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Laster33

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A member registered Nov 07, 2021 · View creator page →

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Thanks! Looks like I play it like how it "supposed" to be instead of how it "can" be. I should be more careful on testing.

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I like the visuals and audio. Its higher quality then I expect for a jam. But I had to restart 2 times because of bugs.

At first one, an enemy stuck inside me and follow me everywhere. When I move on single directin I managed to make same distance. But when I hit, it takes no damage. Enemy cant deal damage too but anmiation plays.

In second one, after killing the boss I entered the bottom-right door which leads to complete darkness(brown you used in game). There wasnt even character and nothing works so I had to restart again.

Also, not game breaking, but Jack can give infinite money.

(I understand that its hard to properly debug a complex game like this during game jam, but at least having a way of loading last checkpoint would be nice. Like holding down select.)

That double interpretation of the theme is very clever. Color palette feels similar to gameboy but more vibrant, I like it. Random map generation adds to replayability, my best is 75.

Also I notice that you used Godot this time, me too. My first impression is that Godot is very capable of 2D games, it already seemes better than Unity's 2D workflow for me. I hope you like it too.

I liked the wind mechanic. It makes you think about your positioning rather than just going fast as possible. Resolution seems more than 64x64 in main menu and hud.

I liked the graphics. Enemies take so long to disappear, I shooted all my bullets on the first enemy thinking he didn't die :D. Also I thought level was procedural until I see the boss , confused why I can't see the score.

That invasion effect was cool, even breaking of orbs is satisfying. I like this "set your strategy then watch" gameplay, like auto chess.

Animations are very smooth , designs are very good. I wish attack was little faster. ( Some parts of the music is sounds like AoT second opening to me, maybe I am just delusional )

Pretty chill game, would like to see some variety even it's not supposed to be challenging. Maybe environment changing between stations.

This is a thoughtful merge game, placement really matters. My strategy was putting tiles in two different edge place while keeping merged ones in the middle. It is fun to strategize.

It's nice to see another survival-horror game, but this is on a way different level than mine. Map is huge and designing every location should take too much time and effort. Reminds me of Silent Hill. Monster designs are pretty cool. Sometimes a very thin dark vertical line appears on my screen, I think its from background since player seems uneffected from it.

It was interesting to make combos with monsters. Because of limited healing it's important to pick fights in a order, I like it. Got pacifist and genocide endings, genocide route feels dull as I just spawn attack but maybe thats the point.

Cute graphics and music. I like the idea that you need to watch over them and not just command them on what to do unlike other games on the genre.

I like the 2-bit style. Mechanics are simple yet fighting with boss and minions at the same time feels engaging and fun.

I run into an error at downloadable version so I played at web version. There is a lot of mechanic and level designs makes good use of it. That brick pattern really tired my eyes tho.


I really like the color palette. I am normally not bad at memory games but limited resolution makes it lot more harder.

This is a creepy game. Writing really sets the tone here. I like the town design. I think ranged is but unnecessary since we don't have much vision.

Thanks! This comment reminds me that on another jam people criticize player being sluggish, I'm gonna be way more careful on that by now.

I love rocket-jumping mechanic , I wish more game had it. Reminds me of Downwell while playing. I think using grey for environment isn't good, but I like the other designs.

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I try every combination I can think of at Recurrency. I wish I can go little further than that. I like the minimalist design. Music and sfx are fitting.

Edit: I past the Recurrency after reading the developer log, but stuck at Corruption. Right side of the screen cut off like the gheja said. I zoom in and out but doesnt chnage anything for me. (Also I see amogus in Margins level, is it intentional)

I like it (in a frustrated way) but can't get the last Trinket. I don't expect I would see a demake of VVVVVV but here we are.

I don't like arcade games much but that was fun. It is satisfaying to kill enemies with their bomb. I wish there is less enemies at the start  because I lost most of my health at the start of every run before realising where are enemies. This would be also good for pacing. Color palette is sweet , I like it. That 2-bit cover too. My best score is 119.

I expected a brick breaker but there is lot more variety than I assumed. Ship levels are innovative. I like that part, it reminds me of Battleship. Glitch and transition effects are very cool.

This surreal aesthetic and photo-based sprites goes very well but podcast is just so good I think anyone who plays the game should fully listen it atleast once. Other voicelines are also very good. Visual effects and names of the moves makes combat very fun. I would like to see more games with these aesthetic.

I really liked the art style, especially charater designs and color palette. I didn't use coin mechanic  much because parry and hit is works better since they dont have any bad effect. 

I liked the reflex based combat, as I also did in my game. Movement is too fast at the latest version, especially turning is very hard, I think 0.3 second between moves would work better (I use 0.35 second in my game). Visuals needs some work, UI seems scretched.For UI I would suggest you to develop your game on 1920 x 1080 resolution on editor's game window as its most common screen size and had 16:9 ratio.

Thanks! I wasn't sure about smooth transition between moves would be fit with my game's retro design. After seeing how many game done it I kinda regret this decision too.

That is beautiful. Not just graphics but overall vibe of it. Every mirror gives diffrent experience is amazing. My favourite ones are "Patience" and "Acceptance". Movement feels like I am passing 2 grid at once and orbs at "protect yourself" parts are too slow to be threat but doesn't effect main goal of the game much.

Thanks for your comment. When player dies it should respawn at last green  "CP" graffiti (Abbreviation for Check Point) but enemies don't respawn. I do this for player to not stuck at a certain part but probably this makes game more easy than it should be. Probably I should add limited lives but I can't during voting. I would like to check your game too as soon as I get back to my PC.

I like the combination of vibrant colors and dark theme. Visual style is simple and I generally like that, but in this case that makes navigation very hard since every wall is same and there is almost no object or mark to guide.

Visuals and audio is great: models, animations, voice lines... Movement is very smooth and faster than I expect (which is good for me) but  I don't really understand how combat should work. I generally use hit and run tactic but enemies can hit you even you are pretty far from them, probably damage is bounded to animations and not distance, which makes this playstyle unrealible.

Capturing is a unique mechanic for a dungeon crawler, but since we can't see their health or capture points, combat become experimental rather than tactical. Visuals are compatible with each other and also uniqe for the genre.

This is a very complex game in such limited time. Visuals are very good, I like the dithering. Random generation works fine expect some minor bug (like series of doors in the edge of big halls). I think a simpler music would be better.

Thanks for comment. I should make the blood more lethal but can't think of anyway other than blood pools. Next time I'm gonna focus on balancing main mechanics more.

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Thanks! For making bat and vampire feel different I reduce vampire's speed but forget about mass , which cause this "stuck in mud" effect. I don't think about changing it during rating period , it will feels like cheating little bit.

I like this management system, it really fits the limitation. I think a limited time to win the game would be better for challange ( before the sun rises you need to win or all vampires turns to dust ).

Thanks for the critique! I should test my game more before submitting. Next time I'm gonna find someone to test and feedback during development. Most times my judgement over my own games is not enough because I was too focused on development and only able to see if things work or not rather then how enjoyable it is. This Jam given me a lot. Thanks to all the feedbacks.

Mechanic has lot of potential and level designs support this. Especially I like the texts on background, good way to explain game step by step without pausing the gameplay and also adds more detail to design of the level.

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Thanks! I would make it faster but I think game can be too hard then, most of the comments says its hard already.

It shows 69 blood during tutorial... , I'm gonna assume that is a bug. Great game , mechanics are addictive , gameplay is balanced , color palette is charming... Very good experience overall.

Nice arcade game , but I suggest you to make it playable on browser so more people will test it. Visuals are clean and represents a style.