Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Nicolás Jaramillo Ortiz

132
Posts
1
Topics
84
Followers
108
Following
A member registered Oct 09, 2016 · View creator page →

Creator of

Recent community posts

Glad you liked it! I wanted it to be a poignant ending but it does make talking about the game itself rather hard without spoiling it 😅

Great work! I find superheroes in everyday situations very compelling and this was a great little look into that style of storytelling.

I’d definitely be interested in reading more!

Thank you very much! Once I landed on the game preservation theme, I knew that could be an impactful choice to give the reader. Glad to know that it works! 😅

muito obrigado!

right on time! hehe i wanted to check it out earlier but it’s been a busy week :(

it was worth the wait though, i had fun :)

Very nice presentation! The intro especially looked amazing. Levels are pretty detailed both in scope and collectables. As others have mentioned movement is a bit buggy, but for me at least it was fun to float around with my glacier surfboard haha

Well done!

Thanks, glad you enjoyed it! I tried to bring the themes in slowly along with the worldbuilding so I’m glad to know it worked :D

Great presentation! The artwork is beautiful and the way the shot opens up as you advance looks amazing. The story got me hooked and wanting to know more. Congrats!

Fun concept and nice execution! I would have enjoyed having more feedback as to how close you start to get damaged in order to time my pushes better, but it’s still a fun mechanic that gets super chaotic as more robots start to spawn. Well done!

Thank you very much, I’m flattered! Glad you enjoyed it

That sounds super fun! I love reusing characters in different games too - not necessarily to torture them though haha poor guy

I’ll definitely give Divine Omen a look! Also of my games I would recommend You’re Next, it’s pretty text heavy but based on the stuff you make I think you would enjoy it :D

Thank you very much, I’ll let him know! He has a band if you’re interested in hearing more of his material: https://open.spotify.com/artist/1hvS2ENbsNy5tcG1Uc0jlb

Also I’m really glad you mentioned the background color fade hehe I was very focused on making the ending land so I’m glad it stands out

Great job! I was starting to get into it when the ending hit haha

Carries across the jam’s theme superbly. Congrats!

Great work! Super fun, movement is responsive and attack patterns are fun to avoid. I didn’t find attacking with Y super comfortable on a laptop but it’s not a big deal. Congrats!

Thanks, glad you liked it! I’m a big fan of sci-fi stuff so I’m always looking for an excuse to use those characters haha

Great presentation! Visuals and sound work together neatly, and the puzzles are challenging enough to keep you going. There are some issues with the controls and getting Timmy to jump when you want him to (especially when trying to jump near the edge of platforms) and also the timing of the moving platforms sometimes isn’t the best when restarting a level, but nothing that can’t be easily fixed. Good job!

Thanks, glad you enjoyed it! :D

Thank you very much, glad you enjoyed it! :D

Nice game! Clue location was a little simple but exploration is rewarded and the cameras can help you find some clues you might have missed. Still, well done for such a short time frame. Congrats!

of course, i’ll leave you as comment as soon as i do!

hahaha thanks! glad you liked it :D

Beautiful aesthetic paired with a cool mechanic, nice!

First time I played I encountered the claw out of bounds glitch. I wasn’t able to replicate it in a second playthrough, though I did manage to send it upwards out of the screen but it always retracted so it wasn’t an issue.

Great job!

Hi everyone! I’d really appreciate it if you can check out and rate my game, ERASURE:

https://itch.io/jam/stop-killing-games-game-jam/rate/3734448

I have planned some extra features and reworks for after the jam, your feedback would also help me a lot :) Thanks for your time and I’ll be checking out your games as well!

Loved your take on the concept! :D Great presentation, visuals complement the story perfectly. Super clean 4th wall break too - I personally love that kind of stuff haha Sounds like I’ll probably enjoy your other games too, I’ll be sure to give them a look ;)

Congrats!

A short but beautiful story with gameplay that complements it, well executed. Congrats!

Thanks, really glad you liked it! The character models aren’t truly mine (they’re from an asset pack), but I’m glad I could bring them to life in a way that feels organic to the story I wanted to tell

Also I’m interested to see your approach! I’ll give it a look :D

Thanks! They’re from an asset pack but I’m glad I could bring them to life in a cool way :)

Thank you very much, glad you liked it! :D

I’ll definitely take a look at your game, sounds like I’ll enjoy it as well ;)

Thanks for the feedback! :D We’ll give the patterns and balance a look after the jam!

Thank you very much, I'm really glad both you and your brother enjoyed it! If you're interested in similar games (dialogue-wise), we're going to be releasing an english translation + content update for La Maldición del Cruce pretty soon (by the end of the month at the latest), and there's also You're Next which has the most writing I've done on a single game (and has an easter egg or two for people that played Blade of the Overlord).
Once again, thank you for playing! 😁

Thanks for playing! And sorry about the jumpscare :( I was meaning to add a content warning for that in the game proper on the next update but I should have added it here anyways (it's up now btw!)

You're 100% right! I've been asking this question a lot and almost everyone keeps the card, despite (I believe) my bias for not keeping it showing in the text. I *did* try to balance the endings out as much as possible so that the one I don't like didn't feel like a "bad" ending, as a bit of an afterthought tbh, and in hindsight I'm really glad I did 😅

Also, just out of curiosity... what ending did you pick? (or which one did you pick first if you played both)

Thanks for playing, glad you enjoyed it! Also very proud/relieved that it was your fist pick and it didn't disappoint haha

It should be fixed now! 😅

She's not that good - yet! 😅 but the issue should be fixed now!

Good catch, we'll fix it right away. Thanks!

Thanks! We were reasonably satisfied with our ratings all things considered (I'm especially proud of the #4 in presentation), but it's still very rewarding to see how people that did actually play it had a good time and also saw the potential we have here - it's the main reason we decided to finish the game with a full version in the future instead of just fixing bugs and leaving it there.

Thanks so much for all the suggestions!

The idea for the tank controls were primarily to avoid any movement dissonance between camera angles - since there is a button that explicitly makes you move forward, you always know in what direction you're moving even if the camera angle changes. I do agree that it could do with refinement and maybe an alternate control method (I think point and click could work but it would also generate friction during chases so that would beed a bit of a rework), so it's something we're definitely going to think about in the future.

The keypad for Nick's room was a nod to his favorite game (Deus Ex) or more specifically the whole pantheon of immersive sims where the first lock is a variation of 451 / 0451, and where problems often have various possible solutions to them - in this case, finding an adequate window to smoke in the second floor could be solved either at Nick's bathroom window or through the balcony itself, and the other bathroom's door had two possible methods for opening it. The mention of Nick's favorite game was in passsing and we planned for someone else to refer to that again when spoken to so we'd also implement that in a further update, but regardless we made sure to keep it 100% optional and also "equivalent" content-wise to the rest of the second floor.

I also agree that the office area needs a rework - the trek through the corridors was supposed to feel super weird, as if you stepped into a place that's not quite an office for a bit, and hint you on how the Entity is starting to reach out and impact the "real world". We did rush it a bit so we're definitely going to give it another pass and think about how to empasize that mood further.

And yeah I'm still having a bit of trouble finding the character's unique voices when writing - I have a clear idea on how the characters are supposed to act and think but I still have trouble keeping it all in mind when actually writing the dialogue, but I'm going to keep your tips in mind! And also I do feel like the only way I can get better at it is by practicing so I guess this is just another step in the road. But I hope I can get there soon!

Once again, thanks so much for your time and all the suggestions! We're going to work on a "full" release in the future (probably at some point next year, maybe near spooky season) and I'd be stoked if you could give it another shot once it's done!

Thanks so much for the reply! I'm really glad to see that you engaged with the themes as much as you did, you picked up on all the important themes I wanted to convey. The concept, purpose and origin of the Entity shifted a lot during development because I was trying to make it fit in as best as I could with the actual ending. I'm pretty satisfied with the conclusion I reached with it (powered by fear, manifested physically by electricity) but there are some parts of the dialogue that could better reflect that direction so I'm definitely going to take your advice re: narrowing down the focus and setting up the actual ending a bit better thematically.

We're going to work on an updated version in the (relativaely near) future, taking all the great feedback we got into account, and it would be really cool if you could give it a spin whenever that happens! And again: thanks so much for taking the time to reply! If you have any other advice or feedback or anything else really then hit me up, I'd love to chat more as well!