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netmugi

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A member registered Nov 26, 2023 · View creator page →

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Not a skill issue, don't worry :) I wasn't quite able to get the early levels easy enough in time. Balancing is super difficult! And always nice to see a dialogue enjoyed! I think it's probably about 50/50 at this point lmao

Being called a nitwit really is personal preference, isn't it? I'll have to include a nitwit-less accessibility option in my next game, lmao. Happy you were still able to enjoy the gameplay! :)

Thanks for playing! I do love the color shield, lots of fun and there's def more to work with and experiment around with a mechanic like this than I even explored. Sorry about not getting the KBM controls quite there in time 🙏 Glad you could still enjoy it though :)

They are adorable yeah, but there's also something satisfying about killing hordes of adorable enemies... :) Glad you enjoyed!

Awesome! Thank you so much!! :) I really did feel like I had a eureka moment when I came up with the color thing haha, I also feel like I could've pushed it a lot further than I did, but oh well, time constraints and all that. Glad you liked the story and had fun with the game!

This felt nice! I think it looks great, the only thing I would've wanted was some damage indication when hitting an enemy. The frantic feeling of needing to keep track of your legs and body and stuff was very fun and fit the theme of decay well, good job :)

Colors look amazing, super fun and makes me want to chase a high score, well done :) I will say though that the FOV messes with my head, something about the small tight spaces of the maze + relatively low FOV makes my head hurt, especially whenever I ran into a wall. I do get this in a lot of games without FOV settings but I thought it was worth mentioning. Oh! but the head bobbing did do a bunch to help alleviate the problem! Overall great game, well done! 

Ooh 32, well done! Yeah it does keep getting harder, difficulty scales exponentially, and there's another insane spike at wave 50 (it's probably impossible lmao). I couldn't quite get those waves after you've gotten all the powerups to be difficult enough though, even with the exponential difficulty curve. I think I would've had an easier time hand-programming the early waves up until you're max build and then letting exponential difficulty go crazy for later waves. You live and you learn :)

But I'm glad you enjoyed the experience! Interesting to hear you say they were finicky on controller, I wonder what about it you found odd? 

And it's always funny to see how divisive the story is for these kinds of games lmao. I think even if I'd just put in a skip dialogue button instead of the endless mode it could've helped out (especially for the cases where you die mid-story and need to go through the dialogue options again). Thanks so much for the wonderful comment and the insight!

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This game looks super cool and controls really nicely, well done! I have just a few tiny complaints! Mostly small and easy to fix clarity stuff and I think the game would be way more understandable. I actually liked a lot of what other people mentioned as problems! Alright to start, in the first level I had no idea what the cubes did and I had no idea where the key went. Could easily put a key icon or a giant lock on the door and that would help out. The cubes could use a little bit of integrated tutorialization. For example, if the first level is a single hallway with a key and a door at the end of it but you die before you can reach it, and there's a small offshoot where you can touch a cube to refresh the decay, then you've fixed both the key and cube confusion! It also wouldn't hurt to put a small heal graphic or something else for the cube, so long as you can integrate it into your artstyle well enough. As for no crosshair, that seems alright to me so long as the bullet has enough explosion radius, you're usually shooting the ground anyways. This type of game might better benefit from ADS instead of a crosshair (if shooting enemies precisely becomes core further than I made it) I only made it to the thin bridge over lava (quit because I got annoyed at the movement, lol) BUT! I don't think the movement was the problem, I think the thin platforms were the problem. Slippery movement can feel really good so long as you're not expected to make precise movements, and gaining momentum in this felt awesome. So I honestly think giving more large rooms with long hallways and jumps to clear with momentum could be a better direction to go with this. Great job though! You've got the visual style and clear vision and direction, keep it up :)

Super fun mechanic, the exorcism noises add so much to this too lmao, loved it. I think the only difficulty is having movement on the same keys as exorcism, I feel like up/down/left/right with the mouse would work better for me, it can feel a bit awkward to have to re-press a key you're already holding down. Still awesome job! :)

Looks great and felt super smooth to play, well done! Comedy of the concept was well executed.

I think link rot is my favorite interpretation of decay this jam, well done! the fact that the website works for just a little bit really drives home that feeling of potentially having hallucinated the entire experience lmao

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I love this game, thank you for making it. Please put it on steam or mobile or something. (and name it just "Crum")

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im gonna crum

This was super well built. I kept getting frustrated at not being able to finish the levels and being too stubborn to turn the difficulty down, but just couldn't get myself to stop playing haha. Well done!

How did you manage to get all of this done?? Looks amazing, fun to play, sounds good. Great job!

Glad you enjoyed! Yeah things start getting repetitive around wave 20 for sure, I think 25 is the next difficulty spike, and another at 30. And then wave 50 is actually just impossible (I think, I nerfed it last second but I never could get past it) though I doubt anyone is going to bother going that far lol

Awesome!! I'm glad it was fun :) Thanks for playing!

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Thanks for playing! And yeah I agree, I don't think the dialogue fits this game at all. For me this is a learning project more than anything so I was alright with putting in an element that didn't fit, because now I know how Dialogue Manager works! :D That's also why I included Endless mode. I actually meant to rename "Start" to "Story" which may have helped. At the same time, the decay theme is basically non-existent without the story, lmao. So that's part of the reason it's in there too.

I appreciate your comment a ton though and I'm glad you liked everything else!

Woo!! A dialogue enjoyer, glad you liked it! I totally didn't write it all in one night at 6am :))) haha

Awesome, I'm happy it clicked! Yeah for sure it gets repetitive, especially up to the later waves. My max was wave 50 where I instantly died, lol. I spiked the difficulty a little bit up there. I think if I were to continue this game I'd add more enemy types to vary things and some boss encounters where you have to shoot them with certain series of colors to kill them. Also more upgrades!! Stuff with synergy and anti-synergy, and maybe the ability to get some money to remove upgrades you don't want from the pool... So many ideas that I couldn't quite fit in haha. Thanks for playing though! :)

I'm glad you enjoyed the idea!

I'm so glad keyboard controls worked well enough for you to enjoy the game! Thanks for playing :)

That's awesome! I'm so glad you liked it. Balance was probably where I struggled the most, yeah. Health was something I added in early but became a bit trivial after the Life Steal upgrade, could've definitely fiddled with that. I think a barrier would be interesting for sure! I am also so sorry about the mouse not working on dialogue, it was working the version before I uploaded and I guess I forgot to check if I broke MKB controls before uploading... lol. First game jam vibes

Thank you so much! That means a lot. And yeah, I only had time to put in some basic keyboard controls at the end. I think something where the shield rotates towards the direction you're holding and can stop when you let go would be better. Thanks for the encouragement!

Great visual style! Love the look of all the 3d models.

Yeah I think the game ended up a bit too difficult in the early levels and too easy in the later levels. Turns out it's really hard to balance all those different upgrades! I think the secret is to get Scatter Shot early and ignore some of the late game upgrades until later, but I don't think I've found the most winning strategy yet either. Thank you so much for playing though! I am super proud haha, spent a lot of time on it and it's basically my first finished project :D

I had an earlier prototype that connected the theme a lot better but ultimately went with the one I thought was more fun. And yeah I never quite got the balance right, struggled with it being too easy for the entire Jam and then suddenly at the end it was too hard, haha. Definitely a good learning experience. Thanks so much for playing!

I used to play so many of those old flash upgrade games, super nostalgic. I liked it! Sound is good, plays well, I couldn't tell what the number was when jumping though, how much I was tilted when I landed? I wasn't sure if landing well was giving a speed boost or not. My only gripe was that I wish the camera showed more of what's in front relative to the player, would make it easier to jump over enemies. Great job overall!

they call me the wolfslayer

Really cool to see an adventure game made in such a short period of time. When the music kicked in fighting Father Time I knew it was going to go down. Unfortunately I encountered a bug where I got locked out of the boss room after dying and respawning outside of it, so I wasn't able to finish. But overall I think the thing you did best was atmosphere, I liked the vibes! Good job to everyone who worked on it!

It took me way too long to realize you could place buildings off of the middle three support structures. Great concept though! I think the mechanics fit the theme perfectly, feels really cohesive.

This was super clean, good job! I liked the art style and the usage of text in the background to give clues.

The artwork and visual design are stunning. I had a lot of fun with this, I liked the idea of organizing the shapes to determine which effects went first. With more cards and choices put in, I think a game like this could do really well. The only thing I was craving were more interactions between cards, but what was already in there was really good. Only real criticism is that sometimes it was hard to tell the order cards executed in, maybe making the effects of them pulsing clearer could help? Not sure. Great job!

Thank you so much! I had such a hard time figuring out the graphical style haha, it's not something I've ever done before. I wish I could've done a little more but I'm glad you liked it. Enjoy the game :)

Hey! Endless mode is the same game without the dialogue. Hope you give it another try with that in mind :) If you just want to skip parts of the dialogue I've found that spamming the skip dialogue button and the select button (controls are listed below the game on the itch page) worked well for me. Glad you like the gameplay!

Fun, simple game. The mechanic was super satisfying. Although I will say I didn't understand the difference between the second and third mushrooms, and the first mushroom is a little too strong. Other than that I liked it a lot, only wish it was longer. Great job!

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Took me a little bit to understand the mechanics of the game but once I did I realized just how much depth there was to this. I think the way you matched the mechanics to the theme was perfect, really makes me feel like I'm messing around with dangerous atoms. Very unique and very cool, I love pretty much everything about this. Great job!

Wow, that's impressive. Did you use the pause bug? When you pause at the start of each level you get a slight time save, it's most noticeable on the first level.

I really really like this game