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Nitricswight_dev

92
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A member registered Oct 30, 2019 · View creator page →

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Hi, glad you enjoyed! I'd just like to touch on a few of the issues you brought up. In our mind, the checkpoints being far apart increased the risk of sacrificing them. And we knew the players would likely never go for sacrificing checkpoints if they knew it wasn't required to at least hit one or two to get ahead. But a lot of this is a matter of opinion. Thanks for taking the time to comment!

enjoyed this! The sprites are great, the platforming is fun, and all the endings are great too! Couldn't figure out the last one though. You should work on this more for sure

this was fun! One thing I'd say is that there are a few inescapable scenarios. Maybe the astronaut could have a weapon to help get out of those scenarios if you decide to keep working on this

quite atmospheric! You might consider trying out a more stylised shader for a web game, because there is a lot of pop-in with the shadows

this was fun! Maybe consider zooming the camera out and lowering the gravity a bit if you decide to make more.

Hi, first time participating in this jam. I'm looking to give myself an extra limitation for this jam, being that I make the whole thing from scratch in C#. As such, that would mean I'd be unable to export to a web build. Is this allowed? Thanks

hi, I'm looking for someone to take care of the sound side of things. What region are you in? Thanks :)

linux build is up! Lmk if you have any problems

tysm!

I can, but I have no way of testing so I can't guarantee the quality. I'll get that up soon.

thank you!!

tysm!

agreed, always an issue when you make games that rely on built-in physics is that a fair bit of control is taken from you. Glad to hear you enjoyed regardless!

so charming! The characters are so well animated and the atmosphere is impeccable.

AWESOOOME!!! Seriously this was great. I didn't really understand the reason behind the constant countdown if the idea is to beat your lap time, but other than that I can't fault it! Well done

thanks a lot!

thats fair. The zoom was a relic from when I was going for a pixel-perfect render. Glad you enjoyed anyways!

thank you so much!

archie is the best character because he reminds me of jimmyhere. Seriously though its insane the amount of content you all managed to get done in just two weeks. Very very well done!

thanks very much! Glad you enjoyed!

thanks a ton kormai!

I really enjoyed this, it has a satisfying gameplay loop. Personally, I think the controls could do with a rethink. It would maybe be better if the pitching of the submarine was controlled by the mouse, and W and S were to sink or float. This would make aiming a little easier. Super cool submission, you guys got a load done in such a short time!

The art style is awesome, but the skulls are way too hard to avoid, and I didn't really understand what throwing stuff out of the car was actually doing

This was a super cool idea that I'd love to see expanded on. It has a very papers please vibe to it. I was so sure it was the neighbour tho

This was neat! I think the UI could have been a bit clearer, I find it strange that the standard movement takes up 3 slots instead of just one. But that's more of a nitpick than anything. Let it rip!

that's not a coincidence. I was heavily inspired by fruity maze from fnaf 6

hey man. So the AI was made in like an hour or two because I was running out of time. But how it works is basically the creature will wait 20 seconds before attempting to advance. If you are looking at it, it will wait another five seconds before trying again, until it eventually is able to get to the next pose. In hindsight not the best way to do it. Getting a battery completely resets the AI back to pose 0. Getting hit by a virus immediately makes the AI advance. The light flicker is just to hide the obvious teleporting 

Local deranged schoolchild fights tree and gets suspended for a whole year

This was super fun, and you did a lot with your limited time! Major portal vibes, which you can never go wrong with. Small gripe that there is no momentum conserved and you can't fling yourself across the map. Also some collision checks could be done on the head so that you don't float on the ceiling when you hit it. Other than that, I loved this! Please do more if you want to!

It's really fun, and a creative use of the theme. I do always feel like I'm fighting the rotation, which sometimes just sends me the opposite way even though I'm sure I got it right. It makes chaining consecutive jumps for the higher obstacles a little difficult, and I think I cheesed a few levels by wall-jumping. Other than that, it's a fun time. Physics always makes any game 10x better!

It's super polished, well done! The dash is cool, but it'd be nice if it conserved your momentum, and shooting in all directions would be helpful in a top-down perspective. Also it can be easy to get yourself softlocked with no ammo, as powerups aren't regenerated on death. The art is great, excellent submission

I do not accept this slander on the british people, but the game is pretty fun.

I wasn't able to get past the first level, the wheels would always bug out just before I got to the top. Interesting game though, and the coding behind it must be very advanced, so you did a good job

The game didn't really make the buttons clear, but otherwise this was a fun and challenging puzzle game! It'd be nice to be able to click on a paddle to select it as well :)

The game didn't really make the buttons clear, but otherwise this was a fun and challenging puzzle game! It'd be nice to be able to click on a paddle to select it as well :)

This is amazing, such a clever use of the theme! If I had to nitpick, some of the hitboxes are a little unforgiving and the sprite sizes are a little inconsistent, but those are such small things that they're barely worth talking about. The movement is tight, camera is good, and the ability to save a screenshot of your run is SO CLEVER. Excellent job!

I enjoyed this, and the fact that it's your own engine is incredible! It would be nice if the player had any incentive to use any of the charge types except the biggest, for instance you aren't allowed to hit the top of the screen either so that you have to choose in the moment which jump strength to use. I enjoyed this!

thank you so much! Yeah the hook has no collision with the rope, just the red circle

hi, would you perhaps be able to give a bit more detail on your issues with the executable, I'd like to get that fixed as soon as the voting time is finished :)

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seriously though, this is super impressive. I hope you'll keep working on it