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liamsorta

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A member registered Nov 28, 2016 · View creator page →

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Love the feel of this, the camera work especially was fantastic, though a little less granularity on smaller vertical movements would make platforming a little nicer.

There's just something so smooth about the attack animation that makes it so satisfying to use, being 'rewarded' by stunning the enemy simultaneously is a nice way to add in some natural risk/reward when it comes to attacking ranged enemies up close vs waiting, jumping, attacking, hiding etc.

One big criticism I do have though is how strong the pushback effects are, they feel less like knockbacks and more like taxi rides. The recovery time is also far too short, the boss being able to attack me three times with the same projectile adds artificial difficulty that isn't really satisfying to play against.

The pacing and retro feel of this is really well done, I'd love to see where you carry this on in the future, great work! 

Very unique style, though I did accidentally find out the exits a few times - a bit more direction would be helpful. Good job! 

Reminds me a lot of the old 'you are god' flash games over on Newgrounds, nice concept though!
As others have mentioned, the lag is a bit of an issue here, though a couple of things you might want to look into are the Job / Entity Component System, or, using a shader to simulate the breaking of the mesh, processing this on the GPU will really smooth out the destruction! 

Really enjoyable game! Big fan of the basing/upgrade mechanic, beautiful pixel art and the camera control was great. A couple of gripes would be that the slight delay after landing from a jump, while minor, really feels like an interruption of flow in movement and a little frustrating to work with. 

I'd also like to see more ways to heal up aside from combos, such as while you are at the altar or offer an upgrade for passive regeneration / ability to combat the light balls.

Great work, Necroreaper was a treat to play! 

Really cool concept! Level 7 beat me, though I'd love to see a few more mechanics introduced, perhaps upgrades or powerups to help identify purple ghosts. Nice work!

As a big bullet hell fan I'm digging how hectic it can get, though, one criticism is that there really needs to be an overlay for the cursor, when hidden it makes aiming much more frustrating. Great work, hope to see it carried on! 

Super creative use of the theme - I'd love to see this carried on, perhaps with some more depth to each of the henchmen you recruit and with a less forgiving death system, since after getting 3-4 you can reliably keep your boss out of harm's way almost indefinitely. Looking forward to see where this goes next

First off, that splash art is gorgeous! Super unique game idea, I always wondered by the npcs I slayed dropped keys, it all makes sense now.  Really hope you all carry on after the jam, love the whole concept 

Really cool idea! Managed to get 40, only to be assassinated by a rogue piece of speeding seaweed. I think this would really benefit from a wider field of view, otherwise, great fun 

What a beautifully charming game - I managed to run into a few secrets accidently which made it even cooler. Really nice work! Those boss battles felt really well made, took me a good few attempts to win Mum

Looks like you've got a great starting point for polishing this game into a full title! Really hope to see this carried on :) Great work

Really enjoyed this game! The art style worked beautifully with the whole theme of the game - though Goldilocks was still very grateful even when I spent the send attempt blocking the door without finishing a single task. 

Really neat game! Great work on the AI especially - some clearer instructions are much needed though, without the information on the game page I would've been clueless

Managed to kill them a couple of times without having to hide, really liked the premise though, with a few more enemy types and perhaps some items/movesets, I'd love to see this game continued on! 

Dang that got frantic quickly, those exponential ball drops felt so satisfying. Some more variety in ball types after the big ball would be a great touch. Nice work!

Pretty difficult game but I like what you were going for! One thing to note when you're checking your collisions, cast a single ray downwards rather than around the whole object. Great job :)

What a cool concept! Really nicely done, especially liked the sims-style voice lines. Some mechanics to affect Jimmy's movement would be a great addition

If you're reading this before/after playing the game, I implore you to carry on! 
Well done, really interesting twist, definitely didn't see it coming. 

I never knew Santa was so short! Great job on the submission, one comment I have is that I wasn't sure where I started at the beginning, perhaps some kind of vignette around the screen at the start to draw attention may help. 

On a smaller note, keep an eye on your sense of scale when building up a level, I would imagine the woman in the scene has a hard time getting through the door! 

Congrats on the entry! One thing I would like to see is tighter collision boxes and a less aggressive velocity drop when jumping, it felt a made movement feel quite restricted 

Yes!! Cats, festive christmas tree-based puzzles and flying stars, what's not to love? Brilliant job

Woah! That camera change really caught me off guard, loved that twist - though it wasn't immediately clear, perhaps third person would be a better option? Great work :)

I dig the concept, I think with a larger map (taller w/ scrolling) you'd be able to incorporate a bunch of other mechanics to help keep the player airborne for longer. 

Had a blast (literally) playing this! The artstyle fit together perfectly, gameplay felt juicy and very few bugs. My only suggestion would be to more clearly indicate where the player's cursor is. Great job, really looking forward to seeing this continued on! 

Hi I4N T, 
As you may know, we are running this jam in support of SpecialEffect, a charity aimed at providing disabled gamers with the equipment they need to enjoy video games - Accessibility was one of the 'sub-categories' we mentioned on the jam page to act as an indicator for how 'friendly' the game is for disabled gamers. 

Hi AmdRin, 
You're welcome to have additional members though the team wouldn't be eligible for prizes - you may want to consider splitting into two teams of three :)

You can use Unity, Game Maker, RPG Maker, Unreal or even pen and paper if you really wanted :) This is about you making something cool!

You are more than welcome to participate on your own!

Hey all!
As you may have seen on the jam page, we are partnering up with the fantastic folks over at Crowdforge to help streamline your team building experience. Hop on over to our page over there to see the open teams or even register your own: https://crowdforge.io/gdn

Hey all!
As you may have seen on the jam page, we are partnering up with the fantastic folks over at Crowdforge to help streamline your team building experience. Hop on over to our page over there to see the open teams or even register your own: https://crowdforge.io/gdn

Absolutely brilliantly done, the amount of thought put into the game is clear right off the bat here, I really do hope you continue developing this, I'd love to see more

I actually had quite a bit of fun with this, I played it much longer than I probably should have haha. The retro feel is strong here, keep it up! I'd love to see more

I love it! Charming, lovely animation and fairly intuitive. Nice work

Woo! Glad we managed to get this submitted :)

Super fun mechanic, I think expanding this more into a full arena complete with upgrades and perhaps some environmental hazards would really take this to the next level. Nice work!

I love the main character so much, I want plushes asap! Agreed on the collision boxes but for the most part, super enjoyable and I'd love to see more development made on this 

The art, the animations, the dialogue, I love it! Something oddly charming about this

I do love voxel art, the animations were super well done too!

Similar issues as mentioned below but I really do hope to see this developed further after the jam! 

It's so damn pretty! Really nice job. Colourful, solid polish and blood splats, you guys should be super proud!

My one criticism would be the controls don't feel all that responsive, something tighter and with more direction control would really benefit a game like this, especially given the size of the 'dungeon rooms' 

Interesting premise though I think you'd benefit from having it just automatically pick up atoms instead of having to press E, perhaps your momentum increasing along with the spawn rate would be a nice touch