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leo.mars

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A member registered Jun 07, 2022 · View creator page →

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Advice to the dev to set the game to auto full screen on start. Right now it is hard with the current aspect. Either that or limit to 1920x1080.

Well,  about the 5 minutes, no one forced me to continue, I wanted to reach the end. I did take longer than needed since I played with no shake to revive otherwise. Had I known about it,  I would probably beat all levels in one go. That's probably also why it felted "scripted", if I didn't buy/do things in the right order, then I would most likely lose.

So, it would have taken me less time had I known I could revive them. I do enjoy playing "tower defense" type of games.

For reference, "protect the girl" was a custom map in war3 (back from early 2000s)

yes I'm on a mac. ill try later on a pc then.

i am on a mac

I'd say not obvious what to do. I broke some things, but then it seemed it would take forever to break everything, so that's too long... I got some 5 or 6 different units, but they were not really doing anything. I stopped playing.

The game needs some coyote time https://www.gdquest.com/library/glossary/coyote_time/ . Maybe some checkpoints as well if you want people to finish it in a game jam. 

I'd ignore the other comment about the art, I think it looked good to me.

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there are too many commands it seems and allplaces you need to do something else.

I suggest you guys restrict the actions. left right E, tab, mouse, that's too much for a game where you are supposed not to have instructions... feels like I have to guess at every screen what keys to use.

Like the others, I got to the map, then moved the crow with the mouse to the city, then pressed E.

you also should put some feedback, like a visual queue for example if you are over the city and the player is supposed to click or press E, then maybe turn on the lights on some windows, so the player knows there's something there, otherwise it is just guessing and trying to press everywehere and every key.

It was nice enough. I think I got to the final form (space bar), but didn't figure if there was something to do after.

well done.  we can always take the easiest block, so maybe need to give choices like 5 spots vs 5 spots instead of a 3x5. Just a suggestion.
Also, it doesn't seem to have a win, or I lost before winning. 

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I didn't find an undo button. So if I made a wrong choice, I didn't see a way to fix it. So when figuring out what to do, I pressed random faces, and there was no way to undo or get past unless to reload the browser.

Then I did 9 drinks. Nothing seemed to have happened, and it didn't seem to be going much anywhere so I stopped playing.

The game was fine apart from not really having a goal and not having a redo button (dont even need undo, just a restart drink would do it).

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I don't know if its a bug or then just not obvious. After the first button press, I can only press the big center button, and once its on that navigation mode, there is nothing to go to. I mean, I can "stir" or press a small button but they do nothing (I die if I just go backwards). I would expect the sonar/map to show something but it remains empty.

I can't figure what to do. the first button we click, and get some more "buttons". But none of the other ones work, only the big center one. When clicking it, we can "move around", and some directions get you killed, others just run out of air. Nothing ever shows up in the radar, so I can't figure what to pick up or where to go or what to do.

I think I died, yellow bars started creeping in the cockpit. I didn't understand the reason, maybe it took too long. Also one of the 5 planets disappeared for a while, so I had 4, and then it came back. I died about when trying to get to the last one. I'd same its a bit lame that I died >.> and I don't feel like spending another 5 minutes to redo what I did.

hm, I stopped after falling from an enemy pushing me, since I would have to redo the same puzzles that need to be done twice. The ones that need to be solved from both sides.

The toons are cute and I feel they all tie well thematically. I liked the hands and the squishing of bugs and the blob dragging, that was all nice. The controls also were responsive, when I needed to grab a unit to save it, it was instant.

Not intuitive the healing part, especially the levels that there is no healing and you just have to wait to die if there is a mistake and you lose your unit.

Also the healer it was nice if she healed herself, but that's probably intentional so she only heals when healing others.

I'm not sure I like the scripted nature, that you need to buy the items in order, but it makes sense if we think of this game as a puzzle game, though usually I think of this more as a tower defense.

The green liquid could revive them

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I didn't find anything to do with my dead units. Its just wait until the enemies kill my heart and try again....

So a bit unforgiving, not being able to respawn them and having to just wait. One mistake is usually game over.

Edit: I was able to heal back from death with the green liquid.

Finished the game. I think it was a bit too long for the game jam, they did say to make 5 minutes worth and this was much longer.

Apart from that, it was nice as a "protect the girl" type of game. The levels were pretty scripted as in there is an order to buy things.

those blocks turn into something. you have to do something to get them to become something else. Not intuitive though.

pressing enter is very hard to light the candles. You have to be at the exact right spot. After that the ghosts still come right after you. the 3rd candle was not lighting up. You should increase the area where the player is allowed to light the candles...

Felt well done, it was a nice atmosphere.

I spent some time trying to make the game full screen. Those are issues on itch. Without the fullscreen, the image is bigger than the browser window. I recommend for future you guys cap it to like 1920x1080 on itch browser window size.

Apart from that, I just played the whole game without dying. I say that because the other commenters had trouble with the game itself. The end scene should probably have a bit more of a indication that is the end, since I sat there for a bit looking at the sky rolling.

I think it was a fun experience enough, but I'd classify it as a non challenging (though other people seem to have had trouble with the challenge, maybe it was not clear to them what to do, because the "multi tasking" was pretty low, and good thing it was low I'd say for an itch mini game). Sorry to give all this advice.

I think it was well thought and well presented.

Hey Murder, thanks for trying the game!

The GameJam deadline is not over yet >.<, so the game was still a "work in progress" when you tried it. We made an early upload to make sure it was working on itch.

Everything should be working correctly now, and there is a mini tutorial to show the keys.

cheated to win, just kept hand to the right side and the eel keeps bobbing and we can charge safely

it was nice that the power ups were not tied to the downgrades.

Nice to split the resources between army and improving the baking.

Very well produced. Very well done thematically. The gameplay I'd say is ok. I don't know if the choices really mattered, I didn't fully understood what were the consequences. I always tried to take the one less sick. Somehow it says I went to 4/5 cities, and the crime part was a bit confusing.

I'll make a small complaint, is that some cutscenes took a while, especially the intro. Though I think it makes sense and certainly helped explain and make you feel like you were there.

Enjoyed the typing game with multi tasking.

It was not clear to me how to infect. I tried putting the line so others would cross. Tried getting caught. One guy turned and I didn't understand how.

game is saying we need a password, so maybe not published.

It was interesting, but I didn't realize there was a sprint. The time ran out, it let me continue to play, which I thought was great. But after giving all the balloons nothing happened. I tried the console win, but nothing happened.

I liked it, feels like when I used to play as a kid when we enter water in a game, and I would hold my breath just like the character, like in sonic games.

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did all except the last electric level, because I didn't want to try it again a 3rd time. The first pyramid game also gave up at first and came back later. Because it is a big level and feels like there's more than one way and i would have to trial and error a bit. When I came back I thought a bit about the path. Nothing to change, but just to say that a big level like that, as well as the last on the electric is less motivating since you have to do all again. I spent some for support. I am also trying to make some video games. I don't know if this game will make money, I would think not, but I do think tipping developers makes sense.

Ah, must also say I spent a lot of time on one level of the wharehouse, the level where there's a yellow girl at the end of the corridor, the last one. It took me a long time to figure out that level, I think the one I spent most time on. I don't even know if I did it correctly, I ended with 3 charges, and I never used the empty spaces beyond the first switches, I don't know why there are those empty spaces there...

Edit: Came here from reddit. I didn't see anything about game jam. I haven't figured out yet if it is better to leave reviews in a jam or in the game, I personally feel that leaving in the game makes more sense to me. I don't know why itch makes this dumb separation, they should merge the jam comments back into the main page of the game after...

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isn't it a better idea to recreate the mario mechanics and physics, ditch the rom and have no potential trouble with nintendo?
You could still keep the mario model, and do an easy switcharoo if trouble comes

well done. It is interesting.

Well done, I liked the theme, the art and the mechanics.

I especially like the art.
Also good job to the developers with the leash breaking on the collision with the floor.
I also was lost with the "x" to reconnect.

It was a bit too short.

I think the mechanic needs a bit more player agency. For example giving the player the option of switching the character rather than losing the connection.

Enjoyed the game. Two requests if it is not too much and one bug. 

The bug is that after selecting some spells, like 2 or 3, later on even if we have the points for other spells, they are very dark, and I think the select button is greyed out but I can still click on it. So it is only visual.

The two requests are, can you by any chance allow for a lighter background? If this would be too much effort for you to change all textures, can you allow us to change the screen tint? I must be the only dungeon crawler player that uses light backgrounds, the dark ones really tire my eyes (I wish dcss webtiles allowed this as well...)

Last request, maybe easier to do, can you also build a mac version? Maybe its not too important since I see that the browser actually kinda seemed to save my progress (I don't know how). At least when I refreshed it still had progress.

Took me two attempts. It was pretty nice, I like the graphics. Thanks for the game.

Ah, I see now that you may not work on this anymore, I may look at the source code then. I've donated anyway, thanks for working on this, maybe it will never become popular but at least I found it useful.

Is it possible to add the mac builds now? I would like to try the collision generator that is not in 0.4.4. By the way the tool seems useful, it is probably not very well known. I found it by chance at the end of a git issue, referred by someone: https://github.com/godotengine/godot-docs/issues/3316