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Nijelous

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A member registered Jun 16, 2022 · View creator page →

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Just got done watching, big thanks for streaming you playing it's been super cool for our team to watch! It's given us a lot of good feedback watching someone go through the experience and stuff for us to touch up in the future, namely the rune drawing (I KNEW it was pretty strict but now I know I need to make it significantly more lenient with the tracking of it all, big project).

Was a fun play, very funny story and the game played very well. I really liked the mechanic of trying to do everything before your mass ran out, giving you that limit could be a very fun idea for a future project, I also liked how that was expanded on in level 2. Level 3 is where I have some gripes, I think it should have been more obvious where the bombs were going to land, and some form showing off that they're also a problem for the player while flying and they need to dodge that too, because that took me a few deaths to realise. Also sound, game definitely needs some satisfying sound effects and music for the levels.

All that aside, I had fun, and it's a fully complete project with cutscenes and all (very cool cutscenes btw). Good job!

Really great base for what seems to be a very ambitious platformer than I hope you guys work on! After reading the GDD man I really wish you guys had got in even some of those things because as is the game functions but is rather barebones, and a version with what you guys have suggested would be really cool.

I will also say that when it comes to finishing the level, maybe when they've reached the "completion" thresh-hold, pan over the whole level to show what a colourful marvel the player has created, just a suggestion though I think it'd be cool.

All in all, really cool game and I do really hope you guys keep working on this.

Amazing game, absolutely no notes or nitpicks this thing was polished and clean and well delivered for the 2 week constraint. Everything from the music to the models to the voice acting to the gameplay works incredibly well, and I'd wanna see more of this, somehow, probably not in the setting of "black hole about to destroy lab" because there isn't much follow up to "black hole destroys lab" xD.

Yeah I just hope y'all work on something like this further if you want to this was really fun to play!

Game is really great, it sucks that you weren't able to get the full build done for the jam, and that gamebreaking bug is in there, but playing the bugfixed version damn man you guys are onto one killer game, and I really hope you guys keep working together on it! (please try to avoid feature creep though otherwise y'all will be developing this forever)

The use of medieval art for your assets is such a genuinely good idea I'm sad I didn't think of it hahaha. I really liked everything in this, it all worked together really well, and I don't think I could give any feedback that hasn't already been given on improvements. I'm also shocked I haven't come across another game referencing the black death.

Didn't expect to be motivated to work on my own project by Medieval Long Boi the game, but here we are! Great job making this especially for a first time in an entirely new engine!

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Really well put together game, I was incredibly bad at it and couldn't figure out where to go half the time without your excellent clues, but I had fun with it.

I'd say definitely give more clues in the game, or at least potential for them (I know you're doing this just a reminder!) and give the player more spells! If I misclick one it feels bad to have to restart. Also look into Coyote Time for the platforming stuff.

Very fun, great job!

Really good project considering you've only just learnt GameMaker Studio and it being your first time making something public! I really liked the music and the ambience around it, definitely sold the horror aspect more. The face is going to live in my nightmares for the next week, and yeah it's a short but sweet game.

Very interesting game, I think if I understood how to cater to inter net humour more I'd be better at this but it's difficult to figure out what exactly works with each community, at least on a first playthrough.

Having said that I think everything was pretty well executed, I agree with another comment a tutorial would have been nice, perhaps to show what to look for in a community to find the different humour types.

Was pretty fun, good submission!

I am terrible at this game, I have no coordination, yet I REALLY wanna just play this all day and get as high a score as I can.

Great take on the theme, was really fun, absolutely no notes great job guys!

Excellent shitpost, 10/10, I will not be gnomed this day.

Honestly though this was fun to go through, glad you made this and the fact you made this in two days is really impressive, and I think more story with this wizard if you do wanna do more would be very fun!

Really fun game, and quite polished too! Loved the art, the gameplay was fun, reminded me of old flash games I'd go about playing in the ages of Miniclip hahaha.

The controls sometimes feel a bit janky but that's just the perspective I got used to it in the end, but sometimes puddle wise I felt like it would block the entire road and was basically impossible to avoid, and I found one glitch where I was stuck under a dog haha.

Other than that though, I really liked this one, great job for a first game and I can't wait to see what you guys do with either future projects or continuing this one!

Had a lot of fun, despite me being bad at bullet-hells I really want to keep replaying this game to try and get as high a score as possible. Everything works incredibly well, art, music, sound effects (though a shooting sound effect would have been awesome if you can get it feeling right).

You already know about the bugs I would have brought up, so get those fixed and I wanna see more, definitely a good base of a game to build on!

A very simple yet very well executed game! Everything comes together real nice, from the art, to the music, to the sound effects (loved the sound of the dark monster printing towards me).

It feels pretty complete as is, which is great for a 2 week game jam well done! But if you wanted to explore it more, you could definitely add more mechanics to this as a base, or mess with the light stuff more with torches potentially going out over time, just a thought.

Very fun, great submission!

Very wholesome game, I did really like the sad ending when I was able to (somehow) get it. Loved the art and music, sound wise this game works well though I wish there was a few more things like when the player is moving but that's a nitpick.

I will say that the items stacking on top of mum ends up causing a lot of issues when it comes to re-using items, as the picture is automatically above the controller, making grabbing the controller basically impossible. Also some of the text bubbles either didn't fit on the screen (the objectives) or were hidden by the table which seemed to be above them in the overall layer sorting, but that's an easy bug to fix. Oh and I did hope that there would be a bit more music playing when you hit the different emotions, but hey for a 2 week game jam I know that's hard to make/come by haha.

All in all, fun play, good job guys!

This was a really fun play. The controls were very intuitive (obviously it's WASD only) and it didn't take that long to figure out that I couldn't go back on myself, which was a really interesting puzzle mechanic that made me really think about what I was doing. Also the art and music were great.

I think you should definitely keep working on this, one piece of advice I'd give is combine the flow aspect with the maze puzzle, so that you have to combine all the crystals before exiting. I think that would make for a very interesting set of puzzles.

Great submission, executed really well!

Overall was pretty fun, the sound effects for the shooting was cool, I did like the voice acting (though as RTS games tend to get the moving sounds got very repetitive), the units looked cool, and the controls for the most part were pretty intuitive, could pick it up relatively quickly.

A few different nitpicks, I'd swap what left and right click do, it just feels better that way, or have keybind options if you like that way of doing things. Also have a way to mass select units shift clicking every single one gets very tedious. Also it wasn't clear what the escape pod was, I assumed it was the big "game jam" because that's a large thing on the map, but it was back at the start, just need to make it clear to the player where exactly the end point is. Also interacting with the civilians was quite inconsistent in terms of what seemed to make it work.

But, I enjoyed it, and I think with the updates you guys are planning it's gonna turn out really good!

I liked the dialogue between the characters, the setup for the story in the future, and the core mechanic of the game seems to be there with managing the guys, also I liked the music (though it did stop eventually and didn't loop). Also the character design was cute!

I was very confused when I got into the level itself as to what exactly I had to do, and whether what I was doing was working. I assume I was meant to press E to motivate the firefighters to put out the fires, but I wasn't sure whether that was doing anything, if you do go ahead and develop it more (which you should!) I'd say make that clearer as to what to do in the first place, a tutorial of sorts for the main gameplay.

Overall, a good submission, was fun to play about with.

Thanks for playing, and for the in-depth comment, glad you enjoyed your employment under the council (your payment will be in the mail).

We're definitely going to look to expand the game in a few different ways, with the ones you listed definitely being on the cards as well as potential other systems, also glad you're a fan of the music, funnily enough the credits track was originally going to be the menu music but we thought it was too high energy, so HeavyMetalGameDev made the current menu music. We didn't want to get rid of the other track though because it was really good so we put it in the credits instead.

Glad you enjoyed, and thanks for the kind words!

Good luck in getting out of there, I know you can do it, and this definitely gives us motivation to keep going with this post-jam to hopefully add new levels and make it as good as it can be!

Ok went ahead and finished it, and yeah it all ended really wholesomely too, just good vibes and a good message the whole way through to spread kindness, but don't spread yourself too thin, spread kindness to yourself too

Looking forward to you guys' future projects, if this was your first then I'm sure you're gonna make some cool stuff!

After playing again I have a bit more feedback, the health bar feels really, really unnecessary, since the only reason I'm dying is by the one-two combo of being hit by something and then the hand slapping me. I (personally) would change the back wall to do damage instead and push the player back forwards, and get rid of healing upon new level. In my opinion that would feel more fair but I'd experiment with it.

Also I have gained a new hatred of birds, and I will be seeing low flying birds combined with traffic cones in my nightmares.

Glad you tried it out! We definitely know things aren't clear, big thing to fix post-jam!

Volume slider is DEFINITELY something we should have added, I thought about it last day then realised adding that with 5 hours to go and still quite a bit of polish in other areas required and figuring out how to do it would have been probably a fool's errand, but I definitely want to get that working.

Also happy you liked the controls, passing that along to the guy who did them (Junky), he's an absolute wizard when it comes to this stuff and I need him to teach me honestly hahaha

Definitely agreed, if we hadn't finished getting the whole thing together 2 hours before the deadline we would have gotten some playtesting done, but that's on us for not prioritising our time correctly on that front haha

Thanks for playing though, and hope ya had fun!

Thanks for playing, glad you found it fun!

Honestly with the drawing system it's not quite where I wanted it to be by the end. The way it works is it figures out what lines you've drawn and from that figures out the rune you've drawn, and sometimes it'll see a line that should by all rights be vertical and say "that's diagonal, definitely". I really want to work on it post-jam to make it feel better, just would have spent the whole time fine-tuning it if I could but I had to devote time to music.

So, tl;dr, there's a good chance your drawing was not actually bad and just the rune system being slightly clunky haha

Glad you enjoyed playing, and thanks for the kind words!

First of all, yeah we know we needed to add a tutorial, complete oversight on our end, though we did have the drawings in the bottom left of the screen on a bit of paper, though that's definitely not clear as to what that is.

And the bottom bar is actually a health bar! The timer is at the top but the health bar goes down when you step in hot goo, we really should have added some damage indication for that but we ran out of time to add that in, another thing for post-development.

Thanks for playing! Really means a lot

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Really fun playthrough, the narrative was charming, the combat was fun, the music was great, the art was good (especially loved the "thumb people"). Also loved the battle perspective, definitely unique haven't seen that in a game before and honestly would be down to see a game utilise that. Only thing I would add in terms of mechanics (I may have missed this but oh well) is letting the void stuff spread even further, and as it spreads further the battles increase in difficulty.

Good submission for sure, good job guys!

This game was really fun, really liked the time base-defensive stuff and I was racing to get everything done in the time I had in the day. Also liked how I could use my plants as a shield for the base. Also limes with guns are cool hahaha.

Everything just worked here, the art was well done, the music was great, the gameplay was compelling, and the SFX were really satisfying. Also the ending was amazing hahahaha.

Great game guys, only thing I would add is more different unit types and make it longer, because this could be a pretty fun expanded game about the power of the lime.

Really fun playthrough, and a fully complete game to boot. Loved the ending, and the gameplay all came together to make a compelling short adventure game. Also loved the 2.5D style!

No real notes on improvement other than make a longer game but at the same time I don't think that works here as the story feels pretty complete, I'd love to see another project along the same lines from you lot.

A very short-yet-fun addition to the jam! I kept hitting into mines but that's because I'm bad, but in terms of notes on things to improve honestly there aren't any other than maybe a way to regain health? The music is great and very fitting, the artstyle is really cute and the gameplay is simple but effective. Also liked the sound effects when picking up mines.

Great job on developing this!

Really cool game and very stylish. Loved the art style and the music, and the gameplay, while it took a bit for me to understand it (and a dev telling me what to do haha), eventually it made sense and was elegantly done.

The teleport mechanic feels rather redundant, and it does not feel like you have nearly enough HP to beat it at base, even with powerups, but nothing a bit of number tweaking can't fix.

Overall, really solid entry into the jam, and I had fun with it, good job guys!

This game is full of charm. Loved the music on this and the art is really good too. The story (so far) is really wholesome and I love the message of spreading kindness. Didn't get all the way through in this sitting but I will come back to it and beat it.

The one bit of feedback I'd give is on the platforming. I don't know whether you implemented it but great platformers tend to use a thing called "coyote time" which makes the jumps feel more responsive, there's some great youtube videos on it. Also the wall jumping feels unintuitive, I feel like I want to press in the direction I want to jump in but that just disconnects me from the wall as you need to hold a direction to grapple the wall.

Those are the only critiques though, overall really fun experience, good job guys!

An interesting submission to the jam. The assets were well made and the music was pretty good. The gameplay worked well once I could figure out what to do.

My main issue lies with how confusing it is to figure out what to do, I had to try a lot of things to realise what a few of the tools did, and I still couldn't figure out what the hammer did. Also you sort of just die and you have no way of knowing why, you sort of just have to guess that the enemy moved onto your tile, but you also have no indication of how the enemies move which would be nice for figuring out how to strategize getting to the end.

Congrats on getting a finished game done in two weeks though!

Really enjoyable game! Well polished in all aspects, loved the music and the art, and the play on the theme was genius.

Probably would take me a few playthroughs to get everything, only played through it twice and got 6/11, but it's a relatively relaxing game and I enjoyed the journey of Spreadward.

Also the stuff you could read was incredibly funny, not saying please and thank you??? blasphemous!!!

Great game guys!

Game was quite short, but I'd say well put together (though at one point I ended up spamming blimps somehow without paying for them, free blimps woo).

Loved the music, the art was very stylish, and the story was cool though I think could have been shown rather than told. Had a fun time with it overall, and good job getting this across the line!

Fun Vampire Survivors-esque game! Loved the music and the art, and the upgrades were fun though sometimes didn't feels too impactful overall.

Biggest gripe would be the lag, I know that a bunch of enemies on screen means a lot of things to render and check but that's the biggest programming issue to solve with these types of games, so I hope that you work on this further and figure out how to optimise that more. Outside of that add a volume slider please.

Really fun game though, hope y'all keep working on it post-jam!

Magnificent Software truly is magnificent. Literally no notes on things (volume slider plz) other than make more of this!!!

The art, music, sound effects, and gameplay all work together extremely well. I really hope you guys work on this more later and put this out somewhere because I could very much get stuck into this, like adding more levels or ways to spend the points you've gotten in a magnificent store or something.

Amazing work guys!

This was a fun one to play! The world is gorgeous and the music and SFX are great. The character controls well, however the key binds are just weird, especially for movement, please add a way to remap them.

I did find a few different glitches, for example items falling through the map when mined as they're pushed by the larger object, I ended up falling through the map I assume by being pushed by an object being destroyed.

Outside of that this was a really solid entry, and absolutely insane for a first game I hope you keep working on this post-jam because this could be amazing!

Really fun game, if hard at times with having to dodge everything haha. Everything in this game comes together to make a really complete product, and the gameplay feels incredibly smooth (though the teleporting to the ground kinda felt unnecessary, I never had a reason to use it anyway I felt).

I'd say if you work on this post jam (which you should), add a volume slider because the music is very loud, and add a tutorial because there's a lot of different things to watch out for that people probably won't read the How To Play on and get.

Really solid game overall though! Didn't beat it this time but might go back and try later.