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Mercurio

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A member registered Dec 10, 2016 · View creator page →

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Very nice job, have you made the voices for this? That must have been histerical :D I can see this as a nice beat-em up if properly polished: you don't kill enemies, but instead you push them off and stagger them. You charge the boombox meter with hits and combos, and once that is full you activate it and eliminate all the bugs and clear the way, proceeding to the next area! That could be a sweet gameloop I'll say :)

Thanks a bunch :D the player and enemy sprites are a modified asset from itch credited in the description, while the level tiles were made from scratch by yours truly! Which, thinking now about it, wasn't maybe the best idea, since it become a layers monstruosity on Aseprite for just a single level, and I couldn't bring myself to remake the whole process for the second one D: but glad that you liked it, I love making some fancy arted levels!

Thanks for the feedback, much appreciated! Agree that it needs some more animation flavor, it was a quick rush to deliver the artpass during the last two days unfortunately :P and yeah, I kinda was against an auto weapon as you've said, leaning more on interesting, powerful and versatile weapons with limited resources instead. But as it stands, there definitely at least needs to be more ammo on the level for sure. If we'll update the game some buffs are definitely in order!

Kinda nice! Love the ol', handmade Flash style :) 

Thank you! I'll absolutely will :)

Pretty funny! Something Warioware-like is always welcome in my book :) it needs more objects to show but more importantly, more prompts! Can't say for sure right now which ones, but something adjacent to the concept of On/off. You could also try to add a screwball every once in a while and make a double prompt for double the points! It could be a pretty cool mobile game for sure with some work

So you have to rocketjump your way to the lanterns if I got it correctly? It's pretty janky as it stands but it reminded me a lot, and I mean a LOT of the old games made by Cactus, future developer of a pretty small game called Hotline Miami, so I definitely appreciate that :D Nice music btw!

Love the music! :) Try to focus your scope in something smaller for the next jam, so you could be able to make a finished project in time for submission. I'd love to see what you come up next!

A good spin on a tower-defense! Gotta say the On/Off mechanic here can be a bit much, there should be some resting time between waves, and the bouncing shield mechanic when the ship is off is too hard to focus on while you're upgrading. Having said that, this has definitely some potential to be expanded upon, I think the general idea is pretty good!

Really impressed with this! Wasn't expecting the 3D twist all of sudden, at it gave the whole game a much more profound dimension I'll say :) Loved also how you nailed both the audio and 4-tones GB Light aesthetic. Game-wise, I'll admit that I never was too fond on Zacthronics-like puzzles, too complicated for my small brain :P but I definitely got myself lost with all these operators and found myself just mashing buttons at one point to progress; do you think that removing some operators would benefit player clarity and not loosing the depth of the puzzles? Again, seriously good work, one of the best in this Jam for sure!

Gotta say, the reboot system page is very well made, but after the first time it needs a quick skip button for sure. Otherwise, great job! I can see it using interesting cheat mechanics other than noclip, like a debug tool to open a devmode and alter the level layout. Were graphics and sounds made by you? Very cool if that's the case :)

Thanks a bunch!

Nice, thanks! I'd love to make some money for sure $_$ we'll see how it goes on the jam!

Thanks a lot! :D

Thanks! Movement should be tuned and revised for sure, we'll see what we can do :)

Thanks for the feedback!

Gotta say, seeing my boy Win98 in a 16:9 format is nothing short of sacrilegious, but I'll let it pass >:[ very funny spin on the classic arkanoid! And the game over screen killed me lol, bravo!

Very, very cool! Loved this adventure in a school handbag :) I'll say it's best for gameplay to ditch the Spacebar switch and just go for holding S to drill and holding W to jump: much more natural and you don't lose the on/off theme mechanic. Again, very solid work, this could be expanded upon!

Gotta say it has a very, very small screensize, it's not easy to look at that... But maybe I'm just getting older :D you put a lot of effort in this, I can say that for sure! Mechanics are a bit unclear at first, but once you got it it becomes a kinda-gruesome spin on Lemmings. Good job!

...isn't this one of the existing examples in the First Person templates of GDev? Minus the ghost thing, of course

Something that would really help would be to keep the speed momentum when you turn off the engine, seems counter-intuitive to have a full stop. And also an in-game indicator to show where the next star is. Otherwise, it can be fun!

Spooky D: a neat little thing, liked it!

Are the levels randomly generated? If that's so, pretty cool :) the Attack animations needs to be a lot quicker, but otherwise good job!

One of the best first person experiences that I've tried so far on GDevelop! Is the first person controller made by you? Because I loved the walking wobble implemented there :) gitta say if the goal is to steal ALL the objects is too difficult, maybe a bailout system where you can exit before the timer end would be better? Good job notheless

Very good art and game feel, Underwell has taught you well :) hope to see an update with leaderboards

Main problem is that it's missing the fullscreen button, but I'm not sure if that's a meta layer on IT work too :D the game gave me a solid ps2 japanese weirdness, so that's good to me! Good 3D modelling too

Yep, I'd personally love to update the game in the future! Let's see how well it goes on the jam :)

Good arcade game with some love for good animations! Unfortunately it didn't save my score on the leaderboards :(

Love the sense of humor :) game needs to be fasten up a bit but it's a solid attempt, and the jam theme is definitely on point with this. Nice audio too, even if my thousands of hours on TF2 spoiled me with the broken bone noise :D

I think we got a winner :D extremely fun, this idea could be expanded so much! Simple enough to grasp in a breeze and surprisingly deep to master. Also, it's the proof that every game with an Unreal Tournament announcer is mathematically better than one without it, there's simply no denying that.

Thanks a lot, glad you tried it! :)

It needs at least a complete description in the game page, felt real lost once I started. Can say you put your hardest on this though, you can definitely feel it by the polish alone!

Loved it! There's so much variance in the gameplay it's astonishing, really :D also liked the low-fi aesthetic. One of the best that I've played so far, bravo!

Thanks!

Can't say that the theme On/Off has been followed by the letter here, biut it's a good effort for sure! Maybe reducing the time for finishing the game to one week instead of 30 days could be better for the pacing

This dude has some 'tude! Haven't seen a more charismatic platform character since Cool Spot :D pretty good work! You gotta be careful cause you can soft lock in some situations with the combo switches+teleport, but it can become something cool indeed.

Respect the fact that it was all made by yourself, graphics and tunes included! Game-wise speaking, shouldn't the ghost appear during night time and not vice-versa? Kinda makes more sense and there could have been a light-themed mechanic where they're scared with light resources, that would have helped with the On-Off theme of the jam. Nice job notheless!

Gotta say it was quite impressive! Very original using a metalayer on GDevelop, dragging the scene to find a code is pretty clever  :D even the progression felt nice, levels were well built and the lead to that pesky GDevelop final boss felt real good. Bravo!

Loved the art style and the soothing jazz for starters! Feels like a great first try, I'll expand the mechanic with more coils to manage at the same time. Great job!

Gotta say I love the idea of controlling the main menu with the switches mechanic, it's a really cool way to let the player know how to interact with the game intuitively. The best tutorials are the one that you don't even see, pretty smart!