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Nehnitsu

21
Posts
A member registered Mar 04, 2024 · View creator page →

Creator of

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I'm glad you liked it!  I didn't know about that jittering issue, thank you for letting me know; I'm working on a post-jam patch, and I'll make sure to fix it!  Thank you so much!!

Very charming and clever game!  Exceptionally elegant design, with the game itself being so simple while also allowing the player to express themselves in the form of choosing their own difficulty.  The sound design is also excellent, too!

Genuinely brilliant!

I actually really enjoyed this!  It almost felt like sort of a "deckbuilder" 3D platformer, where your options are limited to what's currently in the "hand" but you're still aware of what's in the entire deck, alongside what can come up next.  Very cool implementation of the theme!

If I had any criticism at all, it's that I feel like removing the little momentary stop that happens whenever you dash might give the game more of a sense of momentum, but that's a very minor gripe.

I'll be keeping an eye out for what you do next!

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Very interesting game!  I found the differences between the first 2 loops to be the most interesting; the other loops seem to just be some variation of them.  With more core mechanics that can be modified in different ways, I think you could go pretty far with this!

Very cool game!  I like how the wheel works even on the rail to allow you to create a monorail-type vehicle.  The floater doesn't work quite the way I thought it would, since it seems like there's still some heavy damping on your vehicle even with the floater active; it doesn't keep its velocity as if it were actually in zero gravity.

I really liked this one!

Hm, this could be an interesting base to start a bigger project with.  As others have said, there's not really much going on here, but as someone who's a big fan of procedural generation, I appreciate this project for that in itself.  That being said, I did spawn right into an inescapable room after the first level, so the procedural generation itself does have some issues.

Glad I checked this out!

Pretty fun and very unique!  The main mechanic is not only very well-done, but also includes room for the player to improve in some way, which I think is pretty hard to do for a new mechanic like this.  Lol, I think the implied metaphor of "guy with weapon fighting off groups of people" is perhaps wearing a bit thin here, with enemies rolling into balls and the kebab ability implying that the guy's just kind of absorbing them, but that's just a minor nitpick.  Very nice overall!

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I really enjoyed this one!  I'm a big fan of turn-based things that still play quickly, and this game does that very well.  If the progression systems were more fleshed out and it felt more "roguelite"-y, I could see myself really liking a bigger game based on this!

Thank you so much!!  I made feedback a priority, so I'm very happy to see you say that!

Yeah, that's completely fair; I intended to add another enemy type, but I didn't have quite enough time before the jam ended.  I didn't make the music for this game, it's all CC0 from OpenGameArt, but I think it fits the game pretty well!

Thank you so much for playing!!

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Hmm... I played the game a fair bit more after reading your response, and my thoughts are more complicated now; perhaps my initial feedback should be re-evaluated.  For one thing, I didn't even notice the red enemies were just following the player's movements at first, nor did I notice that the level doesn't change between attempts.  What I interpreted as enemies--specifically, the yellow enemies--reacting to the player's presence very quickly was really just the inability to react to their awakening, as a result of multiple things.  One of those things was the fact that I was usually moving in the direction of the yellow enemies pretty quickly, creating a situation where no possible action I could take would allow me to survive; the red enemies and time it takes to turn around make going backwards impossible, and the yellow enemy rises faster than the player ascends after jumping.  Ultimately, I feel like the game is one of knowing the level and the timings of certain actions, rather than split-second reaction time in itself... Whether this is actually a problem isn't my call to make, so I'm not sure my initial feedback was fair.

There's definitely something to this!  It's satisfying to understand the level better and to get further than you got before!

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It feels like there's a surprisingly fun and expressive movement system in this game, and it's just itching to be set free.  I can't quite get to grips with the controls as they are now, but I would suggest 1) allowing the player to only charge jumps in midair, rather than the space button also forcing them to the ground, and on that note, 2) delegating some actions to other keys than the space bar; I never really understood how the kicking mechanic worked, and if my little frog ever did it, it certainly wasn't on purpose on my end.

Definitely has potential!

Very relaxing game!  I don't have much in the way of criticism, just that it feels a bit easy and I don't know if I'd really call it a roguelite, but those are very minor complaints and taking steps to fix either of them would probably come at odds with this game's relaxing vibe.  I quite liked this one!

Pretty fun(not too dissimilar to my own entry, actually)!  It feels a little... easy?  It seems like you can just go around in circles until you're comfortable with the group of enemies you have, then close the loop somewhat easily when they're relatively bunched up, and it didn't feel like I had to change my approach much on the Pain difficulty.  It feels like I got hit most often by enemies that spawned in the direction I was moving.  The most challenging enemy in my opinion was the pink square with the tricky movement; the orange square was probably the easiest despite being introduced a bit later, as if it should have had more hit points.  Getting another dash every 2000 points is actually pretty smart, since it encourages taking out enemies in groups whenever possible, even if you're not playing to get a higher score!

Pretty good!

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Definitely has potential, I think!  I kinda like the aesthetic and overall vibe.  I agree with Anqareliouth about the game being too hard, but I personally don't think this is an issue because of the music, instead I feel like the difficulty really arises from the game's controls not being responsive enough to match the speed and reaction time the game demands of you.  Enemies react to your presence very quickly, but whether you survive your encounter with them is basically already decided when they start moving; if you dashed past, but dashed a half-second too late before they awaken, you die.  Things like acceleration for movement are great for adding a feeling of weight, but in a game where things happen so fast, it just gets in the way of being able to respond quickly.

Still, not bad!

Interesting!  Controls take some getting used to, as other people have said.  I also feel like the camera angle doesn't quite allow me to see what's coming up next at times, and together with how wide my turns felt even when I was drifting, the speed boosts almost felt more like a trap than something I would want to get whenever I could.  I also had one weird procedurally generated track where there was a very short, sharp ramp right before the finish line, lol.  The aesthetic's pretty good, and the music works pretty well!

Overall, not bad!

Very clever little game!  I appreciate the dual-consequence nature of getting the pickups, where you need to pick them up to stay alive but you also lose control and reaction time.  With that being said, when I read your description, I was surprised to see that the number was also supposed to be score; I didn't necessarily feel like it was a number I wanted to get as high as possible, since you lose so much control and reaction time when you're moving so quickly.  I would suggest maybe making lanes map directly to something like the ASD keys, so the player can react faster?

Good game, I think it has a lot of potential!

Very interesting idea for a game!  I think the main mechanic of dashing through the glaive is pretty demanding of the player, and when the actual boss fights started, it kind of felt like I was playing two different games at once; when I actually hit a boss with the glaive, it felt somewhat coincidental rather than being a fully intentional action.  Maybe the dash can go a little further and be marked as both a way to charge up the glaive and an evasive maneuver?  I will also mirror Condimint's feedback and say I wish you could dash in the direction of movement rather than just the mouse; it is part of why the glaive mechanics are so demanding.  With those things being said, the feedback was very good!  I liked how the glaive and loop text changed colors and gained more effects.

Not bad!

Not bad!  Pretty interesting mechanics for a survivor-style game, with how you can rearrange and modify abilities to have different effects.  I personally feel like the Ten Cent Pistol was a bit strong compared to the other attacks, since it always has infinite piercing and I don't *think* the other attacks had any piercing?  I will say that I think the feedback is a bit weak, and if it weren't for the numbers that appear behind enemies and your own health going down, I wouldn't know that any damage was being done at all.  Maybe some simple sound effects would help here?

Regardless, pretty good overall!

Thank you so much!!  That's completely fair, and I'll try to remedy that in a post-jam update!

Thank you so much!!  I'm really glad you liked it!  And yeah, I should probably have made some things clearer 😅  I'll probably add a tutorial in a post-jam update!