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Mewore

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A member registered Feb 17, 2019 · View creator page →

Creator of

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Thanks for the review! Strange, I haven't seen that bug yet. Maybe it encounters an error...

Thanks for playing! I'm glad you enjoyed.

Thanks! I'm glad you didn't have any performance issues! I agree about the gameplay being incomplete/boring.

Thanks for playing! Was it only the web version that was laggy, or the desktop versions too? It may be too late for me to fix that now, but I'm still curious.

Thanks!!

Thanks! It really can feel tedious, especially with the low default movement speed; good thing it's a short game. :D

Yeah! A bit of a shame I didn't have the time to implement some more variety and depth, but I'm glad you found it fun nevertheless!

I agree, next time I'd better add some proper visual and audio feedback and instructions. Glad you liked the concept!

Thanks! :D (But yet again, I didn't leave enough time for that)

I guess my suspicion was correct - not enough visual/sound feedback to clearly show what's happening. Glad you enjoyed it despite that! Thanks for the review.

Thanks, and thanks! Good luck to you too.

I hope I can find the time to check out and review at least several of the games from this jam...

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Thanks for the feedback. I agree about that, honestly.

I love the atmosphere you've made here! Only the gameplay feels unfair, so it isn't that fun to play

Oh, that explains why it wouldn't load in Brave. I ended up playing it in Firefox instead.

Thanks a lot! If only I had also finished my plans to make the water look like water in order for it to look even better... (instead, it's shown as placeholder graphics that I didn't have the time to replace instead)

I'm glad you think so, and I'd love to see some fanart of her! I consider that a success since my goal was to draw a good enough character. If only I'd also given her a personality, but I had neither the time nor the skills for writing.

Yeah, I set the sound volume to too low at this jam yet again. I hope I won't do that again next time.

Sorry about the sound - it may be because I have set it to be muted by default on purpose (even though that was a bad idea). If that is the reason, then you can turn it up in the Settings menu and the game will become very different. I'm glad you enjoyed it anyway! I'm determined to be more efficient and have more time to make more gameplay content at the next jam if I participate.

Thanks!

I'm glad you liked it! Was there no sound even after turning the volume up? It's basically turned off by default. Ironically, the SFX are one of the main parts of this game.

Technically, additive mixing of colours applies to light while subtractive mixing applies to materials like paint, ink, or in this case, coloured fluids, so they'd be right. However, I'm much more satisfied with the liquids having bright vibrant colours than I would be with them becoming more and more muddy-looking the more I mix them, so using additive mixing was a good design choice.

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Beautiful game! It’s very fun, too. It doesn’t follow the limitation much but I think the sacrifice of the limited bounces for more fun was was worth it.

My best time so far:

(I definitely did not abuse the glitch where you press Escape right before hitting a laser to go through it.)

I think it’s rather an issue of low acceleration and deceleration, which makes the ground seem slippery. Same with the jump, which doesn’t react immediately (probably for the variable jump length).

I agree with the others that it doesn’t follow the limitation much. I’d suggest this instead - make the level finite (even if still procedurally generated), and make the character bullets stronger but finite.

There’s a bug where if I hold A, then start holding D while holding A, and then let go of A, the character continues moving left while I’m holding D.

Regardless, I had fun! I got a score of 75538.

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Oh, I see. Sorry about that. I raised the default volume after the last jam but it wasn’t enough.

I’m glad you enjoyed it!

Thanks for the feedback! Can you check if it works now, please?

Thanks for letting me know! At least now I know that the problem probably wasn’t from using .ogg sounds, which I’m glad about.

You may say you need an artist, but that’s some good scenery, combined with the ambient sounds.

At first I was very confused because I was using A and D but unlike the arrow keys, W and S don’t work.

The squirrel needs a bit of coyote time or to be able to jump while holding the jump button down instead of when pressing it. If I try to play it faster, I keep sliding off logs.

Regarding people saying there’s no increase in difficulty, I agree, but I got an idea - making it so that you can carry an unlimited number of acorns but each acorn decreases your acceleration and deceleration so the squirrel becomes harder and harder to control and the player has to make a compromise between ease of movement and carrying capacity.

I like how clear the hit point HUD is. I don’t have much other feedback to add that hasn’t already been mentioned.

Good luck on your pixel art learning journey! If you’re looking for inspiration or tips, there are some really good tutorials over on Lospec.

Thanks!

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Thanks for the feedback! I noticed that same kind of bug but it was already past the deadline, so I decided to roll with it. I should at least add a warning for it, though…

Thanks for checking it out!

Thanks, Polish Kaguya!

Galaxy brain level design. It took me an eternity to beat the last level but it feels so fulfilling to have finally done that.

Thanks a lot!

Yet another comment reminding me that it would be a good idea to make it actually multiplayer. Fortunately, today I also realized I should translate an online game I’ve made into Godot, so I might as well do both things at once while I’m at it.

Oh, that really does sound like it could have worked. I didn’t try that so maybe that’s why I was unable to win normally. I think easier puzzles (slightly more pronounced asymmetries in the levels) combined with a 100% mirrored positioning and hitbox of the enemy would have been great, unless I’m the only one who had trouble figuring that one out.

Thank you! I don’t quite feel like it’s deserved and I didn’t expect it at all because I saw a lot of better games but I guess I lucked out because of the balanced score of the game in the different categories. Regardless, I’m planning to do much better next time in order to make up for what I wasn’t happy with at this jam.

At the rocket launcher level, I figured that the asymmetry would help, but I couldn't get it to work. I fired from the top-left to the bottom-right corner, but I kept hitting myself.

Sorry, I didn't notice there was a death count at the end. Whatever it was, it must have been high because I messed around a lot. :D

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I made a walkthrough:

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The art is beautiful, albeit simple, and the weapons are very satisfying to use.

I'm not sure what makes the enemy sometimes die sooner than me, honestly. I beat the last levels by shooting and moving around randomly, but maybe I'm just missing something important. Does the colour mechanic play a role?

Aiming is quite hard but it's good enough and I love the graphics! I don't know how the ones fleeing the spaceship feel about such calm music playing while their lives are on the line, but from my perspective, it fits the chill gameplay perfectly.