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mantevian

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A member registered Jul 19, 2022 · View creator page →

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it feels like the entire result of the game is randomized, I wish there was more player skill involvement somehow. the +1 coin upgrade might be too expensive with the doubling cost considering that +1 coin doesn't make a big difference later in the game when you need more than 1000. still good job though, it's a bit addicting :D

https://itch.io/jam/mini-jam-188-mystery/rate/3701051

wonderful, I really like the aesthetics from the top-down 3D view to the sounds! the ending is pretty sad, you communicated it well and gave the feeling of empty void

interesting, didn't understand the chest mechanics at first but I got it pretty quickly. you can totally expand this into a full game

"Bone Description" we all accidentally leave unedited descriptions sometimes

great visuals! and lol seeing outside the room with the third person view is just a classic

ooh cool visual effect! I think there is an issue with the mouse position when playing in the browser, but it's manageable

nice, I like using platforms as little boosts. it could help if movable objects had some kind of indicator. also you can totally cheese some levels, for example I did a trickshot in the last level with only one gravity square :D

cool idea, I'd like to see more levels, I'm having a thought that you might've been caught up by all the ECS coding and didn't have enough time for more levels (similar thing happened to me in another jam)

it got me several attempts at level 3 and several reads of the instructions to finally understand what is was about. but it feels like a genius idea now! I see this is a prototype so the lack of graphic indicators is understandable, but what I would really recommend is to get rid of the timer, I don't think it adds much to the game, unless you're planning some actual time-based challenges, otherwise it can be somewhat distracting from figuring out the puzzle. anyway great job on the idea!

I'll check yours out a bit later, here is mine https://itch.io/jam/acerola-jam-0/rate/2583172

(1 edit)

Yeah, I ran out of time for sound effects. Whenever I get to un-messing the mess that the game turned out to be (actually not much of a mess, I've tried to stick to the entity components pattern), I definitely want to take the time for polishing everything and creating sounds and music

The building mechanic is not unheardof, but it's nice to see a roguelike with it. I found that it feels like the +3 damage thing is kinda overpowered, effectively quadrupling the damage, and I didn't even want to take on any more items... but killing enemies faster turned out to be more fun honestly.

I'm wondering how are the maps built? They seem rather chaotic and there are new ones each run, did you use procedural generation?

Here is a top-down shooter roguelike! https://itch.io/jam/acerola-jam-0/rate/2583172

congratulations, very well deserved high rating!

thank you for playing and writing this detailed response (and finding this bug! good playtesting, me! definitely nothing would've gone wrong after rewriting the arrow tile code entirely!) definitely a thing for me to fix asap but I'm glad it apparently didn't completely ruin anything

it's almost 4 in the morning and I spent a lot of time just on my phone and I almost was about to scratch looking at one more game (this is the 40th game from the jam I'm rating) but HOLY did I not regret taking a look at this one! it's so impressive that your first published game is so well constructed and looks very polished. this along with "pink" are probably going to the most 'memorable in a good way' games from this jam for me. I played it 3 times and everything flows so well, I love it

fixed the keys and more, here are update logs https://mantevian.itch.io/glatiles/devlog/409759/update-11

fixed, you can see the update changes here https://mantevian.itch.io/glatiles/devlog/409759/update-11

fixed :D you can read the update logs here https://mantevian.itch.io/glatiles/devlog/409759/update-11

i got 133 and counting

cool game, agree with other commenters

the player has too much health, i could just spam shoot and not care about dying

completed it, very cool!

go go go https://mantevian.itch.io/glatiles

thank you! i don't have plans on mobile support in the *nearest* future, but i might look into it some time later

wonderful game, everything's perfect!

great, this might have potential for more features. have any plans for working further on this game?

awesome, got 298

very cool but i wasn't able to get past 400-something, is it even possible? lol

this is honestly pretty hardcore but indeed very well implemented, good job!

the graphics and sounds are very cool, as well as the idea of reincarnating! one little thing that i'd like to see changed is "game over" when you die, because the game doesn't really end there. it's a little unclear if you don't read "use of the limitation" before playing

thanks for playing :D

thanks for playing! there is no set color that a plus can recolor you to. you switch between red-orange-yellow-green-cyan-purple, so there's no way to color the pluses because what color it gives is based on the order you take the pluses if there are multiple

there are, in fact, colored pluses in the game that set your color to their own, but i haven't got to use them in a level yet, partly because i was running out of time

just looked into arrow controls - i've just accidentally assigned "down" to moving up haha, this will be fixed in the nearest update

very cool, completed the whole game and enjoyed it :D

thank you! I'm already working on updating the game and even a level editor :D

thanks for playing!

there was no need to implement clicking AND then using wasd, because if you want to move a piece, there is only one way to move it since the board only has one empty space, so adding wasd controls is useless in this case

very simple but it's nice

this is very coool

good concept but not knowing how much you need to hit a wizard to defeat it and you sometimes fall off the map