Skip to main content

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

Not_Absent

89
Posts
26
Followers
7
Following
A member registered Apr 19, 2020 · View creator page →

Creator of

Recent community posts

Love the aesthetics of the game super cute! Also big big fan of how the character's hair trails along with the players movement really make the movement seem much more fluid!

Did find that the shooting speed is only limited while you're shooting on the ground making you able to fly like superman! and become an invincible laser of destruction!


Also big fan of the collectible buddies system, very cute wouldve loved to see more of that!

Cool read!

Thanks for playing! Glad you liked it :)

Dear diary,
Today I was skill diffed by the sun and moon.

good job adhd maxxing

Definitely confused a lot of people so a tutorial sounds great haha

Thanks for playing our game!

No worries you're not alone, it could definitely use some tutorialization! Appreciate you playing the game!

Yeah you got it! The pacing and balancing could definitely use some work, but our goal was to create a hectic resource management game.

Thanks for playing our game!

Huge props on the great title menu! Impressive amount of content, and I love how clean the mechanics and gameplay loop are! The levels tying in with the level genre and background visuals felt like the perfect touch. Great job!

I made an impenetrable forest and left it there for 10 minutes

Great game! Art is good and different palette button is interesting! I was confused on my first several rounds before I got the hang of how to build defences, maybe a tutorial could be helpful. Also a small nitpick but after a while the sounds of so many towers shooting gets painfully loud

Great job on completing the game for the jam!

Love that you added codes! interesting mechanic of swapping obstacles, and having the fast and slow fall being fueled by eachother. 

I ended up crashing the game when trying to enter random codes haha. Also the slow/fast fall sound effect is a bit loud. But overall great job, color palette is great and great job completing the jam!

(1 edit)

Who knew police brutality with extreme prejudice could be so fun! Great job on the game! Visuals were super solid. Game loop and core mechanic was great and well defined. Overall great job!

Interesting version of pacman! 

Not sure if it was intentional but if the player doesnt press anything after the game starts on the web version they fail and lose a life, I think allowing the player to stand still would really help the player get familiar with the mechanic and acclimate to the beat. I would suggest having the player lose a move as punishment for missing a beat rather than losing a life. I think this is enough of a punishment given that there is already an inherent threat of the ghosts chasing the player down.

Great job completing the game though! Visuals are all super solid 

I really really loved everything about this! The music was banging and hit spot on for the vibe of the art/gameplay. Gameplay was chaotic but had an interesting twist on bullet hell patterns. Aboveall I really like the camerawork and atmosphere you created!

Really well made! all the mechanics felt very smooth, and movement/matching of ingredients felt seamless and juicy. Great job completing the jam, I had fun crafting some potions!

(1 edit)

Really fun and simple rhythm game (with the boxing theme)! I really respect you recognizing the limitations and taking the opportunity to learn which you did a great job of! I also really like the switchup of the direction of the notes depending on the attack/defending portion of the game.

I would have liked some audio feedback that synced up with the 'beats' I was trying to hit, would make the game feel a lot juicier! Also I noticed that hitting the keys way ahead of time removes the next note on the track even if its not anywhere close, would probably allow some button mashing and only delete notes if they're complete misses or the palyer hits them (even early/late).

Good job completing the jam! Made me realize once again how bad I am at rhythm games very nice

The art felt very surreal and a bit unsettling (in a good way!) gameplay reminds me of taiko no tatsujin but im getting strong!

In the later levels the beat map would start immediately on the pointer and I would miss a beat before I had a chance to react, I think it would be better to have a bit of a buffer at the start of each round.

Overall great job! solid implementation of the mechanic and levels were fair but a bit challenging! Good job on completing the jam

Seems like a classic turn based rpg type combat system, I enjoyed the art and beating up beet! I'm not sure if I missed a mechanic but ended up having to flee after the 3rd enemy where I had run out of heals and they were left with too much health for me to take down

Good job on completing a game for the jam!

Game looks incredible! I liked the take on moving the the beat, and the combat mechanic was interesting although a bit challenging with how much damage it did.

I would have liked a small tutorial on how the combat mechanic worked, I had to do a few runs to figure it out making the walk back to the monsters every time. I also think having an audio element to sync up with the heartbeats to give the player feedback in the combat would be a nice touch. I ended up not being able to complete the game once I got to the snake enemies, the combat screen ended up reloading mid bar but I couldnt see the new beats and ended up failing.

Overall great job on implementing the mechanics and visuals, good job finishing the jam!

Really love that you added the radio to the game, super cut feature! The game feels really juicy and although the controls and trying to aim the car was a bit of a struggle it was still fun to move around!

I definitely would have liked a longer iframe after hits sincemany times I would be hit by one attack and then another a second after while I was still hitstunned and before I had a chance to steer myself around

Great job completing the jam!

The art of the game is great! gameplay mechanics are simple but solid! Really really great job!

Great visuals and the gameplay feels super satisfying and juicy! the characters an enemy design was super simple but honestly worked really well together. Having to clear screen to screen also lended itself well to the player being forced to get familiar with the mechanics before moving on great for tutorialization. Also the dog explodes?!?

I noticed a bug with the fullscreen on my browser where the game would freeze after clicking the fullscreen button. I'm not sure if I got skill issued but it seems like whenever youre in range of a large group of enemies they can hit multiple times in the same frame almost instantly killing you, may be nice to have iframes or prevent the multihit

Great job on completing such a satisfying game for the jam!

Very simple mechanics executed very well! I really like how the game fit in with the page too! 

I think having the viewport be a bit bigger so that the player had a bit more of a telegraph to see the rocket obstacle coming at them could be an easy way for the player to have more control and skill expression. Overall great job! Congrats on completing the jam!

Overall great job! Yeah I didn't notice the flash so that would probably be helpful! Also, do you mind asking your partner what the API was called?

(2 edits)

Woah I actually really like the menu and UI, feels very alive! Although i can see so much motion being a bit offputting for some

I noticed the game has a problem with how it appears on web and needs the page to be zoomed in to be able to see the game properly. Also I realized i forgot which one is which in Roshambo so would appreciate the game saying which was which and how to play

Great job getting the game done for the jam!

Thank you EvilBunnyMan 

I've actually never heard of Tempest 2000, but I took a look and it looks interesting!

Thanks for playing!

Awesome, having a juicy game is definitely one of my focuses so glad you enjoyed!

Thanks, that was actually one of my inspirations for the game! Appreciate the feedback, and thanks for playing!

Absolutely love the atmosphere you created!  The gameplay felt a bit removed from the story built up by the intro, but I would have loved a game based on just the intro

I would love to be able to skip through the intro dialogue or speed it up

Very cool idea with the two separate mechanics! Not sure if it was intentional but with the way the game had to be blown up to fit on the screen, this is my first game that has forced me to rely so heavily on my peripheral vision which was super interesting! I also really like the simple and clean art/palette! Despite the zen theme, the game was definitely not zen in a good way haha

I would love to have a way to skip the tutorial after hitting retry. Also maybe turning on fullscreen on your itch page would fix the zooming issue? I also agree that I would have liked to see the theme incorporated a bit more into the game's mechanic (maybe asteroids spawning on a beat?)

(1 edit)

Great intro and epic music creates a really cool atmosphere! Clean mechanics and love the leaderboard! Just curious, how did you implement that? 

I think this is a hard skill issue, but I would personally love the visual indicator for the beat to be a bit more prevalent. I tried dozens of times and really struggled to get it down.


I also ran into a bug where I started the game with 0 stamina if I pressed buttons while resetting., and sometimes the animation would get stuck and unable to make any actions. Also a bit of a nitpick, the death/slash sound is reaally loud

I was thinking something along the lines of being able to enter a tempo into something like a text/number input, but maybe this goes against the experience you envisioned so just a way to see the tempo could be useful for the player to make their own beat

Interesting idea! I think it would be nice to have a way to set the tempo of each 'instrument' instead of needing to cycle through the valve; or a way to see the current tempo of the 'instrument'!

LETS GOOOO congrats on beating the game! I also have thousands of hours and in ROTMG funnily enough haha happy to see another realm player here! 

I wanted to make the game challenging but fair and not tooo hard; each phase was designed with the intention of being no-hittable. Unfortunately the game sometimes lags and stacks shots from multiple beats leading up to situations like the one in your last screenshot, this bug seems to be more prevalent on web and doesn't happen in engine making it hard to debug :').

Thanks for the feedback and hope you enjoyed the experience!

Thanks again for playing! Really great feedback, looking into implementing some of your suggestions. I especially like the idea of giving custom map creation! The system I developed actually already has a lot of tools for creating/processing events in the proper schema and I think it'd be really neat for generating new maps!

Thank you so much for playing, hope you enjoyed the experience!! I appreciate the kind feedback and letting me know about the easymode bug! Happy to say that easy mode is fixed and it changes the mechanics to be a bit more forgiving, hope you can revisit it soon!

Thank you so much for playing!!! I'm super happy to hear you like the music, visuals, and mechanics! Easy mode is fixed for the post jam update,  it changes up the mechanics a bit so hope the experience is smoother for you then! But if you want to beat the normal mode, I believe in you! You got this!!

Thanks for playing and pointing out the "bug" with the easymode! The easy mode is fixed for the post jam version, but for now the struggle is part of the fun haha >:)

Thank you so much for playing the game and for your kind words! I'm glad you enjoyed the experience we made; our team was retroindiejosh who handled the great music and sfx, and myself who handled the programming/ art/ game design!

Thank you so much for playing, Hope you had fun! Also appreciate the feedback and letting me know about the bug! Took  a look and it was a two click fix haha

As for the controls, the player movement window and attack spawning does move according to the beat! Attack events will be processed every 2 beats (with wait events as well) and player can move every 1 beat (but i did just notice that beat movement grace window was a little large so maybe this gave the movement an odd feeling when trying to follow the beat?). I do like the idea of the attacks actually moving outwards/inwards with the beat, could be an interesting visual definitely worth trying!