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netpro2k

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A member registered Sep 16, 2023 · View creator page →

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Hahah. Amazing! This is so great to see as a developer!

Because the game is a loop I was actually planning to adding a timer to that little monitor that is hanging above the bananas.  The timer starts ticking right away and then stops when you collect the bananas. Then there would be a short "cutscene" where you wake back up having forgot everything and go again. Then also planned to have the gems be somehow related to getting out of the loop... It's a game jam though so had to cut it off somewhere and call it done heh. Thanks for playing!

Thanks for playing, and glad to hear you 100% it. I unfortunately didn't have enough time to implement a secondary ending, best I managed was just showing your total on the "end" screen.

Re trolly platforming. Hah definitely not intended, but I agree there are some spots. Since I didn't have enemies spikes were pretty much the only thing I had to introduce any challenge some segments are definitely a bit punishing. Thats why I had very non punishing respawn like you said. (no health or actual death, fast respawn).

And yep there is a bit of AI art. The intro/outro graphics were pretty necessary to get the vibe I wanted for the game and not something I was able to create or modify existing content for myself. I did modify the generated assets a good deal (probably made them worse in many ways because I am bad at art) but I wanted them to be in the same limited color palette and feel kind of gritty.

Visually are quite unique. I like the pixel texture style and enemy design. Music set a really cool tone (though I had very short riffs repeating quite frequently, not sure if a bug or by design). Definitely nails the DOOM vibe.

I admittedly didn't get super far into the game before giving up, It was very hard to tell when I was being hit so I was just sort of running around wildly and randomly dying, and then the game wouldn't resume so I needed to reload the page. One run I did manage to get a bit further and open a bunch of crates and get a different gun but then accidentally fell in a hole a died again. LMB to interact felt odd because I would fire off a bullet every time I opened a crate.

Also FYI fullscreening cuts off the text off on a 21:9 monitor, but I don't expect people to think about ultrawide monitors for a jam haha

Anyway cool submission.

Thanks for the playing and for the feedback!

Several people have managed to get stuck by the blocks in that room. I was aware of the issue but didn't have a good solve and didn't want to remove the puzzle. I possibly could have tried t detect this state and reset the player back to the entrance as a workaround.

Thanks for checking it out!

Yep.. Sound was the thing I put off the longest, especially music. I was unhappy enough with the music that I also added a music toggle hehe. I'm glad someone finally complained about it because I wasn't happy with it. Definitely want to work with a composer next time I do a game.

Fantastic work. One of the only jam games I felt compelled to try and 100%. Didn't quite get there, got all the powerups and 10/12 hearts. Searched around for awhile but not sure where I missed them. 

Level design is great, visuals are nice, powerups are solid and given out at good intervals. Backtracking felt good.

If I had to nit I found some of the save points a bit far apart at some frustrating parts, but it was made better when I realized it din't completely wipe items you picked up.

Awesome work on the custom engine too. Interested to hear more what you used for rendering. Did you use an external map editor?

Wow. Nails the NES aesthetic and vibe. Very impressive submission. Huge amount of content (I admittedly on scratched the surface of). Would like to have seen the map be on the select key, it was annoying to have multiple steps to check it (maybe this came as a powerup later?).

Death was very punishing... But honestly that kind of correct for the NES.

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I like the character design. The rest of the artwork is obviously very temporary. The ladder actually wan't obvious at first to me I though it was just part of the wall and was stuck for a bit, so I would try to make that stand out a bit more even if its temp visuals. Basic jumping and shooting feel ok but the slide jump is a bit tricky to execute and can be a bit frustrating when missed since you will have to do a lot of retracing your steps. There is no indication in the game what the powerups are so you just have to guess. I guessed correctly based on the controls listed that the first powerup was dash but I am actually not sure what the second one gave me (if it was even a powerup? It was a godot icon...)

Also used ldtk importer for my game, it was actually pretty nice to work with. And ldtk itself is great.

I like the character design. The rest of the artwork is obviously very temporary. The ladder actually wan't obvious at first to me I though it was just part of the wall and was stuck for a bit. Basic jumping and shooting feel ok but the slide jump is a bit tricky to execute and can be a bit frustrating when missed since you will have to do a lot of retracing your steps. There is no indication in the game what the powerups are so you just have to guess. I guessed correctly based on the controls listed that the first powerup was dash but I am actually not sure what the second one gave me (if it was even a powerup? It was a godot icon...)

Also used ldtk importer for my game, it was actually pretty nice to work with. And ldtk itself is great.

Very impressive entry! Love the artwork, especially the enemy design. Attack combo feels solid as does enemy hit feedback. Jumping mechanics feel solid.

The instant kill spikes felt needlessly punishing, especially because the camera panning was quite slow. I died many times to instant kill spikes I didn't even see. Related, save points also should start you at full health when respawning.

Impressive level of polish for a jam entry, nice job!

Fun minimalist art style, I laughed when I got the FISTS upgrade and it was just the word FISTS on my hands. The basic punch animation could be improved, but it felt better once I got the upgrade. Enemy styling was pretty cool and decent hit feedback on them. Expected the very thin platforms to be one way. Had the requisite "see platform I can't reach, get double jump, backtrack for it" needed to qualify as a metroidvanai but not too much else. Obviously still a work in progress content as mentioned on the page, but you have the foundations down.

Very cool concept and interesting theme carried throughout. Love the vibe and unique art direction. Very unique powerup ideas that tied into the theme.

 The platforming mechanics needs some work. The combination of painfully slow move speed, unforgiving jump timing, floaty jump,and not being able to see where you are landing lead to a pretty frustrating experience. The strings helped a bit to orient yourself but that didn't help with enemies and were also flickering a lot and hard to read in parts with many platforms.

The watch powerup is a really neat idea and led to an "aha" moment of why that (at first annoying) bar was across the bottom of the screen. I assumed at first it was just for the theme and visual aesthetic and found it kind of annoying (partially adding to the frustration of jumping) but it had a gameplay purpose which was cool to discover. I did struggle to figure it out at first partially because there is very little feedback when activating the mode and it often seemed not to trigger. This was pretty frustrating since it would lead to just walking off a ledge and resetting. Ended up giving up shortly after getting this powerup after walking off a ledge one too many times and resetting way back.

Definitely a very cool concept and I would like to see it expanded upon. The platforming mechanics issues seem very solvable.

Cool vibes, nice visuals. I like the backstab mechanic but the animation is too slow and the start is very unclear, just feels like you are frozen. I finished the game I think? Ended up back at the menu.  The enemy mechanics are cool, the first encounter you have with one teaches you to be very afraid of them heh.

The pacing feels a bit weird after you get the dash ability. I ran into the next area after the dash puzzle and fell down a long ways and went through a bunch of different looking areas that all looked like new biomes, but then the game ended before I had a chance to explore them.

Good hinting on the "puzzles", you would encounter a room, try to do it, see you were obviously missing some ability, and backtrack.

Mentioned by others but there is a softlock issue I ran into several times where exiting a room right as you enter breaks things. One time it happened I was able to still move left and right even though I was off screen. I suspect the player is falling off the map.

Anyway nice work, solid entry.

Neat intro and background visuals were quite nice and I liked the movement mechanics you had for the bosses. The hitbox on the boss seemed kind of broken it is way larger than the visuals would indicate and made the bouncing movement frustrating. It was very hard to tell if I was hitting the boss, and when I wasn't it was unclear why. Some damage feedback for both the boss and the player, even just a simple damage flash would go a very long way.

Yeah the initial idea was that everything should be an upgrade. It turns out though its pretty hard to do anything interesting without at least left/right/jump so those are given out pretty quickly hehe. But it gives an opportunity to give a lay of the land and the initial room also forces you to learn about the hidden passages since you literally only have 1 button to press.

Thanks for checking it out!

>  I didn't know Suno could do loopable music

It can't, I generated a few tracks off of the base track I had and then edited things together in audacity, I tried to find a part that looped reasonably enough and masked it a bit with some cross fading. Its definitely not a perfect loop I can hear it and it drives me a bit nuts but it seems not to be as noticeable to people actually playing the game. Finding music was really rough, I looked around a lot to find something that fit the vibe I wanted. Definitely something I want more capabilities on for future games/jams.

> I did not love the vine swinging

Yep fair. It's kind of tricky. Its also the only real dynamic thing I had to play with so I probably overused it fleshing out the level design. Its a timing thing, and often you need to not stay on the swing the entire arc.

> I also hated that puzzle room.

Yep fair enough. My original plan was to have many more puzzles but it turns out making puzzles is hard. This was the first puzzle I made that I could actually get to have a single satisfying solution. I only playtested it with 2 people, one solved it right away the other struggled but eventually got it, so I figured it was at an acceptable level. I agree though if I were making a larger game I would want to build up to this and teach some of the dynamics of the blocks outside of this room.

> BTW, was the end screen a reference to Jonathan Colton's song "Code Monkey"?

It wasn't but thats a good song :)

Yep you can only climb on vines. The green biome is fully climbable, but some walls in other biomes also have vines on them you can climb.

Solid entry. The leg mechanic feels novel, though a bit difficult to control (would feel better on a gamepad with a button I think). Short and sweet with a bit of hunting around. Fun ending.

 Nice visuals, solid mechanics. I liked the shotgon dash a lot at first but the sound effects got a bit annoying with the amount you end up using it. The wall dash also was pretty finicky. It was very not obvious what switches were doing, often hit switches before I even saw the doors (I assume) they opened. Lack of checkpoints was kind of ok because of the level shortcuts but there really needed to be one after you get out of the mine. There was a f.inicky platforming section that required going over two pools of lava with a fully horizontal dash I died on 3 times and had to backtrack through the whole level to try again, ended up tapping out on the third try, I assume I was near the end of the game since I had all the powerups. 

Overall great entry.

Says there is a play in browser version but it seems it wasn't uploaded. Submitting one will help get a lot more ratings since some people (like myself) wont feel comfortable downloading jam games.

Having a boss right at the start before you have gotten to practice the mechanics or invest yourself in the game at all is pretty frustrating. Attempted it a few times but ended up giving up. If this was a bit later and I had already gotten going in the game I might have felt compelled to try harder but it was literally the first room.

Kudos for still getting something done in half the time though. Also "skill issue" is a fair response to my comments hehe.

Seems to be bugged for me, don't see anything and can't seem to move 

Was not expecting voice acting in a jam game! Very cool. I like the visual style though I had lots of things popping in and out in the background.

I got completely stuck at the start, had to look at other comments to learn about throwing the dagger at the lock. Its a bit annoying to have to do this repeatedly on the same doors, and in both directions.

Found the combat a bit frustrating, but very nice level of polish overall.

I like the design of the robot character. I got stuck pretty quick after getting the zapper. I did manage to reach the platform next to one of the "intended exits" but was not actually able to get up on it. I feel like I got there through a bug though because I kind of just flung myself from a moving platform my jumping while it was going up. Took a few tries but I was barely able to make a gap. Not sure where I was actually supposed to be going from there though.

Very solid, nicely done! A unique set of abilities. Got stuck for a bit early on because I didn't notice the switch in the dark room. I do wish there was a way to save the game because I had to stop playing part way through and don't want to redo the whole game up to the point I was at.

I like the hand drawn art style, nice work on the layering. The tiling, particularly on the internal walls feels pretty bad though, and the fall through platforms feel like placeholder art. 

I really like the jump shoot mechanic, that feels fun to time and you feel pretty mobile once you get the hang of it. It would be nice to have an indicator for bullet charge. 

Feedback on the dash doesn't really make it feel like the kind of thing that would break walls, but since you had one right in front of where you pick up dash it makes sense to try it. Some sound effect or animation on breaking the wall would also be nice.

I almost exited the game before the boss fight since it was unclear what I was supposed to do, I hit e on a whim and it entered the boss fight. Unfortunately the original level music did not stop so I had both it and the boss music playing which was a bit annoying. 

The progression is a bit linear but solid little game.

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Solid little game, I like the energy mechanic and powerups. Visuals are pretty nice though there were many long straight passages that made it hard to tell I was moving. Some additional details or background parallax might help with that. Also because the map covered very large areas and did not show any details it was a bit hard to orient myself. I would end up back in a room I had been to before (according the the map) but not really feel like "oh I am back here". I like the sniping mechanic, it feels good to try and get that off while being stuck in place. I do wish it was the same button to exit sniping mode, I kept trying to hit that. Energy was a bit frustrating with the wall jumps, they should either use less energy or energy should regenerate more quickly after hitting the ground. Waiting for it to regen if you miss a sequence of wall jumps feels bad, and I hit that imediatly on getting wall jump. Feels a bit less bad once you have some energy upgrades.

Mentioned by others but hover sound appears to be bugged, quite annoying.

I am not sure if I reached an unfinished end or a bug but when going to another screen I abruptly was put back on the menu screen. I feel like I had a lot more of the map to explore.

Keeping the previously selected card active would help a lot to make combat feel better. It also feels like there needs to be some card that is weak but has infinite uses or cards need to be given out during a boss fight. I got stuck on the first "boss" because I ran out of cards. Even some minor audio feedback would go a very long way in making things feel more alive.

Excellent work on visuals and overall polish. The bucket mechanic is pretty unique and interesting. Things feel pretty punishing at first until you get a few health upgrades. I didn't realize what the secondary currency (power?) was at first and eventually ended up being surprised that I failed the mission. Gamepad worked but only partially. It was workable by switching back to mouse and keyboard when on the ship.

Ah darn. Yeah there are a few ways to soflock in that room unfortunately but I didn't want to take the puzzle out. Thanks for checking it out!