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Lily in the Wind

16
Posts
5
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A member registered Jun 20, 2023 · View creator page →

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Really creepy, well done :D

Really cool :3

Thanks!

Thank you Sams from game jam team "Mind Your Time"

Thank you!

(1 edit)

Eventually you get to the boss on the third level, where you get the credits and loop back to the beginning again.

Levels are procedurally made. Thanks for the compliment abt the background- it took me a while but I think it turned out really nice :3


Thanks for playing!

The movement of this game is really fun, I've been spending the last 5 minutes just flinging myself around the map lol

Thank you!

Thank you for the review!
Using the attack to gain iframes to dodge straight through the bullets is the intended method for most enemies, along with baiting out attacks to dash through the side of enemies, but I don't think I really conveyed that you were supposed to do that very well given the short timeframe.

Thank you :3

I really liked how unique all the different upgrades are- whenever I get one of the rare ones (blue) it makes a big difference in my next run and is fun to play with/around. Ended up winning on day 13 :D

Cool game :3. I like how you can see what you need to do early, but don't have the transformation for it yet- so when you do get the transformations it's like "oh! I gotta go there!". Also I like how the forms all get more werewolf-y with the moon changes, and how you implemented each form to do diff things (full werewolf can't talk/do actions, but regular Luc can't climb/jump high)

Woag this is really cool! Great submission :3

Make the game run on html challenge.... (failed)

Whoa this is really cool! Really well done :D

Whoa cool :OOO

Feedback stuffs:

Slide animation on the top right/left corners playing when you're barely on the block, but sliding into it, feels a bit weird. Could be nice if sliding could only occur when most of your body is next to the wall.

Dying screen feels like it goes by a biiit too fast, or might just be from the lack of a full death anim. Just my preference tho, and I'd completely understand if its that way to make gameplay faster (more playing, less loading in when you die)

I like the little peeking over the edge animation that plays when you're near an edge, as its a really small detail and its cool. Problem is, it stops playing if you move forward slightly, aka when your character is "off" the platform, but your hitbox size keeps you on it, and not falling.

No short hops :c (I like short hops)


Anyways, this demo was fun to play c:

I really enjoyed all the "little things" that can sometimes be glossed over when making a game. The Warehouse felt really lived in.

The art is just amazing, both the 3d intro & all of the pixel art. I absolutely love it

The soundtrack is also amazing, and I really loved all the songs. They were nice to listen to while doing all the platforming sections, and the song that plays when the elevator falls really fits the mood


Really, just a major good job to everyone making this game. I always love indie games & indie devs, and everything in the demo felt like it had so much work, effort, and talent put into it. Thank you for making this!