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Nox

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A member registered Feb 03, 2021 · View creator page →

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Simple mechanic, intuitive, aligned perfectly with the theme of the jam. Very good puzzles as well. The art is beautiful, as well as the sound design. Well done!

Absolutely agree, it was pointed out by several people. I added it, but will have to be posted after the submission rating ends.

Thanks for playing and leaving feedback!

I implemented a sound but I might have to delay it from playing.

I was also aiming for minimal or no UI, but for time constraints a lot was unfinished. I will see if going with something similar to MegaMan, Shovel Knight could work well.

The chains are background elements, I though them being darker would help.

I actually tried using a slower movement speed and it didn't feel the same. Currently aiming for levels that can be barely completed with a full battery no recharge if done correctly and plan on having levels longer in length and time as well.

Thanks for playing and leaving feedback!

The camera didn't get any work beyond implementation, so I apologize for the stiffness. Working on it for the post-Jam update that contains new features. I was aiming for that feel with the field of view, but it does seem that a lot of people have had this problem with the game as well. I will see how I can figure things out. I was attempting to implement a way to make the Robo connect to more stuff so that it was more on the face. 

Thanks for playing and leaving feedback!

What an incredible game! The aesthetic is incredible! I love the on the face theme interpretation, what a great idea!

The music and the sounds are incredible.

Very nice setup for an automatic 'stick' shooter! I really like the aesthetic you used for the game. Characters do float outside bounds or over the floating tiles. It was a bit difficult to figure out how to trigger enemies, but I still managed to get them to spawn. Good stuff!

There is a lot of content in the game! I was not expecting the variety in mini-games!

The story is a little flat, but that is totally fine for such a short game. Good stuff!

Almost like real dating. Say something wrong, and it's done 😂

I had a great time playing. Answers and questions were both hilarious. Good stuff!

Almost like real dating. Say something wrong, and it's done 😂

I had a great time playing. Answers and questions were both hilarious. Good stuff!

Apologies for not being able to provide direct instructions on how to finish the level. I was aiming for minimal UI, and didn't add an indicator, not even on Lv. 1🙏🏼
As for the spacebar, it was because I didn't add Coyote Time, so it feels like it doesn't work. Friends and people from the space have also pointed this out, so I'll be adding it post Jam. 
Thanks for playing and leaving feedback!

I made some jumps be tight on purpose to provide choice of difficult but faster path or taking the safe and long route.
I'm currently fixing some collisions as well with the moving platforms.

Thanks for playing and leaving feedback!

Thanks for playing and leaving feedback!
I playtested the game with some friends who are also not platformer or parkour game players and got a lot of feedback on making the starting level friendly so that players get the grasp of how the movement handles.
Thank you!

(1 edit)

Thanks for playing and leaving feedback!
It is indeed a feature! You do need a little bit more energy for moving and jumping!
There is a lot of inspiration from old arcade and old retro platformers in all areas. Music was difficult to select, especially when one isn't a composer at all, so I'm happy the background track selection was to your liking.
Thank you!

Thanks for playing and leaving feedback!
I did playtest with some folks, and they provided the same input on the camera. It was a deliberate decision during development, but it will take that into account if there is strong pushback against it.
It is supposed to make levels a little difficult on the first attempts, and since the goal is to push it towards speedrunning, I thought this was something 'interesting' to add to add some 'difficulty', but it might be percieved as annoying.
Thank you!

Thanks for playing and leaving feedback!
I did playtest with some folks, and they provided the same input on the camera. It was a deliberate decision while in development, but it will take it into account if there is a lot of push against that.

Very nice mechanic that fits the theme very well! Puzzles have a lot of potential as well, with possibilities for platforms that behave a little differently. Lots to think of when playing. Simple and solid mechanic. Good stuff!

Controls are nice, swapping was a bit difficult for me as I'm used to the space bar for jumping, but I got used to it after a while.

Got stuck here after a while. There doesn't seem to be any kill barriers below, only on the sides, and it was impossible to get the other character killed by pushing to the right.

This threw me back to the old flash games that would jump scare you if you touched the wall too many times.
It was difficult, but I managed to light up the bulb! Very nice choice of background music and effects as well.

I love how it looks!

I'm glad you got the hangout of the game! Yes, a lot of stuff needs polishing, especially what exactly to do on the level or what was interactable. We messed a little bit with speeds, but we still need more playtesting.
Thanks for playing!

Unique gameplay with an interesting choice for keys. I never really got how to spread the other genres over to the other venues. I demotivated in the Latin venue, and when I decided to move around, all other venues where blank, so I still don't get why it happened. I though Demotivating was going to affect the venue I was closest, not the other way around.

That movement mechanic was so cool! I don't think I've ever played something similar. Good work!

The art is very well done, and it has a solid foundation! Some mechanics could be expanded for sure. Reminds me of Jump King, but more cozy and chill. Good work!

I LOVED the time mechanics, they are just so well done! I did have a hard time once the sunflower got introduced, but I kind of RNGed my way to the end of THAT stage haha. The music and the SFX are very well done and the art style is cute and charming
Awesome work!

The idea of surviving the ooze is pretty cool. I had to right-click everything to know what was throwable, so that is something they could change. I liked that some items got morphed into ooze as well. It involved a bit of the lore but also made some sense since it was organic matter. At some point, the game just started dropping frames crazy, probably something to do with how the ooze was programmed. Good work!

Very interesting gameplay choice. I liked the movement recording mechanic, and that everything from your copy Mchnos to the purple boys only moved when I did! Getting rid of the 30 non-Mchnos is probably possible, but I didn't try that hard. Once they invaded the middle area to kill the H-T, I was done for. Good work!

The game made me think twice before going in the sunlight, because it actually hurt, like a lot. It is a trial and error game, and I think to does it right. I never understood the idea of the items. If they served a purpose, I never understood what it was.
Good work!

I was unable to play the game, unfortunately. Hope you can fix this when they re-enable uploads.

I'm not a big fan of RTS games, but playing this felt good. It was very very challenging! I didn't have time to play the last level, but all of them felt great. Good work!

For how basic the game is, it was very enjoyable! It felt good to play and that is all that matters.
The horde never got intense as time went by, so the difficulty of the game dropped pretty quickly for me.
Well done!

I really like how gameplay feels. The character is really floaty, and it feels good to make far jumps when diving!
It was still a little messy to get launched in the direction you actually wanted, but I figured it out after a bit of playing.
I also went out of bounds, and fell out of the world haha!

Thank you so much! I have it downloaded now, so feel free to private the game page again if you desire. Thanks for helping me out, I really liked the game when I first played it :D

Hey there! Sorry if you find this reply weird. I was looking for the game on my drive, but I no longer have it and I had an itch to play it. I saw you no longer had the page for the game available though :(
Would it be possible to get the game again in some way? Thanks!

Awesome! I will give it a go then :D

Appreciate you taking the time to play! This is actually the first time I dig into 2D on Unreal, and I'm really exited to continue doing more!

Glad you liked it! I didn't want the game to be hard, just a demonstration of the tech I worked. The laggy part has to be an issue I fixed a day or so ago, I just haven't updated the file on Itch as I'm waiting for the rating period to end to upload any mayor changes. I left an auto benchmark node connected and it seemed to be firing off randomly during gameplay, I apologize! 
I also know what checkpoint you mean, I accidentally moved it down and the overlap doesn't trigger, my bad! 

The seamless transition between mechanics worked so well and it was sooo smooth! I would've loved to be able to use WASD to also move the 3D objects, but I'm just being picky, so don't worry hahaha. Great work!

I was expecting bugs to appear with this feature, I ran into some of them while testing and it was mostly dependent of camera position, I'm sorry you ran into one yourself :c
I plan to flesh out the feature to work almost exactly to how they have it on Odyssey, at least that is my idea. Having just a straight line was all I could do, as I literally had 1 day to make this and I spent it all on getting the 2D transformation working :').
I'm happy you had a good time, thank you so much for playing!

Don't worry, I appreciate all the feedback, I'm still getting the ropes of stuff haha. I guess you meant MB instead of GB? But yes, you are right. The game is supposed to be waaay lighter, but I forgot to remove one asset pack from the project before packing.
In regards to GPU usage, that is on me, I'm pretty sure it's because I exported it without changing to Scalable and it is on Ultra settings by default, terrible mistake on my part.
Yeah, it's not a miner HAHAHA thanks for the screenshots!

This felt like playing something from an arcade machine, it was very fun! The soldiers screaming did get tiresome really fast, but no biggie. I did not expect grabbing a tank would work haha. Good work!