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lukeray

198
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4
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22
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A member registered Apr 17, 2020 · View creator page →

Creator of

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An interesting idea. Had some jank and the platforming controls can be refined, eg it falls quite slowly, and gets caught on walls. I'd also recommend incorporating coyote time and jump buffering, which are useful platformer quality of life mechanics.

Besides this, the puzzles were pretty good. As far as the theme goes, you have to die to change your movement options, which mostly amounts to killing yourself once per level, which I'd say is an alright gimmick but doesn't have much room for development, eg, the gimmick could have been you choose your abilities when you spawn and the levels would have played the same. It might have been better if the puzzles needed changing of abilities, which I think is what the checkpoints were for? But I didn't change my movement abilities at all after the first death.

Finally, I think the dev put the resolution to something strange, which caused some bugs with UI being offscreen and alt-tabbing crashed the game. This is an unusual choice probably made for the pixel art, but seemed to only cause the above bugs.

Overall, very solid entry, especially for a first jam. Novel concept, could do with some more interesting puzzles and refining the main mechanic and the player controller. Good work!

It's been a good jam

Really charming entry! 

Thanks so much, and I'm glad to hear that tricky bit of programming didn't go unappreciated!

I rewrote the other guy's comment to be nice

Holy fuck, banger game, I can see why you thought it was remotely fun, you can tell you tried it.

I particularly love the exponential cost gain for small linear improvements!

Thanks so much for playing, and that's a really good  spot with using the physical key code - you're exactly right, I looked it up and the unity old input system, which I used, uses physical keys not accounting for non-QWERTY keyboards. I had no idea it worked like that, so that's an excellent bit of insight.

Really interesting game, it was a lot of fun to figure out the game and crack the system by cheating. Top marks for innovation!

Very clever and innovative entry, I really enjoyed the depth despite quite simple rules. Good job!

hell yeah

I really enjoyed this one! It took quite a while to win, with a lot of repetitive clicking, so I would've loved if the animation was faster or there was a way to instantly do rounds or something. I enjoyed the powering up, it felt like I got one over on the game when I manipulated my wheel into only having really good segments, which is a hallmark of a really good roguelike.

Thank you so much, I really appreciate the kind words. And I love that somebody appreciates the undo! It was by far the most difficult thing to do. Good suggestion on holding undo, I didn't think of that. Thank you so much for playing!

Really high quality entry, though it was a little unintuitive somehow working out how to actually score. It took a few rounds to work out that the tooltips of each thing was essential, and how multipliers worked, and it was frustrating failing to reach even the first round score multiple times in a row. Once I overcome that barrier, it was a joy to play.

Really excellent game, though it's very punishing, as a single bad turn will end your entire run.

Hey there, I really appreciate the kind words and the in-depth response, it's an absolute treat to here you enjoyed it so much. By way of explanation with regards to the theme, I agree it isn't particularly "risk/reward". We thought that the theme sort of restricts the type of game to genres where you are making lots of choices, Roguelikes, strategy games,  action games, etc, so I thought it would be more interesting to dial in on "risk" and go for a more interesting/less common genre. I don't really like how restrictive the theme felt. Thanks so much and have a great day!

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Really good combat and polish! Absolutely polished to a shine. It feels excellent to play for the most part, though my main critique would be that the whole rolling for modifiers sequence feels quite long, especially when it's the very first thing you do when starting, before even combat. I think it would've been better to roll for all modifiers at once, less down-time then. It discourages me from having another run when I have to do a fair amount of waiting first. Furthermore, we do not know what the dice represents until the guy announces it, so the dice rolling doesn't add much. Also, the money seems to be broken? I had like 40,000 coins and maxed out the shop round one. I had "moneybags" if that's relevant. Besides these minor complaints, I really enjoyed your game, fantastic job.

Very interesting entry, difficult to understand though

Crazy work for one week

Really polished and satisfying entry. I think the hook was nice, but I felt very overwhelmed initially by the amount of options available to me. Once I worked out what it all meant, it became a lot more fun.

thank you so much for playing!

haha thanks for playing, I can confirm every level is beatable, some of them are very difficult

you can't, they're joking, it's for clout

Really clean entry! My complaint though is that the losing animation was very painful, it's genuinely cruel to watch your work be reverted when you are frantically trying to finish it. I would have been so much happier with a "You lost, restart?" menu rather than the level resetting right as you are about to finish.

Very creative timing challenge

I liked the narrative you wrote, it was a compelling story. Gameplay was maybe a little bare-bones, with lots of walking, but I enjoyed the minigames. My only complaint is the "mixels" - you have mixed pixel art of different resolutions, when pixel art look a lot better when all pixels are a consistent size. Creative entry, I liked the way you  intrepretted the theme.

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Really clever and interesting game. It's so amazing simple for how satisfying it is, I'm surprised nobody's done it before. I had difficult at first because the spinning mechanic doesn't seem advertised anywhere (edit: it is in the info panel, I missed this, oops), I read your explanation for loop on your submission page and worked out I could spin. Before that, the game seemed so punishing and impossible to get enough score to not die, but once I worked it out it was a really fun experience, and top marks for creativity for sure. Good work!

Came here from the yt devlog! Nice game, I like the colours and the particles. Definitely missing a little feedback eg hits , and I would love a way to gain score faster (eg, collecting score boosting orbs or something) so that repeated attempts are made shorter by having more skill. Besides that, lots of fun, a very clean entry!


Also unless told otherwise I'm going to go ahead and assume this is the world record. FIght me.

⬤ -> ■ -> ⬤ -> ■ -> ⬤ 


Thanks so much for playing, and I am so glad you enjoyed it!

Yeah, there's a throw mechanic. It's not too important but gives the player some more control. I'm sorry it didn't work on trackpad, I haven't quite worked out how to get it working with it, I'll probably add some buffering or something. Thanks for playing!

Pleasantly confusing is a perfect phrase and exactly what I wanted to invoke! Thanks for playing (and your game was great if you worked with campak)

Satisfying main gimmick with the different weapons and the method of movement was interesting. The restricted movement though was a little difficult to work around, and it felt like I couldn't help take damage from the sharks in particular, who seemed to move faster than me. Overall, very charming and compelling game!

A really satisfying game once you got the mechanics, it was fairly intuitive, though the one zombie looking guy felt a little bugged as I couldn't swing him into something when it felt like the same speed killed the other guys. When I worked out I could kill him by swinging a crate into him, I could progress and it was fine. One hit kill is also a bit punishing, especially with the projectile enemy. Beside these critiques, I thought it was a well made game, and I really enjoyed the different ways you can kill the enemies, eg swinging one into another, into a wall, swinging a crate into them, and even punching them into something else moving, which was particularly satisfying. I really enjoyed this entry.

Also, glad to meet a fellow itch.io CSS enjoyer!

Fun game with some unique puzzles. I thought you moved a little fast or was a little small to platform on your equally small clones, so when trying to jump between clones I would sometimes fall off, but overall it wasn't a big problem, only maybe the second level. I liked how you had as many clones as you wanted, unlike the other games which only has one or two, so it was a lot more chaotic. Another note would be there was a lot of downtime in waiting for clones to set up, but not sure how you'd avoid that. Good game!

Lovecraftian game club!

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Clean shooting mechanics, and good levels. I struggled to clear the second level at first due to misunderstanding that the enemies aren't reset when you reach the end, but entirely new enemies are spawned, which is a little counterintuitive and maybe should be explained. However, when I worked this out, I could get through it much more easily. I also liked the backtracking mechanic, doing the level once both ways is a neat idea.

Very intuitive controls, it was very easy to pickup, and the levels complemented the mechanics well. I would like it if there was a little more buffering so that I can press the glitch button a little bit before I am able to glitch (during the animation) and still be able to, because I found it difficult to press it quickly in succession when I couldn't input during the animation. Also, skipping the level intro animation after the first time would be great. Overall, very satisfying game.

Really fun and funny game, the moment in the first loading screen where I worked out I needed to control the bar, and that the loading tip wasn't for the screen after the loading screen, it was for the loading screen, was immaculate.

Pretty cool game, though unfortunately crashed after first wave

For today's coding adventure, we'll be breaking down the walls of time and space to relive a family moment 5 times in succession ....