Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Mozai

178
Posts
1
Topics
6
Followers
9
Following
A member registered Jul 11, 2018

Recent community posts

Is the game just an advertisement for leaving itch.io ?

game crashes when I jump down the hole: "undefined value in expression" in TreasureCave.js

I remember the original; this is a faithful reproduction with better quality.

Good little idea.  I wish I could say tidy implementation, but: inconsistent framerate (not much of a problem here, the puzzles don't need millisecond timing).  Much bigger is how jumping while carrying a block only works one in three attempts; most of the time my jump is truncated as if the block I'm carrying is blocking my upwards motion.

I really like this idea.  Needs refinement, but ain't that always the way.

* It's jarring to interrupt the game suddenly to show the purchase screen, the player should have some warning the gameplay is about to change modes.  Maybe a progress bar? 
* Speaking of progress, telling us what "wave" we're on while we play would satisfy those of us who like progression.
* Purchase prices are weird, how "common" can be more expensive than "rare" or "legendary," and after wave 6 the gameplay stopped to offer me purchases I could not afford, making the interruption not useful.
* The "return" button on the purchase screen is hidden behind the itch.io "View all" "Folow" etc buttons.  That's not a you problem that's Itch.
* The game pauses sometimes, I suspect because it's loading a new sound asset just before playing the sound.  Maybe Godot needs more hints about pre-loading assets.

Doesn't work in Firefox. I see errors about "same origin policy disallows reading the resource at" and lists play.google.com and cloud.unity3d.com

clever, with one "power-up" re-used over and over.  The music changing if you do/dont have the key is a nice touch.

I remember this from the bravebunny website in 2015.  Great music; who made the music for the menu loop and Training levels?

Deserves a #metroidvania tag.

Should've mentioned spacebar to jump, that's useful in the last room.  Final time of 1m26 is "laid back"?  What's the expected time?

😊

Well done!  Solid design that feels like the 8-bit era.  The title bar disappearing when the probe reaches the top of the screen is a minor thing but I noticed it as a thoughtful morsel of UI design.

Final level: I can die and still finish, and the buttons overlap.

I see the healthbar and the inventory pop-in, but the rest of the display is flat black.  In the console I see these error messages repeat:  "RenderingCommandBuffer: shader Hidden/PostProcessing/Lut2DBaker: invalid pass index 2 in DrawMesh" and "warning: 2 FS.syncfs operations in flight at once, probably just doing extra work"

A good take on the hidden-object game.  It's good that the targets are different and in different places when revisiting the same room.  The question-marks appearing on items made things too easy; maybe make that a feature you can purchase at the expense of losing some reward.

For keyboard play, one hand for movement another hand for verbs (jump, shoot, dash, talk, ...).
AWDS and ⇦⇧⇨⇩  are typical for movement, while verbs are keys between them like JKL, BNM, IOP, shift, space.

Was it a conscious choice not to force the player to start over when they get hit?  Because it feels like a cut corner... that made the game better.  I was more into exploring and taking chances knowing I wasn't wasting time.  And that made me feel better about the limited field of view.

alt key was a poor choice for playing in webbrowser -- brings up the browser's own menu panel, taking focus away from the game.  Nice little platformer otherwise.

(1 edit)

Could use instructions for the controls of the game. (ie 'press Z when it tells you to press A', and 'backspace for rewind')

I'm stuck at a part where there's two hazards moving horizontally on tracks: I must follow one to the right, then drop down into the track of another and move left, but the two hazards are in-synch and move at the same speed, so when I can reach the hole to drop down, the second hazard is always between me and the exit.  I thought maybe one moved slower than the other so I just had to wait for my opportunity, but no.

Ask not for whom the bell tolls --
It tools for "game complete."
and the after-game bits are haunting.

Really good! has that gameboy aesthetic without being clunky.

I think I know the game you mean, and this does recreate the experience.  Just needs a little something at the end when you succeed that isn't (just) starting over.

Quaint. This will be a good nostalgia game for some. Hints I could've used:

  • they aren't hexadecimal digits
  • that isn't Jupiter
  • use each number once

Bug? At the left-hand base of every wall there's a blank clickable area that does nothing, and right-clicking describes "A metallic key, looks a bit like the one for my car."

On level 2 it says "Cancel Placement with the Middle Mouse Button".   assumed that would let me remove a block I placed, but nothing happens.  I thought this means I must restart the level if I make a mistake, so I pressed the pause button in the upper-left, chose "sever connection" and got a blank white screen.  Had to reload the webpage.

* The game's playable area is larger than my browser window (1920x1080) which seems excessive.
* hiding instructions on how to play the game behind sand blocks was a weird choice

* Advice for new player reading this: when you tap 'up' to grab a ladder, you will let go and fall on the next keypress, so don't try moving left or right on a ladder just jump immediately
* The grey stuff I'm supposed to avoid (the cloud, the dotted lines on some walls and floors, triangles) should be a different colour from the grey stuff  I'm allowed to touch (ladders, platforms, walls, banding)
* Too often, the thing I'm supposed to jump onto or avoid is off-camera, and I can only guess and fail and memorize all the places where I failed.  Twenty seconds of precision jumping just to jump into the void for another guess is not my idea of fun
* "ten minutes" maybe if you already know all the correct movements

won't start, says it's trying and failing to connect to play.google.com and www.youtube.com

Ah! I started a second game, and at the beginning of the second room there's a pop-up that I missed that tells me this.  I don't know how I missed this.

You forgot an instruction "X - throw rock". 

The brown bag says ""A brown bag with a feature of creating rocks from thin air when the button is pressed" but does not say which button to press to create more rocks.  "X" is not the button; I have no rocks but I am in a puzzle where I must throw rocks at switches.

(1 edit)

On the battleships level, the ball got stuck in a loop.  If I hit ESC to restart the level, this doesn't change the ball's path, so it's still stuck in the loop.

When I talk to Cap't Fisheye, I can't leave, it just re-opens the store interface.

Well done little platformer, a minimetroidvania. I appreciate you following the letter of the 64x64 rule but still tweaking its nose a bit.

Very short. You re-used the switch sprite as decoration, and a switch that can't yet be used makes no sound, so I got confused a few times trying to use a button that wasn't really a button.

Didn't think I'd see a new take on breakout.

(1 edit)

Game locks up when i press 'Q', but music keeps playing. Had to reload the webpage.  Nice little snack for the lowrezjam.

Well done!

Well done.  Not difficult, still engaging.
Why is there a picture for WASDspace controls when the only controls are A-D ?

Uh, one of the clockhands pushed me down under the ground and now I can't exit the level.  Restart?