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mucrow

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A member registered Feb 03, 2016 · View creator page →

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cool game. nice visuals and audio, but the slowness of the whip, the beefiness of the bosses, and single hit point of the cat make the game pretty frustrating. i also find the controls awkward. died a lot just because i misinputted something. i would have liked WASD for movement, spacebar for jump, and J or left click for the whip

i agree that the game is too hard.

i think having ammo (vs. just allowing infinite spellcasting) doesn’t feel like it adds to the game design.

also, you should add gamepad controls! it should be pretty painless in godot (you just need to add buttons for UI confirm, jump, and cast spell. i think the move buttons are already bound).

there seems to be a lag spike some of the time when casting spells? usually only the first couple times. it might be shader compilation, but i don’t know much about that.

i think the feel of it as a platformer is very nice (i.e., the movement speed and jump heights.) what would really enhance it is a quiet landing sound effect when hitting the ground from a jump, some dust particle effects when hitting the ground (i’d go for something cloudier than the initial jump particles) and some (quiet) “step” sound effects while running. that will probably make everything feel a lot more tactile.

and i want to re-emphasize that the art looks great! nice animations. Yttrith has a lot of personality.

good luck with your project!

fun! i beat it (: i like the sfx but i think the “collect” and “finish” dings are just a little loud and the music is a little quiet. (and thus the box pushing sounds are just right)

cooool. i like the music. if u press the elevator button multiple times, the ending starts multiple times and the music gets duplicates

works on fceux!

hahahaha awesome

hehe ty , dolo drew it

the visuals are so good!! i like the concept as well

this game is fun (: good concept, well-executed, and it fits the limitation

great polish, concept, and execution. it’s too difficult for me tho ;-;

cool game. the move type indicator in the lower right is very handy. i like the concept

fun arcade game <:

i really like this :D it was difficult, and my personal taste would have leaned more toward level design that makes you “figure out the solution” instead of do precision movement. better visual distinction between floor and death drops would have been rly helpful too, but i got all the way through it and found it super fun. great work <:

yea hehe. that was a strange design decision. you could only hit the enemies when they came out of the water. thanks for playing !

cooooool. love seeing narrative-driven stuff in jams. is there only one ending?

hmmm yea , the camera spin speed does make the gameplay slow. i slowed it by half at one point cause i was getting nauseous from it LOL. maybe there’s a better speed in-between

ran out of humans to eat ):

cool game (:

hehe the red bird enemy has eyebrows but they’re hard to see. ty for playing <:

the movement is kinda smooth hahaha. keep at it <:

this is fun (: movement speed is a lil slow and shooting range is a lil short imo but i dig it a lot

thx for playing <:

fun game ^^ i was a little disappointed that i couldnt keep upgrading my powers after burninating the blue marble. it's very satisfying to watch a good shot fly through space. good work!

neat! games where you control two characters are an interesting space that hasn't been explored enough imo. the visual art is pretty polished and the game is easy to read. good work!

ty Kenney !!

In retrospect, the decision to make vertical movement slower than horizontal was weird for a lot of people's tastes. (I did so initially because it seemed that I was bumping into stuff vertically super often. Not very good grounds for such a crazy tweak, I know.) High score tracking is a great suggestion. I allotted myself a very finite amount of time to do this project, so I cut all but the most important bits. Thanks for keeping an open mind, for playing, and for the great feedback! :)