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Nexrem

36
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A member registered Nov 11, 2017 · View creator page →

Creator of

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Thank you so much for the comment! It makes me very happy to know you enjoyed our game this much :)

I'm glad you see the difficulty as more of a challenge. It was meant to be challenging, but I think it became a bit too much for most. One solution to this is to add an easier difficulty that can be picked that will have more conservative timings, numbers on the stick and auto-recentering. The stick remaining in the last position is very much intentional and was one of my design decisions even before starting to program.

The races being too long is my fault. I spent a bunch of work on the music and decided that a race must go until the end of the song, but one of the songs is 5 min... a bit grueling of a task haha.

I'll hunt the sound bug you mentioned down as well.

Thank you for playing!

Yeah, this was a common criticism. My plan is to add an easier mode with the same gameplay but with a few more helpers. Namely a bit more time for the shifts, the shifter starting from the middle position always and gear numbers always visible on the screen. But all this after the game jam is done.

Thanks for the feedback!

Thanks!

This is really well executed and I would have enjoyed exploring it immensely if not for the frustration brought by not hitting the notes at the pixel perfect time. The whole presentation is great. The music, the intro sequences, the gameplay and even the combat sections, its just the timing. I did manage to get to the fat guy boss looking type but died on him.

Music and graphics are authentic, gameplay is very fun. I enjoyed that XP actually makes a difference. Great entry overall. I'd love to return to it with some more loose timing!

Pressed the button 1000 times, kicked the flower, fed the ducks. The Krysa fight absolutely wrecked me, dumped like 2 hours into that. The ball attack especially, having it home on you is brutal. Great little Undertale clone. Only criticism is it could be longer.

Thanks for the feedback!

Our artist is happy to hear this :D

Numbers on the shifter is something I can absolutely add! I do think it detracts a bit from the original difficulty idea, but maybe I can keep the numbers on at an easier difficulty or something!

It would absolutely wreck your transmission hahaha, But maybe our fake Takumi is doing a spinout or something, it works for gameplay. The stick position was intentional. I tried it with neutral but personally felt it was a bit too easy. Its easy to get blinded as the dev after playtesting countless times yourself and getting used to the muscle memory. Maybe I can add a difficulty selector later on that makes the times longer and also makes the shift recent at easier settings.


Thanks for the feedback!

Thanks for the feedback! Yeah, the timing might be a bit too hard. It's also heavily biased towards people who drive manuals since the positions are muscle memory to them. I did however include a graphic showing the positions in the page itself, and hopefully later in the game itself!

This is a very nice concept. Somehow my first word ended up being "shit" haha. I really enjoyed it albeit it's very hard for me. Maybe without the limitations of the nokia. Great submission!

Great graphics and smooth gameplay. Authentic to the platform but ends pretty quickly. Ramping difficulty and more vehicle types would make this an excellent endless runner!

I like the animation work and I also enjoyed finding out that the swatter hitbox is bigger than the aiming indicator, this gives it potential to swat multiple flies at the same time, however I was unable to do this, maybe its impossible, would be a great addition. I willingly lost at 1200 points. A difficulty/speed curve would be nice. I really liked your pixel shader effect, I also liked how authentic the New game button/menu felt. Splash was also great!

This was fun, I liked the character designs a lot. I ended up staying but crashed out in the end. Good little narrative experience. I do think down period while waiting drags on a bit too much. Maybe it should start as soon as you lose in snail survivor. Good job!

Thanks for comment!

I wanted to add a tutorial but was strapped on time, so it didnt come to fruition. I'll try to add it after the jam is over however!

This is entertaining and pretty great in a technical sense. I do think it'd benefit from dithering since its hard to make depth out. Also needs a boss every now and then. It controls well in my opinion and the nokia overlay is a nice touch, I tried it on mobile also and it was comfortable.

I really liked the whole presentation of this. That said my too qualms are that the motion for the incoming arrows should be smoother - right now it seems to just skip 2-3 pixels at a time. It makes it difficult to time correctly. And secondly as to the accuracy of the beatmaps. Some of them felt off, even when I was getting a "wow". Despite this I really like the whole presentation. Very good game!

This is a really good base for something cool. The attacks were good but not overly challenging. Some boss progression would be nice (different phases). And ofc more bosses, but thats a given, maybe even with minions to overwhelm you. Combat feels good and the feedback is good. I faced a bug where restarting would just spawn a copy of the character. Overall it's a good demo.

I love the Bounce Queen's animation work. Very expressive. Gameplay is alright, some of the hitboxes are wonky, especially the big bubbles. Text is funny and lighthearted. Great submission!

The intro is nice. This has potential to become more compelling but needs more danger. Maybe a wandering enemy to block off certain screens. More depth and of course the ability to replenish air away from the boat (but only drop treasure at the boat)

This is a good interpretation of minesweeper. I'd love to put down more time into it, but being on a timer's a bit stressful. I noticed that a pest can be right next to a flower/grass tile in some cases which makes it hard to not accidentally run into a bomb. It does make up for it by giving you health as well as occasional powerups. I like the cursor animation. Ergonomically, having to enter a mark mode to drop a flag is a bit uncomfortable, versus having a dedicated drop flag key instead. I think you have a great concept here and should def expand on it, even past the 3310 limitations.

Thanks for the feedback! I was thinking on implementing decreasing speed but with the timeout I had before it was maybe a bit too easy. I opted for making following races just require more positions to memorize. I did include a layout picture for the gear positions, but I completely understand that its not exactly muscle memory for everyone haha I'll look towards making it a bit easier after the jam.

Game is fun, but after some point even if I'm managing my toilets perfectly and have them upgraded, I still keep soiling pants just by virtue of the little people taking too long to do their business. Very functional game. Tutorial is a great addition. The queue took me a bit to figure out, controls arent as intuitive on that front. I enjoyed it overall.

Overall fun, however both the stomp and bullet hitboxes really beg to be a bit bigger. Simply strafing around seems to allow you to avoid getting hit but practically every stop nets you a hit. Visually its very fitting. The overall presentation is good.

This game is great. Its basically a complete experience through and through. Sound design is good, albeit the theme gets annoying after a while. I love digging games like this. Wish there was a bomb item to get rid of boulders and unbreakable blocks. I've dumped like 2 hours into this now and am nowhere near completing it. Great job!

Fun infinite "runner". It fits really well with both the theme and is authentic for the 3310. My highest score was 205. Presentation is superb. Love it!

What a wonderful game! Very fun to explore, authentic. The ending boss battle is great and I really enjoyed the little progression. Reminds me of Aqua Dig (J2ME). Very polished. Great job to your team!

I enjoyed it but would benefit from audio, either jump audio or some sort of indication when passing certain points, for example every 10 points. I also think the screen should forcefully move up forcing you to keep jumping or die. I liked the grinders when you lose.

You forgot to bundle the DLLs with the game!!! I'm lucky to know LOVE2D well, so I fixed your release to play it.

Not the author however, since its a LOVE2D game you can get the files from them and place them in the same dir as the exe. https://love2d.org/. Get the zipped release and just grab all the dlls.

Great game. Graphics and sound are perfect. I couldn't beat bethoven virus haha, but I got close!

Can really benefit with having window rescaling enabled, I found it hard to play on fullscreen and used an external tool to force the game into a windowed lower resolution mode. 

There was a bug (or feature?) I think with the audio playing twice during gameplay. The second audio was just very quiet but I found that distracting.

Web version didnt work for me but the native one worked fine. It needs variety, and at least a tutorial since it took me a while to figure out where the actual places to put the boxes on were. Terrain seemed decorative only, would be cool if the terrain was blocked off and sectioned in a way that forces a specific sequence to get the rocks to the end, like sokoban.

Fun little game, right in place on the device. Very era appropriate.

This is a fun concept. With more fleshing out - progressively unlocking more types of coffee, a timer to put some pressure on the player or maybe instead preset levels that have an optimal solution - this can be fantastic on smartphones. I replayed it 4 times. Got 120 at most. Sound and graphics are great. Gameplay is very era appropriate!

Great little game, and very polished, the animations and transitions are perfect.

The memory puzzles start off easy but get really brutal near the end, which is great. I'm not sure how the stats affect the gameplay directly, if at all. I went spotless until I started getting the two line letters + directions and subsequently messed all of them up haha. I still managed to get an A with 90% on all bars. Maybe the grades bar should deplete with each loss and missing sleep should make the timeout go faster.
Sound design is on point and authentic sounding. Palette chooser is a nice touch.


I quite enjoyed it! Great stuff!

(1 edit)

Thanks for the feedback!

I'll whip up a graphic for the page with a stick shift layout. Initially I wanted to add a tutorial to the game but was pressed on time.

There is a difficulty curve - memory! Races 1 and 2 are both 4 shifts with the second race being twice as long as the first one - this is done to match the song lengths. Races 3 and 4 follow the same pattern but with 5 shifts and race 5 is "the final boss" with 6 shifts.

If you feel like just checking out the graphics you can slap `var global_battle_index = <battle number>` inside your browser console. Numbers 0-4

Great little game. Simple, but simple-enough. I like the leaderboard system a lot. The dark sections are a nice visual touch. The end sequence music is very loud compared to the rest of the game.

Very impressive technically, including the visuals. Really hard to get the shapes pixel perfect! Only managed the heart.

Fun little game, can definitely see this one on an actual 3310. Nothing too complex but has charm. Animations are appropriate and I enjoyed discovering the cloud "powerup" :)