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Sly

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A member registered Feb 09, 2021 · View creator page →

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Very interesting! I like the graphic style and gameplay.

Two thoughts on how you can make this game more accessible without significantly reducing the difficulty level:

1. In games where you get killed a lot (and here you get killed very often!), respawns should be super fast. Now it takes two mouse clicks. Maybe it's a detail, but in my opinion, if respawn required one click and not by mouse but by keyboard (preferably the space bar, which we use to jump anyway), I think the overall flow of the game would improve significantly.

2. Especially in the gamejam, when there are a lot of games to play, I think there should be a checkpoint after each level. I liked the game a lot, but level 3 beat me mainly because I had to start all over again with each death.

Still, very good job!

I like the story very much! :)

I would add something more to the gameplay. When I was still at the stage of prototyping during this jam, I was thinking about a similar game where the collected gold slows you down, but I wanted to add a mechanism that sometimes you want to be "light" (because you have a lot of jumping or you run uphill), and sometimes you want to be heavy (because you go down the hill, so the heavier the faster), then you can change tactics during the game and this gives additional depth.


Good job!

Visually, it is very interesting. I imagine it could be a super fun mobile game.

Gamplay requires a little more work.

Good job! :)

Either the generation system doesn't work 100% as it should or I'm extremely n00b at this game. Apart from the tutorial, on any difficulty level, I wasn't able to find all the bots ( i wasn't even able to find the exit), and it seemed to me that I searched the entire facility.

It doesn't change the fact that the game has potential :)

The game is quite ruthless :D I realized quite quickly that I needed yellow crystals, but it was too late anyway and I ran out of stamina. Helplessly watching me race towards death is what I don't like about games :P Being able to at least partially recover your stamina would be nice.

I also miss a clearly set goal, e.g. you have to escape the cave.

Besides that, a solid foundation for a fun game :)

Wow, I'm impressed. Lots of good work, great level design, simple but satisfying mechanics. In terms of the theme, also one of the best implementations. I like it very much!

What didn't work for me? I missed the music plus a bit too dark for me (combined with blur, it tired my eyes quite quickly).


Good job!

I like the visuals a lot! Simple but fun gameplay. Good job :)

So you understand my struggle :D But if it was supposed to be like that, it worked :)

I was supposed to run, check and review quickly, but I got involved for a good dozen or so minutes. A very enjoyable gameplay.

My problems with your game are more or less the same as the one mentioned by heckert. For me, from about the 15th wave, there were only Mega Tanks and I managed to become invincible quite quickly.

I really like that there are so many upgrades.

The. Best. Interpretation. Of. The. Theme.

Interesting game with a cool twist. I only have a problem with the difficulty level. Perhaps the maze should be a little smaller or some explanation of what we should do. But I'm casual player, so if it's a hardcore game, then it's okay: D

Simple and addictive. It's nice that you can judge which box is good and which is bad, but the speed of the gameplay still makes you sometimes take the wrong one.

I admire you did it with your own engine!

The randomness of the crystals takes away the strategy of selecting them. Could use some differentiation. For example, a good crystal is usually hidden behind a trap. The bad crystal is easily accessible. Then I have to decide - to sacrifice one life but have a chance to get a good crystal, or to risk that an easily accessible crystal will give me some ugly effect.

If you add some strategy it can be a very interesting game, because the foundation is already promising :)

I like it very much! I'm just saying that it was more seriously sad (because c'mon story of this guy, and whole system it's pretty sad and dystopian) than funny for me :) but it's good!

Cool, works for me. You have one day, so I'm not sure if its enough time for some clever level design what would be needed here. Maybe instead some crazy chaos - so put here like 100 of these crabs?

Thanks for comment :)

About theme - basic idea is that by having bigger herd it's harder to control them and easier to eat something by accident (it's easier to lost you Munchies). Also bad Blobs are not so bad because they give you experience and therefore make your Munchies stronger. So mechanics works according to the theme, more than some literal introduction of it.

I won't be useful - it happened only once :( So I also can't reproduce it.

Cool, I followed your profile so I will be waiting for updates :)

Thank you for comment! Yes, power-ups and more types of Blobs are on the to-do list :)

Thank you very muNch!

Thanks for your comment about the font, because I probably wouldn't have notice that by myself. I'll work on it.

Yes, game for now is funny, but the mechanisms are not yet sufficiently explained (and also not calibrated). This is my next goal - that the player knows what he/she is doing and can also set goals for himself/herself and what he/she wants to achieve.

Thanks for comment!

BTW. Your game inspired me to add a similar system where you can win new types of Munchies! I think it can motivate player in great way!

There is potential. A very interesting element in the form of "did the game start?". The plot idea is very capacious and you can still explore it. Congratulations on your teamwork! For me, it's a huuge challenge to create a game with strangers!

Some people said it's a funny game. For me it's super sad and true! Very nice interpretation of the theme with strong and bitter message behind.

At some point, the economy crashes and you can quickly buy all the badges. You could use some threshold, after 10k it could easily jump to 100k and higher. That's aspect to polish.

I killed everyone, found chocolate, escaped town in big style!

Shooting is very pleasant. Graphics is also great. So there is a base for a very funny game. And I was pleasantly surprised - I shot a Zombie at the other end of the cemetery and I ran to the other side of the map and the bastard found his way to me, despite having fences and forests along the way. Cool thing :)

Great idea, great implementation of the theme, because it is not about randomness. Now just make more levels :)

I had one bug - at level sum up game freezed.

Nice, I can imagine that this game in first person perspective and with realistic zombies (or aliens?) can be AMAZINGLY scary. Because already it pumps adrenaline into your veins.

For me, the controls were weird, but absolutely not impossible to play. It was okay to play.

Interesting proposition, polished, puzzles on a good level of difficulty for me, but probably too simple for veterans. It was scary, but again at the perfect level for me. In other words, it feels like a casual game. Which is by no means bad, I think it's worth recognizing your target. I'm in the target group - experts in puzzles or horror fans, not necessarily, this is why I'm saying that it can be labeled more as a casual game.

Teleportation and these moments of changing surroundings - great effect! Works beautifully. I appreciate that you didn't use any of this stuff like sudden loud noise or something jumping at you. I hate these tricks. In the tunnels I was terribly lost, but it's good :D


Thank you for that game!

Super polished in terms of graphics and sound. Very nice atmosphere. The challenge for the player needs to be tweaked. When opening the boxes, I always jumped back because I was afraid that something would jump out on me. Maybe this game could be full of traps and a bit of mocking the player? (Portal in medieval times? Why not). There is potential!

One of my favorite games on this jam. Very nice atmosphere and interesting variety to the standard platformer.

At first I was a bit irritated because I was losing a lot, but after a few tries I got hooked and started to understand how to play it. You can catch a very pleasant flow after some time.

The life bar could definitely be done in a more "fiery" way :)

I see great potential here! It would be nice to refine the movement (the general feeling of it) and diversify the skills that opponents give us and it will be great!

Personally, I'm also a fan of shorter but more polished levels than long ones. This also creates more frequent checkpoints and probably less discourages players if they die again shortly before the end of the level.

Artstyle is great and I would definitely continue this approach. What needs to be refined in my opinion is the gameplay. For now it is promising, but some form of checking if the item is valuable would be good plus a better negotiation system also would be useful. For now, you can work around it so that you keep on suggesting "1" until the other side comes down to the lowest price.

Maybe a simple system that if the price is too low 2-3 times, there is no transaction.

Interesting approach, but I wonder if it's not better to focus on one idea at the beginning? Of course, the whole thing has its charm now, but for example Score Master itself could be a suuuuuper game. With that jumping on ramps, shooting targets and passing time? I liked this part very much! If you would add some interesting movement mechanics to this (like parkour), you could create a super playable project!

Actually you did that in 11 days as i see - THAT'S INSANE XD

I don't know how you managed to do it in 2 weeks. It's amazing! A great basis for some big game. Are you planning to add any storylines?

As for the gameplay, I think it would be interesting to desing it more for the shorter sessions, something like "Into the breach", with a clear goal and different mechanics depending on the level. I imagine it could be a very cool and unique mobile strategy. But this is of course only one of the ideas. You can also make a second Stellaris out of it :)

One of the best interpretations of the theme. It works great and looks cool :)

Yes, it can be that I set everything too dark :) I always struggle with that :D

Graphics and music - fantastic. I would polish the gameplay a bit more. But it's a matter of adding a few tweaks to make it a great game!

And maybe in the background some small plot in style of Ocean's Eleven or Guy Ritchie's movies? It would give a nice flavor to the whole set.

I admit that I am angry :D

Because I know that there is a great idea out there, but I am not able to get to it despite trying.

Please work on the tutorial. Step by step, explain to the player each main mechanism (preferably on some test levels where not everything is activated at once).

I will be following your profile on itch, because I'm really interested in this project and its further development.

Beautiful, with a wonderful atmosphere and great soundtrack.

I can only complain about that swinging light bulb in the shed, if I hadn't seen a comment that you can turn on the light there, I would probably never have guessed :) But I'm not very skilled at point & clicks.

Besides that, from my side - only admiration. Please continue this work!