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NotYourDM

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A member registered Mar 29, 2024 · View creator page →

Creator of

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Woah! You weren't lying when you said all the assets are original. They all feel really authentic, organic and natural, that's so cool. Having a fight theme is awesome and the only thing I would change is having it start up a little quicker because if you go into and out of battle the music can kind of stall and be maybe more boring than intended.

I know your team didn't have the full time, but if you did have more time I think you should've spent it on making this game a bit more polished and like a metroidvania, with that classic gameplay loop of finding unique abilities to explore areas you couldn't before.

Oh and I also totally get when you said you found my game to be relatively very fast with the jump acceleration, compared to my game yours is like a feather which I think is thematically fitting! Again the game has a had a lot of love and work put into it. Nicely done!

I'm sorry, I feel like I didn't say or show that I think this game is really charming especially with the story ideas and atmosphere. I did enjoy it!

Animation style is awesome, you know your squash and stretch! I was also a fan of the music, the first one feeling pretty tense as you enter the unknown and the second one very triumphant as you get a new ability and are able to reach many new places. I would recommend leaning into the polish a bit more. Some enemy attacks are unclear or really hard to dodge, especially plant bulbs when sent by plants offscreen. I think some of the pixel sizes were different which can make an uncanny feeling. The gun didn't always shoot at the right angle and I think with the backpack sometimes you can jump more times than it makes sense. But other than that I love the ideas in here they're very creative!

I will NEVER miss an opportunity to put a 2-5-1 chord progression into a song hehehe

except for all the times I missed the opportunity to put a 2-5-1 chord progression in.

This is a really cool idea that I think could use a bit more polish. You can get stuck while pushing boxes, you can die while walking towards or even standing on moving spike platforms. Still, I think a physics based metroidvania is really cool.

Ooooh I liked that you had quite a few bits and bobs in the player movement like coyote time, buffered jumps and variable jump heights. I do think there were a couple design decisions you could have made to make things even better. One of them is more save points, especially before a boss or difficult area or something like that. I think sometimes pixels were at different sizes which looks a bit uncanny.  And more clarity with when enemies or bosses are about to attack would be awesome. Overall I do like the ideas in this game a lot!

I like these criticisms.

I feel you on the backgrounds. I tried multiple but even now I couldn't make them really great. Now I totally get why games like Celeste and Hollow Knight use a spotlight.

I also realized in the last hour that some surfaces that looked solid were actually not at all.  In one of the rooms there's a series of fans pushing you left and up into the ceiling. In a previous version there were a bunch of solid-looking non solid tiles so you would get stuck in each 'notch'. 

Save points are so silly. At first they would trigger whenever the joystick was at all pointed up in the y-axis so as you walked by one you would trigger it unintentionally. Now there's a chance they don't trigger, probably because in the code it only checks on the first frame in which you input 'up' that the controller is not in a deadzone, instead of using a separate variable and ditching the 'first frame' thing. 

I was a little bit worried about the clutter in rooms. Very sorry you and others had to deal with all that.

But I am glad you seemed to like it more than you didn't. Thanks for the pointers.

Woah, my gosh.
Thank you so much!

Yeah 'super pie' is a joke / bit and the bosses do die in one hit. Ironically, with normal 'pie mode',  I accidentally discovered that it is basically the intended way to play the game, by reducing boss tankyness and making things harder for the player.

I totally agree that I should've had more intentional platforming, it's still my biggest regret up to now. It hurts me a lot that the number of magnet rooms is exactly 5 and that I haven't combined them with more complex elements but hey I suppose that's what you get for a time crunched first attempt haha. Not sure what IWBTG means but I'll check it out. 

(Just realized that I'm replying to an essay with less than a full paragraph lol)

Woah, this is such a good looking game! Even with just two colors the amount of detail you have makes this world look great. The only thing I didn't really like was some of the controls. WASD movement is fine, but then Space to slide and C to jump irked me. I think this was mentioned by someone else but some of the velocities are a little odd, like while attacking you move backwards and it's hard to gain x-velocity while jumping (that's not so bad though). Overall I think the game is cool though. I wonder, with how awesome you've made things look with just two colors, what would happen if you had an even broader palette.

AWESOME game and implementations. I was even able to go out of bounds at one point. I would recommend more clarity, especially because there weren't death animations for normal enemies and I had a hard time dodging boss attacks. But I really like this one. And wow that last boss can take a beating huh... now I feel bad for making my final boss so tanky lol!

There's something so beautiful about an angel with hands and guns lol.

Very good experience, I got Zelda vibes especially from the music (Sounded very Ocarina of Time to me) and the boss design (which looks like the turtle rock turtles and boss from A Link Between Worlds), oh and the stamina meters.

You know this is a cool game because I don't love puzzlers (no hate either) but the mechanics are creatively implemented enough that I'm a massive fan of this game.

Very cool art and details. I would recommend adding more polish. Enemies deal a lot of damage, and with no way to heal after using up your three bottles (unless I missed something), your only options are to go all the way back to a fountain or die... sending you all the way back to a fountain. Also, some room transitions are unsafe, which combined with the enemy strength can make it very easy for players to die. Otherwise I'm a massive fan of what you're doing with this game! Combat is good, size changing is good. You're doing pretty good!

libGDX is actually a Java library based on LWJGL ("LightWeight Java Game Library"), the latter of which being what Minecraft was made with.

Very fun experience! First of all being able to choose your abilities is a super interesting idea (idk how well it fits into the Metroidvania genre but it's cool anyways), second is that besides the odd control scheme I liked the feel of the game. I would recommend changing some colors so the player and enemies / objects don't blend into the background (which is an issue people had with my game too), and keeping pixel sizes more consistent whenever possible so it doesn't look jarring to see big objects because they're made of the same size pixels. Overall I think it's pretty nice.

This game is not bad. I like the core mechanic ideas and the art a lot, but I agree with others that faster or more responsive gameplay could give this game some awesome flow too. The bosses have cool moves too!

Beautiful. I missed if it was said that abilities would give you side effects but I think the gameplay itself is good. I think I had a font error where apostrophes and commas wouldn't show or showed as white boxes instead but that's no big deal for me. The only thing I would recommend is small polish tweaks (like shrinking spike hotboxes, reducing wall jump horizontal distance, and minimizing terrain the player can get 'stuck' in). Otherwise a very strong entry.

I agree with you on the battery...

the one thing I hated while making this game was that I always knew when I was making a bad decision but I didn't have a better solution or enough time to fix it. Things like the background obscurity, the map / compass item, and the battery I knew were bad choices but I wouldn't be able to fix their problems. I tried a couple different ways but that was the one I landed on.

I was shocked to see how big the world is, it's awesome. I would recommend having more polish and maybe easier movement controls so combat with enemies is more fluid. Otherwise I love a lot of the ideas in this game. It gave me Rayman 2 vibes and I love that game too (:

WOW this is top tier. Beautiful mechanics, music and visuals. The only thing I think you could have done better is having different 'regions' with different vegetation (different colors of grass maybe?) and unique music. Oh and enemies look like they die but actually don't (teleporting?). Besides that everything else is damn near perfect (:

There's a tiny bit of polish missing, but this game has an amazing idea and foundation. I'm not an eloquent person, but if you had just a little more time this would turn into a 15 dollar steam game lol

This is a very nicely polished game in most areas. The combat, however, doesn't really work here. It's like a very separate system from the rest of the game and not being able to heal also kind of sucks. Otherwise you can really see the design in gameplay and story. Abilities are interesting if not creative. The fact that there IS a story is cool too. It's great!

SOLID mechanic! Massive potential and I like what you've shown so far. Someone else mentioned that the neck extension speed could be faster which I agree with, especially since it's the action you have to do most in this game. I also didn't know what the save areas were, but I think you do a fair job of making the distinction between those and ability / upgrade stations. It was never unclear to me when I could do something different.

Being able to swap parts and use their absurd abilities is fun. I think I got stuck just before the ending as I wasn't sure which items I had collected and which items I was missing. Still, for the rush you put in this is very decent.

what's everybody yapping about this is just a masterpiece

I think the ideas and the animation are nice, but it's missing polish that can make things unclear to players as to what's going on and what they can do. People are mentioning that you didn't have a lot of time to work with, so you are doing a lot with what little you have. I would love to see what this game could be like with more time, it could be really cool!

Damn you do a LOT with 2D textures in a 3D environment. The combat abilities are very creative too! A lot of people mentioned the camera being too 'jerk'-y, which is definitely yeah I see that. One thing I don't see people talking about (probably a skill issue on my behalf) is that you can get combed pretty hard and lose a lot of health without being able to escape. Otherwise overall this is very solid.

(1 edit)

https://www.youtube.com/watch?v=jDwVkXVHIqg&list=RDjDwVkXVHIqg&start_radio=1

it's actually a 100% perfect representation of my current situation in every way. I'm not even kidding


ETA: please watch up to about 40 seconds in 

Dang. I'm sorry you got hit so hard by not having as much time as you wanted or needed to make this project as you envisioned. I feel the same way all the time, even if I should have had the time I needed. I hope this doesn't push you away from doing Game Jams or game development, because I see the vision here and I like it.

Why investigate the moving furniture? furniture is friends not food...

I played this one two times:

The first time, I heard the walking sound but didn't see any of the moving furniture (I thought the walk sound was supposed to be my walking) and died shorty after.

The second time, I survived until the night was over.

This one is pretty cool and I think it captures the paranoia that a person with a lot of phobias would have. The one thing for clarity I think this game could have is the first furniture that moves being really close to the player so they see it immediately (but that might have just been my skill issue haha)

Hmm...

I liked making this one, I think it's one of my better Jam projects. But I wish I made the jungle a little bigger and did more balancing. I can't tell if the time limit is too much, too little, or what. Same with some of the phobias, I want them to be the 'right' difficulty. And a bigger jungle means more exploration and more dangers, which is fun.

I think when I do another jam I'm going to stay far away from the platformer genre, I make a lot of platformers and it's time to try something new.

"B"

"13"

I pissed myself...

because of this game...

why did you do this.

Yeah, I like this one. Gameplay is intuitive, graphics look good. It's on theme for hydrophobia (or was it thalassophobia?) It's also polished which is great. I would love to see this idea expanded, maybe with more variation in the gameplay or environment, which could make this even better

Yeah, I like this one. Gameplay is intuitive, graphics look good. It's on theme for hydrophobia (or was it thalassophobia?) It's also polished which is great. I would love to see this idea expanded, maybe with more variation in the gameplay or environment, which could make this even better

Thanks, friend. Honestly, I started a day late and I spent the whole time wishing I could add more. I agree with you, 100%, and I appreciate the feedback! :)

I tried to play about an hour ago, got stuck on the Unity loading bar (several times, actually), but I came back now and it was worth it. Loved the creepy ambiance. Really good with headphones.