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Lieero

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A member registered Jan 07, 2024 · View creator page →

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Could you go into detail with the issues you had? Constructive feedback is great, I'd just need more info to be able to improve on them.

But wouldn't it be good to still give it a thumbnail and description, since you did upload the build? Since those can be edited during rankings and all

I am so utterly perplexed by this submission, why is something with as good of visuals as these and just overall professional feeling assets and fairly solid gamefeel also thumbnailless, descriptionless and basically nameless? I suppose this is one way to interpret the theme...

I thought this was cute! Especially the main character, even though they're so simple.  I enjoyed the vibes, would be fun to see fully realized version of this concept. The thumbnail's really pretty so I'm guessing not everything planned quite made it to the release build. (Btw I found that holding the ctrl key could be used to bunnyhop and climb walls but wasn't mentioned on the game page, was that intentional?)

I feel like if the movement mechanics were significantly more polished this may have been my favorite of this jam. It reminded me of A Hat in Time's rift levels combined with one of those relaxing walking simulator platformers, which I think is an awesome combo. There's a lot of potential here, but the janky and unpolished animations and movement mechanics took a lot out of it. If there was more polish, the moves felt more natural and like momentum was conserved in the character and there was a more cohesive and pretty world with lots of levels around it, I would absolutely buy and play the crap out of it.

I played and left a rating & review! Here's my game: https://itch.io/jam/metroidvania-month-30/rate/4118363

Jumped and fell out of bounds in the monitor room and got stuck in the wall forever. Oh well. Visually this was easily one of my favorites this jam, super cute and cool, very charming, loved everything about the style except for the constant noticable flickering of shadow borders. As for the gameplay, in my opinion the platforming wasn't a great choise with the orthographic camera, and I didn't really get the cursor centered controls. Combat wasn't very satisfying either. The gameplay just didn't engage me enough to push through the platforming section a second time and go back to finish the game, so my legacy will be forever etched in this corner. I feel like with some fairly small tweaks and better thought out combat though this could have been a really great game though, so nice job!

I was really pleasantly suprised by this one! Judging by the cover I did not expect much, but once I got into it, the style actually started feeling quite charming, and to my surprise all the mechanics felt surprisingly good and tactile to use. The combat, while simple, was genuinely fun. The spear dash felt unique and had a good bit of skill expression. Music was nice. I experienced no bugs. And the game was so big for what it was, with multiple areas and bosses even... I had a great time. I wouldn't pay for a game like this personally, but this really made me smile. Awesome job!!

As you asked for proper feedback, I'll be pretty straightforward. At the start of the game I felt a bit baffled by the mishmash of styles and qualities of the assets, the strange unexplained floating furry fairy didn't look like it belonged in the same game as the plasticky burly robot marine, and the lack of any scene setting didn't help. I had no clue what I was doing or why. I felt overwhelmed by the environment and my moves list, even though I didn't even need to do anything yet, as it didn't feel like there was much of a focus on anything. The lighting was very flat, some of the animations like walking were realistic and some were very much not, like jumping or attacking, and none felt very grounded or physical at all, but rather like disconnected assets rashly thrown together. There wasn't much feedback at all on the actions, like interracting with objects or attacking, which just felt like wildly swingin at the air. Many UI elements and graphics were really low quality or flat and they didnt really mesh uniformly, feeling rather messy, certainly not minimalistic. Everything was stiff. I thought it was a questionable choise to position the camera such that you could always see the arm blade as a line of a few glimmering pixels because it was positioned exactly perpendicular against the camera. I accidentally quit the game many times when trying to pause with esc, I got pushed out of bounds through the floor by a double-jump-locked door and had to restart again. Nothing really felt polished. I thought it was unfortunate, because I could clearly see that a ton of time was poured into this project, I enjoyed things like the orange polygonal effects on the ground when moving, and the designs of some of the enemies, but it felt to me like it lacked a uniform vision to pull it together in the visuals or gameplay, not even mentioning the audio. That, and it was also probably just way too ambitious for this time, because there really wasn't a lot of polish anywhere. I couldn't get myself to finish the game because it just didn't feel good to play. I do appalud the effort though, and hope you continue making things. I'd recommend making something much more contained(minimalistic?), uniform and thoroughly polished next time first, and then expanding on that.

Hi, thanks! Your game was really cool too!!

Lovely concept and vibes, figuring out that the powerups were cross-cabinet was satisfying and the ending was cute. Felt like there could be a lot of potential in an expanded version of this premise. Nice job!

Finished and left a rating!

Very interesting game, loved the visuals especially, and concept was very neat to figure out, even if it was frustrating before I did. Really solid, nice job!!

Tell me your game and I'll play & rate it if you play & rate mine :)

https://itch.io/jam/metroidvania-month-30/rate/4118363


Really simple and cute art and music, left me smiling

Super visually striking, loved it. The animations and lighting and all made for such a unique atmosphere, it felt like the kind of game I'd see in a dream. The platforming was frankly very weird, and I didn't really agree with the mostly uncancelable slide after landing, but it was surprisingly controllable after all for how slow and slidy it felt at the beginning, and I did have a lot of fun with it. Had to give up at the challenge part after making a way-too-precise of a jump after like 20 minutes of trying  and then dying and getting sent back to the very beginning of the area. With a checkpoint there I definitely would have wanted to finish it. But yeah very cool, I'm glad I got to play it.