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LoreNyanski

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A member registered Dec 08, 2023 · View creator page →

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Uh i mean... *you didn't see anything*🔫

You noticed our biggest shame 😔 We forgot to turn off anti aliasing in the final uploaded version and noticed only after the submissions ended (i don't have the eyes to catch that small detail)


As for your critique yeah if we had more time we probably would have spent it fine-tuning variables like that based on feedback. Still thank you so much for playing our game :D

We wrote it in the description but forgot to add a tooltip in game that you can dodge through bullets without getting hurt by pressing right click. You jump forward and become invincible for a short while, letting you move through bullets and enemies alike. Still thank you for trying the game!

Thank you for sharing your feedback! Yeah the "Free the rest" objective text we included because it's kinda funny but in hindsight i can see how it's not the clearest. Thankfully most players managed to connect the dots fairly fast. As for the rest of your concerns I agree we were hoping to have more time by the end to be able to fine tune the variables like slow, and most importantly difficulty (based on feedback) but gamejams wouldn't be gamejams without a time crunch. We'll probably try to assign more time to that part in the future haha

thank you for the kind words :D

Who up farming they bits. Cute demo! the 3d models and the shader looks nice but yeah it could use a little extra gameplay haha since rn you don't really have to make choices in the game.

Wow, I completely got sucked in and *had* to play until i beat everything haha. I love this game, from the visuals that perfectly convey 3D through the chill music in the background to the actual puzzles. Absolutely magnificent. The one thing i found frustrating is that i had to figure out the rules for the flowers myself, this is probably intentional but i don't think the game would have suffered if there was a plant manual that told you the rules of them blooming (especially if its as complex as that vine plant. I think that had the rule that it needs water and exactly 2 different adjacent flowers. Also i didn't learn what the rule for the tulip is haha). But yes  hella impressive

peak

Short and sweet witha cute little artstyle, especially the design of the main menu and the image at the end. 

I have 2 main points of feedback if you're looking for ways to improve your game:
- an undo button is essential for tile pushing games if its very easy to soft-yourself. Going through all the effort of getting the ferteliser and water just to accidentally mess up the sun feels bad
- A little extra visual every time you push something succesfully into the stalk would be a cool improvement

Thanks for the submission, it was a fun time :>

Fun little game, number go up is pretty addictive ngl. I was about to complain how its missing some key incremental game elements like automatising your production but at the very end when i alerady went through the game manually i realised you can enter the hive. This one's completely on me, im just stupid lmao. Anyways one other piece of feedback i can give is that it would've been cool if there was still some kind of use for the lower tier flowers once you unlock a new level of flower, becasue right now its just not worth the effort to send out your bees to those ones. I always kept a number in my head for how many of my flowers are the highest tier and only sent out that many bees. Anyways cool submission :>

Banger, This was super fun to play, though admittedly i found that there isn't much of a point to keep all the light flowers alive? Like only camping around one and running around trying to make sure i keep all the enemies in check was enough to survive 4 minutes. It also took me a bit to realise that there are other light flowers in general haha. But the first run is supposed to be "realising how to play" anyways. Overall really good game, and cute sprites to boot!

Jesus the effort put into this game is insane, well done, I can tell this was a product of passion. The only thing that hasn't been said already that i would like to see in the game is that maybe the crafting recipies should have been visual instead of [element 1] + [element 2] = [element 3]. It takes a lot of time to remember which icon has which name and it makes learning how crafting works kinda punishing since you have to summon everything to be able to check their names. Not to mention its sometimes annoying that you have tocraft something before you see what stats it gives. Absolutely beautiful work though

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Ever since seeing the game on discord i considered you such a madlad for remaking doom and god daamn you did a good job. It really feels like doom. So consider my surprise when i found that you can jump haha. I see in other comments you mentioned that you just forgot to comment it out tho so i wont comment on it too much. The only thing thats sad is that it feels like you didn't have much time to build actual levels. The current and only level feels barebones and the enemies just kinda run into the wall. Despite that i still think it a pretty awesome achievment to be able to make this in such a short time. Impressive!

Finally a game that lets me fulfill the fantasy of being a cult leader plantfluencer. It was good fun :> a sort of incremental game with a unique twist making it more puzzle-y. At first round I didn't understand that i was swapping (or upgrading) my powers but i understood pretty quickly afterwards. However the biggest thing thats missing right now is the ability to view your current abilities before making a choice for which new one to take. If there was a preview button that lets you see that that would've been a great addition. Other than that fun stuff, love the plant guy's sprite

This might be my favourite looking game out of all submissions ngl. very stylised and smooth animations, loved the bounciness of the player, not to mention the scythe effect. The movement through RMB was slighlty strange and required some time to get used to, and the scythe chargeup has a smaller area than the actual hit effect. The game is short and satisfying, but if you wanted to expand it i feel like there would be a lot of ways it could grow (pun somewhat intended). Really good job!

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Fun game, love running a little flower shop and its admittedly very nice to have arange and water the flowers yourself haha. I feel like its very limiting that you can only see what 1 customer wants though. At the beginnning of the game i had 2 customers lined up becuase i had to wait until a flower blooms fully for the customer in front so i couldn't service the other snail til then. Also the flower stages aren't always 100% clear, especially because theres like sprites for when its growing from one stage to antoher. All that aside though good work, I saw this game on discord a few times so it was fun to be able to finally play it!

Fun little game. Feels a little tower defense-y. Though i do have to say it took me very long to figure out what is actually happening. You should update the itch io page and write a better tutorial that also explains what the ants do. You can still do that even though submissions are over

Seen this around on discord a bunch so it was fun to finally try it out. Good gameplay, almost addictive even haha. After trying a round in the hard mode i found myself wanting to hop into casual and just see whats the biggest, most satisfying combo i can cook up. 

Altogether id rate it a solid anime babe/flower

Short but really cute game :> loved it. Visuals are great, and the music fits the atmosphere, however the gameplay does have some stuff that would be good to note for further projects.

I personally felt very restricted by the small viewport. It was frustrating to eitehr wander around somewhat aimlessly or have to zigzag to get a better mental image of what your environment actually looks like. At first I felt directionless but i think the little seeds were meant to direct you (it might just be a coincidence tho).

Also the flowers only restoring a little bit of boost isn't the greatest when they respawn so quickly. I once found myself in a large open area with flowers being scattered and scarce so after that every time i didn't see another flower nearby it was safer to just go back and forth on the flower to gain max boost and go explore safer afterwards. Maybe the flowers could have just gave you full boost and decrease the total boost you can have.

However altogether i still enjoyed myself so thank you for this nice submission :>

Sweet game! reached 250 seconds before being blown up. Love feeling like im in the middle of a minefield

If you're looking for feedback:

  • 1 more flowertype would've made the game a bit better imo. You don't want too much variation but after a while only having 2 to look out for made things less interesting

I ate seven A4 papers

Rats, rats, we're the rats

We prey at night, we stalk at night, we're the rats

I'm the giant rat that makes all of the rules

Let's see what kind of trouble we can get ourselves into

Whelp, I am officially too dumb and/or impatient to finish this game haha. The concept is super cool but after grinding away at a wall for 15 minutes and not making any progress I didn't really feel like continuing. The art is great tho and the hand yeeting you into oblivion when you're caught is awesome. Once I even managed to use it to get up a ledge becuase one of my limbs got stuck in a rock while the hand was lifting me.

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Imma be real with you chief, this spellcasting system fuckin rules. I love the fact that you need to improvise your spells on the spot and that you can't use the same thing for too long, It keeps C A S T I N G   S P E L L Z always fresh. If you plan to continue making something with this I recommend expanding a little on the options and refining the enemies a little, add more variety.

Another thing that might be worth experimenting with is that once a spell overheats, it doesn't go to a cooldown but its locked. In the current version, technically you can just use your op spell wombo combo until it overheats then wait until it cools down, or just jump between 2 mixes of spells. This kinda goes against the idea of forcing ppl to make up new spells so if theyre locked instead of put on a cooldown that could lead to more forced experimentation. Once a set amount of spell components have been locked every time you lock another component a random one opens up.

You could also try adding new spell options as items you can pick up to expand your arsenal, the more you find the more options you have.

Anyways, cool gaem and I see a lot of potential in a magic system like this. I found that cycling through all sorts of spells, just clicking on 3 random components and figuring out what it does while im already using it to shred some goons is incredibly fun.

Okay this game is one of the best submissions based on gameplay. Its so addicting and theres so much stuff you can do differently between playthroughs, it simply beckons you to play another round, play another round. It was quite a delightfully devious move to have a leaderboard with the minimum requirement of 12 nights, becuase that kept me coming back even more haha (Unfortunately the farthest I got is 9).  

The only feedback I have is that there should be a way to see the effects of the ingredients when using a controller. For my first 3 runs I had no idea what any of them did l basically just picked them at random.

But alas, the music is a jam and the artstyle is pretty cute. This is a great game already so im excited to see what its going to look like when its not just a prototype :>

Lightmode vs Darkmode users


Great game, I had lots of fun playing thru it. At first it felt weird that jumping and shooting  were tied to the same button but I got used to that fairly quickly. 

However I felt like the dimension switching mechanic was  quite underutilized. I didn't really feel the need to switch mid fall, I mostly went through the first long descent in the shadowrealm and it meant that i only had to fight half the enemies. After clearing that part I had enough materials to upgrade my damage to 1-2 shot enemies so they weren't an actual issue from then on. Weirdly enough I started switching way more after this since I could now just switch and kill sentries immediately. I actually accidentally killed the boss in less then a second, before i realised what was happening, due to my damage being upgraded to high hell.

That being said I really enjoyed the fact that you have to break your fall by shooting. It's a satisfying mechanic and created an interesting interaction when my damage was high enough to kill the bricks in one shot, because now I couldn't just land on a single brick that easily.  Gaining upwards momentum and raining hellfire upon the goobers below feels great. 

Overall loved it :> and the art/sound design definitely enhanced the experience even further.

Great concept for a game and also one of the most complete games I've seen during this jam. I genuinely do not have any feedback because all the mechanics are interesting and they work as intended. I really enjoyed going through the puzzles and I hope to see more if you continue working on it :>

This is such an adorable game, im melting. Very creative way to implement the theme

This is such a fun game, and the amount of polish is amazing too, the smoothness of the animations and movement, the artstyle, the music *mwah*. Something that i noticed is that the multiplier never gave me 4x in the scoring even if I reached that part of the bar next to the cauldron. Either way it felt great to play. I love the easy to grasp potion brewing mechanic that becomes a pretty fun puzzle with limited ingredients.

God damn this was so much fun. Really interesting upgrade mechanic but I do wish there was a way to know if you unlocked everything possible. I only had the middle spell, the meteor spell, the circle flame spell, the mud slow spell and the collect radius spell, I don't know if I missed anything. But besides that the gameplay is just great stuff, clearing that big enemy group is just so much fun

stunningly beautiful game. The art, the concept, the execution, the music, everything is simply splendid . I had a hard time stopping after i had made a very pretty planet for myself haha. I don't really have any big feedback but since I want to give something a little nitpick will have to do. The star collecting sound is a bit too loud in my opinion, its a sharp sound so it can hurt the ears after a bit. But other than that I love this game, bravo.

Fun little game with a nice gameplay loop, I enjoyed it :> Although after minute 3 its almost only fending off enemies and not searching for new ingredients. I was going to say that the throw just doesn't work sometimes but halfway through my last attempt I realized that it always aims in the direction of the cursor lmao. The attack however felt slightly off for me for 2 reasons. 

Firstly because there is no diagonal attack even though you can move in 2 directions at once which meant that i often approached an enemy from a diagonal then missed because the character only hits in front of them. Secondly, sometimes, especially when attacking in quick succession, the character doesn't turn around if you change directions. For example if i attack down then try quickly attacking up the character does move upwards but they still attack in the same direction as before. 

Other than that a short description of what the poition you just got does would be cool imo. Anyways cool game!

Thanks for the feedback! yeah the three ledge jumps were the first and hardest obstacle i come up with lol. Didn't have the heart to make it any easier. As for the other one good on you for noticing, I only realised after the deadline and couldn't change it so lets just call it an intended skip ;)

You are supposed to be able to go up the staircase then through a window to reach the ending but I unfortunately made it really unclear what you need to do since those last rooms were one of the things I barely had time to implement haha. I'll probably make it clearer with lighting once i have time to resume working on the game. Not to mention that a simple jump isn't enough to reach the top of the screen so the player has to boost themselves in a pretty awkward position to get up, thats also something ill have to fix later. Either way im really glad you played it.

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I'm glad to hear that! Obviously lack of time can screw plans over, I wanted my game to have so much more stuff in it too but i simply couldn't do it all before the deadline lol. Tbh difficulty is quite hard to gauge, I also made mine way too difficult. I'm definitely gonna check out the update tho, cant wait :>

Holy hecc this is such a beautiful game. So well made and incredibly polished, so I really wish I could only have praise for it but I have to agree with other commenters: the game is too punishing for a gamejam. I really really wanted to get all the lore fragments and finish the game but after failing the final(?) gauntlet 5 times and falling to the bottom of the tower I just can't. I spent over hour on this and about 50% of that was just me climbing back up to the place where I was previously. 

Making punishing games isn't necessarily bad, in fact one of my favourite games is getting over it but in the time I spent not even experiencing anything new in this game I could've looked at like 4 other submissions. A  tab in the escape menu that lets you teleport to any extinguished bonfire would make this game a 1000 times better. 

I love everything else about the game though, the movement, especially the dash feels very satisfying and precise. The part where you have to jump right at the end of a dash to keep the momentum is really cool, it was a very clever idea to put a little green circle to signal where you have to start the dash from. And the lore fragment thats there is a really good reward for it (my working theory is that we play as the Lilu). Overall one of the coolest games here that i sadly wont be able to finish.

PS.: Another small thing that I noticed is that looking up makes the game really struggle. This doesn't really impact the experience but I thought you might appreciate feedback on things that might be worth looking into

Great experience! Not many of the submissions feature full on voice acting, but this game does it quite nice! I also loved the papers please-like dilemmas of wanting to help out ppl or refusing them because they wont pay you too well or wanting to earn money but not being sure that it's the right thing bc theyre doing shady business. Either way the game-part is also done quite nicely, my one gripe is that the very first customer started going on a whole monolouge while the timer was running so i ended up accidentally not serving him haha. I don't know if thats intentional or not but it made me feel like im missing out on their clever lines

The fact that you made this as a solo dev is astonishing, the art is great, the sound design is fantastic, the setting is spooky and the gameplay is fun too, well done! I had lots of fun playing through it. At first I was confused why the turn timer reset sometimes but if ended up understanding correctly the basic 1 spell doesn't reset timers but every other one does. Either way super cool game, though it might be a bit too rng dependent sometimes. perhaps a slay the spire-esqe enemy intention popup would be good to experiment with?

For green I stacked the table and the cauldron on top of eachother next to the bookshelf then I climbed up the trashpile to get to the high shelf. For blue I just climbed on the lower shelf because i wanted to jump on the hood dude's head but ended up seeig the potion when they went by.

Cool take on the game of chess and very creative ingredient names lmao. Sometimes it felt like the enemy piece that killed me just spawned out of nowhere. A slower death animation that shows the enemy piece moving to your king to capture it would be nice

What a fun experience. I love short retro horror games like this and The Entity looks and sounds creepy so well done. Especially the rapid approaching footsteps if you don't see it. Chills down the spine. I also really like that you have to scroll to charge the lantern, reminds me of those kinda spin recharge flashlights.

Anyways for feedback here's my two cents/things I noticed throughout playing:
- I wish the lantern recharged faster. Once its out i just find myself scrolling the wheel for way too long at a fire
- At one point I barely just left the campfire but i was in the shadows so the entity had the opportunity to attack me, but it attacked from behind, where the campfore was, which doesn't make much sense if they're afraid of lights
- At one point it was approaching me from the top of the hill and i whipped my light out so it just started floating above me lmao
- Sometimes the game just  lags, a little more optimisation would be great
- I feel like there should be a small light source on top of the rock formation, to give at least a little time to read the task update once you assemble the rune

Other than that I really loved it ^-^ Having to bait it at the end was a frightening task, but the sprite change to frowning was great. 

PS.: I found Thor D: