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Jakub Neruda

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A member registered Nov 17, 2023 · View creator page →

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Or you might remove the max distance indicator as it is mostly misleading?

The idea is original, imho could be more fun if it was applied to minigolf and one could deliberately bounce off obstacles. The dice confuses me though. I would expect that rolling 10 would make the ball go to the max distance limit of a given club. But instead, that often means going out of bounds and a roll of just a 5 will get me to the edge.

Nice game. Would be better if the default language was english instead of arabic and if the dark grey/blue colors were something more discernible from the background.

Hi! I recently released a game called Mansion Malevolence, which is a demake of Resident Evil as a solitaire card game.

Game is available for free, playable on Android and PC: https://nerudaj.itch.io/mansion-malevolence


The best I can do is to generate it with LLM without the ability to proof-read it :(

Thanks! I wanted to teach myself how to integrate and work with Box2D. There are some issues, but generally I am pretty glad with how it turned out :)

Hey there! A few days ago, I released a little game called MagRider! In it, you control a little ball that you can magnetize in order to interact with the world and navigate perilous levels to your goal.

The game is completely free, featuring 30 levels across two environments, and is available for both Windows and Android devices! Check it out here: MagRider by nerudaj

I rooted for the bad guy. As such, when I couldn't get through the maze in time, I chose the "you lose" screen as the canonical ending for my playthrough.

A little suggestion - would be more fun to use the "protection" items in any order. Garlic is the first thing the played finds, but it is the last item they get to use.

I love this take on survival horror on GBC! I love the graphics and I would definitely like to see the full version. Some feedback:

- Not all bugs have AI, they are simply stuck in place, not pursuing.

- Bigger beetles have too big hitboxes, I could not avoid fighting them. A big part of survival horror games is to pick your battles.

- Once I got the bat, I instakilled everything, unless it had ridiculous amount of dodges in a row. This would need more balancing.

- You can tweak the randomness to appear more fair/fun, like preventing more than two dodges in a row for the enemy and making sure that the player dodges at least every N tries (like if there is a chance of 25% to dodge and previous three rolls did not succeed, make sure the fourth one succeeds).

- Diary entries are not well discernible from the environment, I found some by pure coincidence.

- Certain lockers are interactable and certain aren't. It doesn't feel right, make them all interactable. In fact, try to put way more interactions with the environment in.

- There are only two puzzles before the first boss - unlocking the went and burning the weeds. It would be nice to have some small puzzle before that. Like having to unlock the infirmary and the showers.

- Don't show the whole map right away, make it fill gradually once a room is discovered.

- The water cooler with a bunch of "healing charges" is a great touch!

Yeah, same issue. I interacted with the directions table while empty bucket was in my inventory and the fire was extinguished.

Nice prototype! One note - dunno if it is limitation of GB studio or if it can be changed, but there are ppl with QWERTZ keyboards. X/Z action keys are impractical.