Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Micrikacik

56
Posts
2
Topics
17
Followers
3
Following
A member registered Aug 09, 2021 · View creator page →

Creator of

Recent community posts

Oh, the cursed pasta. I guess you are a bit new to Godot. You can use the CharacterBody2D node to easily implement the top-down movement with "sliding" (not sticking) on the walls. It can also be used in the side-scrolling games, and can do a lot of usefull stuff.

Very nice game. The expansion mechanic is pretty neat. Just the enemies could be more "voidy" in my opinion. I also had a problem that I got stuck when the terrain had many little holes in it. Part of this problem is probbably the fact, that although the player can move diagonnaly, the diagonal direction is slightly different from the direction of the tiles.

But otherwise pretty good game. Good job making it on your own!

Pretty fun game. Just the camera movement seemed a bit off sometimes, but otherwise the game felt good to play. Good job!

(1 edit)

I can see this game being great in three steps:

  1. Make the tiles so that positioning of the chosen tiles matters, example: tiles have random score values, some tiles have zones around them (not necessarily squares, make varios shapes like tetris pieces) which somehow power up the tiles in the zone, when the source tile of the zone gets selected.
  2. Make it so that at the begining of the turn tiles get randomized. 
  3. Add SHORT timer to the players turn
  4. Profit.

Well, that my take. I can't say anything else than others so... good job you made a working game!

Nice game! I really liked how the leaves left trail on the ground. The game just felt slow to me, the leaves were moving really slowly. But I can already imagine how you could play with the speed, spread and falling of the leaves so the game would became even more beautiful!

Hello everyone!

A while back, I have started to work on a small puzzle game I named Path Of The Sword and now it's in a state I am happy to present here. It's a variation of a sokoban, with a unique (at least I think) chaining pull mechanic.

Short summary:

Try to complete the levels by placing the collored flower pots on their corresponding tiles. You can simply push as in any sokoban-like game, but there is a catch - everytime you move away from the pot, it gets pulled it behind you. Combine this with the possibility to chain the pots together, so you can do "multi-pull", and we got an interesting game already. There are also three items with special abilities, to make the game more interesting. And of course there has to be some opposing force - the gray knights will slay you if you stay in front of them. However, they move in a predictable (but sometimes unintuitive) patterns, and as the name suggests, you have a sword (in dome levels) to fight them off with.

Link to the game page: https://micrikacik.itch.io/path-of-the-sword.

Here is a map of all the levels:

Here is how can a level can look:

And there is something more:

In the downloadable version of the game, you can switch the language to Czech. There is also a custom level editor (and loader), so you can make some crazy stuff and send it to your friends as a simple text file (this file is "easily" readible).

Thank you!

Thanks! The cave generation was a lot of fun to make!

Thank you! I wonder if you noticed the thing about where the ingredients spawn on your own, or read it in the desription?

Thanks! Yes, we sadly had not enough time and energy to make music.

Thanks a lot! Music was but a small sacrifice we had to make to create all the grat stuff you mentioned. We even had some ideas on how to improve mining, but we had to scrap them (for now ?). The thing with the amount of ingredients you mention is ingenious and we totally missed it, so thanks for mentioning it! I will implement it after the jam ends.

Second try:

Really fun game! Although, as empty.soap said, to win I just have to cook everything in advance and stare into door. But if the ingredients, for example, appear from some other shaft after some time, it would make the game more interactive.

(1 edit)

Nice game! Personally, the picle boss was very annoying, since the homing tactical picle was always aimed directly at me and was super fast on the ground. The sauces were a bit anooying as well, because there were not much room to dodge. Otherwise it was great!

I have just found one bug: if you press E to finish the order and then press it again fast enough, another order will appear before the previous one disappears. And if you press E for the third time, the order vanishes.

Edit: you can make the itch game size bigger in the settings of the project, and use the full screen butten from Unity instead of the button from itch.io.

Thanks! We had a lot of ideas in mind, but had to scrap a lot of them to even finish the game. Maybe we could once expand it, who knows...

Thanks! Yeah... we had not much time to make the sounds... and we are bad at it XD. And we definitely should have thought more about the difficulty...

Thanks! You know how it goes in game development: fun, frustration, madness, sadness and then joy. I have definitely made the jumping part of the game too hard (unintentionally) and a bit unpolished. At the end, I just had no energy to add narrative into the game. But that is something someone can do if they make this a full project.

My hand hurts, but I think I have won! It was pretty fun, although at the end a was just using shield into four fires into timestop and repeat. I have just one little problem, I don't know wether the spells get stronger when I choose them multiple times and if so, it would be nice to at least see their level. Otherwise good job!

This was a really nice game! I really liked the story, art and sound effects. This is a lot of work  you did in just 48 hours! I have just a tiny thing to say: It might be nice, if you added some subtle background music. But otherwise its awesome!

Fun game! I have just a few suggestions:

  • It would be nice to see the cooldown on rapidfire
  • I have no idea how to use shield (you can write controls to the game description)
  • Sometimes I healed, but I don't know what triggers it
  • It looked like the game stopped progressing after I unlocked the rapidfire (I have reached score 1111 and could have easily continued)
  • When I was standing next to the screen border, my spell missiles got immediately destroyed before hitting anything
  • I think the dash was pretty useless on such a small space, because it didn't give invulnerability

Thats everything I could think of. Despite these little problems the game was fun, so  good job on making it in just 48 hours!

Thanks!

Now I realize that I designed the levels in a way where you must use the coyote time to complete them. But the purpose of the coyote time is usually to make things easier. What a design choice silly me came up with :)

Thanks!

You can imagine the levels as the points where branches grow in the tree. Bed takes you up the branches, and each bed corresponds to one branch. Spike takes you down the branch you are on, and there is onlz one possible way it can take you.

In the case of this game, zou start at the bottom of the tree, one bed takes you on the left branch but the other takes you on the right branch, and spike always takes you down.

o        o

    \  /

      o

Thanks

This game has really cool concept, I think it could be used in a bigger game as a core mechanic. Right now I can think of some space game where you could explore this way and it could be interesting to try making a combat with this kind of movement.

Overall, good job on entry!

(2 edits)

Thanks for playing! 

The resolution is a bit weird, so if you play on a larger monitor, the game appears close and you can not see the health, laps and fruit images. This should be fixed by switching on the fullscreen (bottom right corner)

(Edit) I have just resized the itch window size, so you should be able so see everything even if not in fullscreen.

(1 edit)

 I got it

This is so much fun! I really like this game and how well you implemented the one button controlls.

I challenge evryone to beat my best score: 1160!

This is very fun game! I really like the audio and how good the sprites look despite being two-colored. Also, was my golden dog statue just a bark (i feel scammed now XD)?

Despite all good, there is some not so good. First thing that happend to me: I have purchased bomb with hard-earned coins. I have mastermindfully installed this one block and ventured into space, and then ... I immiedatly pressed Z and my bomb went off. It's because in station I use Z move around but in space I use X to shoot, so I wanted to shoot, but I was used to press Z. And this even happend multiple times to me! I would suggest some button swapping.

Also, when I first played the game, for some reason I thought that the top left arrow leads to menu, but maybe I am just dumb and unable to find the shop.

Lastly some (maybe) bugs: 

  • When completing level 2 and 3 the calendar didn't get marked as done. 
  • After installing some blocks, losing and refreshing the page those blocks got stuck in top left corner through whole game. 
  • And I don't know if it's just me, but I didn't see any restart or play again button, so I had to refresh the web page.

Except for this minor things, this game is really good and I enjoyed playing it. Thanks for making it!

Nice game fitting the theme well. I like that enemies drop those garbage apples which I can collect for more garbage which had to be collected from the waste container. That made me go left and right so I had always something to do. It's a pity there is no audio (or it didn't worked for me), but this is a Game Jam, so time is limiting.

I found out that player can go to darkness on the left, but because it has a border and I can't get lost there it's more funny than bug (and it even seems intentional).

I had no use for jump, but that dosn't mean the game would be better without it, because jumping is good. I like jumping. And maybe jumping could be useful: player coud kill a rat by jumping on it. Considering that attacks cost garbage, this would be a very economical addition.

Lastly I am a little bit sad about a second upgrade of the raccoon trash tower, because the animation doesn't match the attacks. And this might have an easy fix: you could add a second raccoon like in the box tower but shooting a little late than first raccoon in the trash can.

Overall it's funny theam-fitting game, so good jod!

This a nice game for a first Game Jam. I would have some suggestions: 

  • First thing, I hitted a cloud that had hitbox outside of it. So maybe you could make hitboxes a little smaller. Even if they are all rectangles, if you just fit them in the clouds it would be more accepteble for the player when they hit a cloud.
  • I noticed that sometimes when holding W I would fly up and then stop, but the duration was a bit random, so maybe you coud make it more like a flappy-bird such that you can't hold W but would have to press it repeatedly.
  • Or instead of flappy-birding it you could add a fuel that would refill over time. Just a number on the bottom of the screen would be enough to tell player how much is left.
  • And furthermore, instead of reffilng the fuel over time you could make some fuel pickups that would give player some fuel. This would also encourage player to make more dangerous feats.

Keep in mind that all above are just some suggestions, what you made is really nice especially considering this is your first Game Jam. Keep up the good work!

(1 edit)

Very nice entry! I really like graphics and idea behind the story (although the dialogue felt sometimes weird, at least for me). I also liked the symbolism behind demons. 

Now what could be improved. I had no idea how my superpower are getting recharged, so some information about that would be appreciated (if I just missed it, then maybe make it more visible). The horizontal laser deamon would look better, if either player had to click on both to make them both dissapear or if the laser was extended after one of them was destroyed.

All in all this is a good entry, thanks for creating it.

Thanks a lot for playing and for advice! I am definitely planning to add some sound later on. I hope you will have fun solving every level! :)

All difficulties have been beaten.

I like the sound effects and whole idea of the game, how it is divided into three fast rounds and player has to quickly estimate approximate amount they have.

For the gameplay, I don´t like how joker is all random. I think it would be better, if it gave you random card of the same color, therefore player would be able to controll the outcome at least a little.

Another nice addition would be a round timer, the way it is now, I was uder pressure, because I didn´t know how much time I have to think.

But everything else is great. Good job on making it.

Thank for a nice comment and mentioning some flaws of the game. When I will be upgrading this game, I will take your feedback in mind.

Movement is slower, because I want to make a replay after player finishes the game, which would be 5 times faster. 

I also plan to make levels, or missions, so there are no randomly spawned enemies.

Once again thanks for playing and the comment! I really appreciate both.

I have to say, this was unexpectedly fun game! Music somehow sounded good with all the fruit tones. Only visuals are a little bit flat, but it´s a jam game and astounding sprites aren´t that, what makes it fun to play. And simple sprites may even be better than complicated ones for this game.

Overall it´s great and simple yet challenging game. Good work and keep it up!

Nice submission!

Visuals are really nice, although music is repetitive, it sounds good. I don´t know if it´s intended, but when I am caught, the sound effect sounds like some witch. It really have some spooky vibes like Ilya Damyan said. 

At the end of the game, when I was supposed to exit, I was a little bit confused where to go, because the exit is in light, but whole game you are supposed to evade light. So this is a little mistake, I think.

But overall it´s nice and working game, so good job!

Ooh, maybe I should include how it works in controls section, so everyone can immediately see it.

Thanks for telling me that.

Thanks! 

And thanks for the comment. Maybe I made this game a little bit too hard. But I have something like tutorial in mind, which I can implement later, but not now, I don´t have much time.

Can I ask you, how exactly dash does not work? I didn´t found any bug like that when I was testing it.

Micrikacik#1964

If you need some pixel art I can try to help you.