed the corridor with a few pixels.

What I did like is the wide range of different enemies. I was trully impressed by the fleeing ranged attackers. The pattern following towers were fun too, not dangerous at all, but fun. I just don't understand that with so much focus on their behavior, how come that a single wall block became the nemesis of all of them.

The map generator also had it issues. Enemies buried in walls, stairs under exploding barrels, same-looking maps after each other. 

And for me, the hardest enemy in the game was the art. I had to spend more time figuring out what is what than figuring out how to deal with any enemy. I just don't understand the artistic choice here. Diving deep into the 8 bit world is an impressive choice, but running wild with it so much, that the original, console-based rogue even with its map legends were more readable than a tile-based game was a surprise for me. The first rule is to have a well established contrast between wall and floor. Then some more between the map serving as the background, and the player, the enemies, and the items, serving as the foreground. I think you felt this issue. Maybe this is why the player got its animation in the beginning, and the arrow to show the end.

Don't get me wrong. I liked your game. I wouldn't finish it otherwise. But even though I spent almost an hour with it, I saw almost nothing from for example the items. I know that this is a key aspect of roguelikes, but those still offer you plenty of content for each run. Plenty of choices on each level. Yours only one after ten level and even then there is a chance you find the starting weapon.

The whole game felt more like an arena shooter, with the constraints of a roguelike, but without its advantages. In which you start with a sword, you can only aim by running around, and if you are extremely lucky, you get a gun, start shooting, and kill everyone easily.

I think you should shift towards one or the other. 

Add mouse aiming, increase item drop, add upgrades, decrease the number of obstacles and make them circular, so the player won't stuck in them.

Or return to the grid-based movement, add auto-aim, maybe drop the real-time aspect and welcome the more tactical nature of the turn-based games. Implement astar for the enemies, FOV, exploration, a procedurally generated mazes, dungeons, and cellular caves, not just randomly dropped wall segments.

Both genres have plenty of features that could make your game more enjoyable. In its current form it's just a small showcase of both, with a not so well-designed tileset and spritesheet.

By now, I bet you guessed that I'm a big enthusiast of the roguelike genre. And I also have a small arena-addiction. All that I wrote is me trying to explain what I experienced and how could it be improved in my opinion. I won't mind if you ignore everything I wrote, but if you are interested in it, I ready to help. I'm even willing to team up in a later project.

Anyways, keep on gaming and making games. There is a lot of potential in your game, and I think you will be able to show it to the world in the future.

Wow, this game is literally interstellar. After just a couple levels I started to wonder if this will be a horror or a love story. In the end it turned out to be something more wholesome. Well done! Looking forward to the rest of the story.

Nice little game. For me it was more like a learn English, than a learn emojis game.

The 10x10 board is really tough, but solvable even with the non-displayed chars with a little help from ctrl+c and Google.

And now I now what an ewe is.

Very polished game. I liked all the small details of the art, the level design, the overall athmosphere. And I'm trully impressed and a little bit jealous due to the fact that both the art and the music is original work.

Unfortunately, I couldn't pass level 2 due to a bug, but it seems others were able to, so no worries.

Good job! Only a few more left.

Thanks! Maybe you are missing the upgrades? Other than those the only way to finish the levels is to memorize the safe route and follow it flawlessly.

Solo, but I used some tested souces for art and music which was almost as useful as to have a teammate or two.

Thank you very much! Yes, the best way to add matching artwork to a game is to make one, or to find a complete set and adjust it to your needs. For this jam I went with the latter. As I mentioned in my community post, there are some nice sites to get those. CraftPix and Game Art 2D has some cool, free ones, if you are lucky and they are matching your needs.

Don't get me wrong! The electro-sucking bat is a cool idea, but for that, you have to nail the artwork. A regular-looking bat won't do the job.

On the other hand, a robot that kills harmless-looking bats. Maybe this time the player could be the baddie. A big, bad robot that terrorizes the innocent wild-life and every living creature.

(1 edit)

Well done! This is a surprisingly well-made first game. Keep it up! First I though hitting quickly flying bats will be hard with these balls mid-flight but it turned out way better than I expected. The theme is a bit off for me. Small attack drones, instead of bats, or something like that would have been a better choice I think. And the props on the map aren't too futuristic as well. I can't really imagine what hazards can be so deadly for a murder bot like this, but if you share some ideas I will be happy to find some fitting artwork for it. Anyways, the audio was a good choice.

This is a good start. The jump is way too slow, but it is exploitable, resulting in a giga jump. The enemies are fast but it's easy to find their weaknesses. The tunnel under the map is a bit narrow and the player can stuck in it, but at least not permanently. The props are nice to have, some pick ups, and destructible/movable boxes, weapons etc would make them even better. The boss looks cool, and with the tunnel it's killable at least.

After I destroyed every robot and explored the whole map with the super jump I missed only a nice victory scene.

I agree with the others, speed, variety, health, etc. But I would also add, that the combat system is a bit off. The attack animation is slow and hard to aim. I was running in circles for awhile to end up in a good angle just to get hit and pushed way too far back by a projectile. It's funny how the knockback is the fastest way to traverse the map. I liked that the enemies could also hit each other, but initially I expected a free for all arena battle. Good music, cute graphics, and clever story. Afterall, I had fun in the beginning, but didn't want to start over the whole thing just because of a bug.

At least I'm invincible now.

Your asteroids are a lot friendlier than mine. Next time let us both meet halfway. In addition to the difficulty, more content, more features and simply more stuff on the screen would have been nice to have. I wonder what else could you add to this game concept.

I agree, I used their sounds in my previous game. I just didn't have time to run through their huge sound collection to find the ones that are fitting my game.

A pretty decent arena shooter with some small bugs and annoyances. Shopping while the enemy is shooting at you is not the best experience, especially if half of the dropped money lands outside the world bounds. The random weapon shopping is an interesting idea, but coupled with the lack of ammo is not much fun. The uzi feels weak even if the aiming perk is on. The rocket launcher with the infinitely flying rockets is not bad, but it has too few ammo. It seems restarting the game somehow keeps the number of roombas to be generated, so the first wave sometimes can have dozens of them. After an hour of playing and dying again on wave 12 because the shops were overwhelmed by enemies, and even if I had money, it wasn't enough to buy a new weapon just to refill my ammo, I finally gave up. The artwork is adorable, but a little bit bleak. The music and sounds are fitting. Overall it was a fun game, but needs a lot of fixes.