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Krotkiiy

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A member registered Oct 08, 2017 · View creator page →

Creator of

Recent community posts

I'm already actively working on an improved version with a clearer and more balanced crafting system.

I am currently working on a new card system where the player has passive and active slots (a limited number) and the opportunity to sell a card for Epiphany.

Well, and some small details, like  when Burden too much, additional description lines appear

Thanks for the comment.

I'm already working on a new version with a cleaner interface and an intuitive craft system.

It will be updated after the end of the jam

It's a good puzzle.

I liked the idea and implementation of color switching (although pure blue seems too dark).

It took 9 minutes, and 1 restart (at a level where I had to think outside the box).

Simple and good one.

Without the background music, it feels so empty. 

It's also not very clear from the start what the game wants. It wasn't until part of the field turned gray that I realized I'd done something right. Well, after finishing the level, the game just broke down without showing anything.

The animations are very nice, the robot looks cool., 

but that awkward wait between storms made me think the game was broken, but it wasn't. It's just an awkward wait.

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An interesting experience.

I got the idea, I got the message I got the story.

But there is a lack of implementation, it's even a shame.

Especially the audio part. The music just drives you crazy with its DING-DING.

And that cartoon drowning sound really made me laugh, even though the scene should be very serious.

Also, showing lore through three paragraphs of text is very unpleasant and scares the player away.

Well, and a few bugs. For example, that I was not allowed to take money from the table for a long time, and then suddenly they allowed me, although nothing had changed., and I managed to poison the Holy Father, and at the same moment he caught me.

I see how much work and passion has been put into this game, and I really wish I could rate it higher.

Ye, this game seems so empty without any sounds.

And I also had to restart the game to realize that I really needed to go far beyond the edge of the map, it's so not intuitive.

It's a very interesting concept.

But it breaks on a grindwall that is too high, and even when you reach great heights, nothing much changes in the gameplay, you just have to click more.

And I liked the music, it was very vibelike

I've been attracted to the cover of this game for a long time, and now, through random selection, I've finally played it.

What can I say?

I was expecting anything: a visual novel about dating a nymph, a bullethell, another puzzle platformer, or some kind of 3-in-a-row puzzle.

But then I saw racing in the tags.

didn't see that coming!

But I liked it!

  • The music is great, such a vibe of classical music. I like the sound of the harpsichord!  Although I would like to have a full - fledged mystical orchestra 
  • The art is very good, as is the work with color, especially at different points in the game.
  • Separately, I want to mention small details that give an impact to the player's actions, such as color changes, the sound of hitting the wall, shaking the camera, and other things.
  • And lore , thats sounds interesting.

I think this is one of my favorite games on this jam!

here i am

I like the art style, as well as these funny sounds.

But I think something's broken.and the ranged weapon didn't work. I had to drive away demons with a broom

It's an interesting idea, but it needs more implementation. 

The same expectation of dripping water — it just feels like a chore when you sit and wait for it to finally end.

It seems to me that the problem is precisely that the player does not have any penalty for sitting and collecting water for too long (although this is what the game intended). It would be possible to make a simple water saturation system that would kill the player, but then you would have to redo all the levels to meet the new rules.

And I kept waiting for the physicality of the flower to finally play a role, for example, that I would need to entangle some lever and pull it down to blow up the door (because all doors in this game explode).

I love how the optional hard-flowers are hidden!

dashing is made very beautifully, but at the same time he sometimes freezes the game, which is inconvenient. because you need to use it often. 

and the controls seem strange to me, as if the player doesn't have enough weight.

A very interesting 3-in-a-row interpretation!

The sounds are very pleasant and therefore there is even more lack of music.

I also want to cancel that the mechanics of the combo of 4 and 5 elements have not been worked out.  5 elements just give 2 separate flowers.  And at 4, the element is lost. 

It's quite difficult,

idk what is wrong with my version, but sometimes a double jump just does not work, as if it has already been spent. 

And I would like to some simple background music

I like how cute and at the same time creepy this game is drawn, somehow  reminiscent of Fran Bow.

Although the music doesn't seem as stylistic for such a 1B game, it still adding to the atmosphere.

and, Well, I had to restart the game to figure out that it has a double jump, but I'm a little stupid.

thanks

The Gryoza's Dream is obtained with the special card, gives it out at the beginning of the round, but it's (0-0-0)
just for crafts


Ye, a week. I made the main part of the game on the live-streams, so there is evidence. The only thing is that I prepared the shader about a day before the start, (and part of the music from my last game) the rest was done in a week

I found a bug: if you just click on the score button, even if you haven't made any combinations, you will sometimes get a +1 score. 

 very interesting and fun

I like the combination of silly music and the sounds of war crimes in the background.
  

I like it

Interestingly, game don't even explain to you what a particular ability does, and you have to spend a couple of attempts to find out

The last ability opens up very interesting spaces for movement, but it's a pity that it only appears at the end.

addictive one 

but I would like more variability, for example, simple temporary buffs that would speed up player or make him invulnerable

 I don't use Godot. If I remember correctly, I use a slightly different shader format. Glsl i think, Made on the basis of a simple separation of the screen into 2 colors, and dynamically changing noise

An interesting idea and a good implementation!

only criticism is that the algae is hard to spot, 

and for half of the first round I just swim-around in circles until I accidentally stumbled upon

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Thanks for the criticism. 

 I am currently actively working on a new version. and your words are very helpful in understanding what needs to be fixed.

As for crafting, I'm currently working on its visualization. for example, this effect . for  items  that have a crafting recipe

very addictive game

but on late waves it becomes easier to turn off the sound. Because 500 rapid shoot-sound effects are happening at the same time, and listening is unpleasant.

It also seems that the player should be made a little faster.

It's quite difficult, but it plays well.

feels almost like a rhythm game
The background music is very good

I like the overall style., 

but in the first time, I didn't even know if I was doing it right.

 Because there was no noticeable indicator of progress, and by the end I was already starting to think that I was doing something wrong. But then the level suddenly ended

I like the overall style.
Although the game is short and not particularly difficult, it is quite fun.

ye, i restart level-2  like 3  times, due to the fact that I accidentally pushed the watering can into the wall, 

Unfortunately, it seems to me that the background music is absolutely unsuitable for the game.,

The best jam game I've played so far

I was especially pleased with the work with sound, 

Very driving background music

AND I LOVE THE VICTORY SOUND 

 it feels so inspiring.

The different themes for the levels are done perfectly (even night one, but i hate it, have to restart it like 5 times)

Amazing. 
I really like this animations and impact!
The game feels very good and enjoyable

and I accidentally found a bug that if you jump at the very beginning of the level, when the player just appears, the game will completely break.

interesting mechanics,

especially revealed in the later levels, when your task is to create a cascade of flowers, activating all the possibilities.

The only thing I can suggest is that there would be various special places where flowers receive bonuses. like +1 point or double activation 

I liked it, it was so  arcade-like

Its a pity that nowadays games can be ashamed for use of bloom effect.

I really like it,

reminded me of Dorfromantik, and how I like such cozy puzzles.

And the idea of planting all the flowers, rather than just expanding in one direction, suits this genre  very well!

The only complaint is that some of the flowers icons seem too similar.

I am almost certain that the weight of my sins should exceed 30 kilograms.

It's a surprisingly addictive game,  took me only  3 attempts to figure out the rules.
And when i  click the rmb , the game just freezes, apparently this is something wrong on my side

There's something about this minimalist style, it's a pity that it's so short.

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I enjoyed working with sprites.

In the beginning, it wasn't clear why I couldn't control the hero, but it turns out that this is the cutscene of the boss' appearance.

But yes, it's actually very difficult to beat him.I gave up after the 10th death.

I liked. 

The mechanics of bloom the level with greenery are very satisfying! 

but I had to get used to the physics of projectiles, they feel kinda weird in such a pixel game.