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NPJarcade

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A member registered Oct 04, 2016 · View creator page →

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Whoa! I didn't expect anyone to get that far but I agree the super soaker is way overpowered (and not properly tested)!  I'd planned to add stronger ghosts so the later tools are more important but I ran out of time so the game isn't properly balanced. 

I'm really glad you enjoyed it though and appreciate the feedback.  Love the thought of ghosts stealing your items, that's an awesome idea. 

Aah thanks for the feedback! 

I absolutely planned for both plantable sentries that shoot water at ghost and a clock to display the time! I just didn't have much time to work on the game so unfortunately both of these were cut.  Good to hear they would have been welcome ideas though! 

I'm glad you had fun!  Thanks for playing :) 

Nice idea for the jam and works well as a one screen game :)  It's quite addictive and might work well as a mobile game! 

I'd have loved some sound effects and maybe some variety to the music as it's gets a bit repetitive after a while.  

Love the artwork!  I think  some goofy sound effect for each character would make the game feel complete.

I couldn't click fast enough once I got to Madam but I like that there are other options to win, and not just to click the mouse inhumanly fast! 

Awesome entry!  This is a hard game but the gameplay is so smooth and easy to pick up and play.  Everything feels so tightly put together and the sprites/animations are fantastic.  You managed to fit so much personality into the tiny player sprite with nice use of squash and stretch too.  

Fun little game.  I would never have figured out the code on my own, but a neat little entry and impressive that you were able to add multiple endings and hidden mechanics with just one screen and one button! 

This is such a great entry!  The puzzles were really clever and you really have to think outside the box to solve them.  You incorporated a lot of variety which keeps the gameplay engaging and interesting.  The artwork and little effects are fantastic too! 

This is really cool and such a unique game for LowRezJam - works really well!  It's fun to just sit and watch the simulation.  I imagine the code behind the faction spreading/fighting for territory is quite complex!  

Really well made :) 

Really loved the artwork!  The environments and sprites are really well made and the animations are great and easily readable for such a low resolution.  I particularly like the way the sludge disappears once you solve the puzzle, it's a nice effect.  

The music is very relaxing and works well with the no-stress/forgiving gameplay.  SFX would definitely make this feel like a very polished game.  

Great job! 

Thank you! 

Thanks! :D

Hey thanks for playing and for the feedback! 

Yeah I feel like the swamp level should follow some easier levels to help players settle in a bit more and get used to the platforming but I didn't have time to make more than two levels in the end...

And completely agree about the platforms.  I had a few issues with the hitboxes so ended up making them too small for the platforms to detect but I'll probably get around this by snapping the princess to the center of the platform when she lands on it. 

My favourite game of the jam so far!  This feels like I've reached the final boss of the game with no continues left and every movement and button press is carefully planned while the stress keeps rising as you get closer and closer to the top!  

I like that you're an almost helpless hero, slowly climbing to the next safe spot while the odds are against you, but the princess is able to fight back.  Navigating the tower while timing your princess orbs all while trying to keep moving keeps the pressure up.  You really nailed the game mechanics - everything feels so carefully considered and tightly planned.

I also love the fake-3D spinning tower.  It reminds me of the final level of Battletoads on the NES which has a similar effect, maybe why I felt so tense playing this game!  Also good idea to randomise the tower for each playthrough so there's no predictable route.  

Really impressed with this one - a perfect little game for the jam. 

My favourite game of the jam so far!  This feels like I've reached the final boss of the game with no continues left and every movement and button press is carefully planned while the stress keeps rising as you get closer and closer to the top!  

I like that you're an almost helpless hero, slowly climbing to the next safe spot while the odds are against you, but the princess is able to fight back.  Navigating the tower while timing your princess orbs all while trying to keep moving keeps the pressure up.  You really nailed the game mechanics - everything feels so carefully considered and tightly planned.

I also love the fake-3D spinning tower.  It reminds me of the final level of Battletoads on the NES which has a similar effect, maybe why I felt so tense playing this game!  Also good idea to randomise the tower for each playthrough so there's no predictable route.  

Really impressed with this one - a perfect little game for the jam. 

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Love how clean that power pitch animation is! 

I like that your weapon of choice is a baseball, it feels so satisfying to pummel robots with a fully charged throw.  The slide mechanic works well too (thank you for adding the little hint on the first puzzle door... that was a nice touch). 

I ran into a bug at the first boss where I think I died at the same time as the sliding animation started so I was stuck in a slide pose with no hp, the boss kept on attacking and I couldn't restart, but I could still throw baseballs! 

Otherwise, great entry and I loved the music, very Megaman! 

Loved this - such a ridiculous concept but it felt great to play and gave me a good laugh.  Drifting felt responsive and the dodging mechanic was a nice touch too.  I agree it doesn't quite feel like a NES game but a neat little game regardless and I liked that you added a proper ending too. 

I also checked out your itch.io page and realise you were the dev behind Veni Vidi Vroom for BigMode Jam!  I think you have a thing for drift-like games huh?  

Awesome stuff all around!  

Oh and I forgot to mention -  this game would DESTROY your thumb if it was played on a NES controller!  Spamming the d-pad on that thing would be very painful :D 

5400 points!  

This was a lot of fun!  Simple to pick up and play but very challenging and addicting.  I like that you can jump and shrink quickly to get out of a tight spot, this really helps to add variety and different playstyles to go for the high score.  

I would have liked to see some power-ups, maybe something that slows down the projectiles temporarily or a score multiplier. 

Wow!  I can't believe how much you were able to fit into a two week game jam!  This game looks, sounds and plays just like a real NES game.  I'm impressed with how strict you were with the NES restrictions too and it really pays off.   Castlevania on the NES is one of my all time favourites so this was hitting all the right spots for me.  The tilesets are incredible with loads of variation and the sprite work is amazing too.  

Really good job! 

This is a pretty perfect NES game!  As soon as the game started it felt so familiar like I was playing the original Zelda.  Easy to pick up and play but the difficulty was just right.  Nice artwork too, simple and readable and in keeping with the NES-aesthetic.  Great entry!

And I particularly loved the itch.io page, how you replicated the style of those NES guidebooks - that was a nice touch! 

Thanks for playing! 

I think I should have made it a bit clearer that you have to press A to choose a quest from the missing poster board, then get on the horse to start the level.  Sounds like you hadn't picked a quest in your playthrough?  

I also don't like how it's B to look at the poster, but A to select a quest, especially when playing on a keyboard instead of a controller, so I might play around with these controls in future to make it a bit clearer.  

Indeed, the princess isn't just in another castle, they're in EVERY castle and it's risk = reward if you want to fill your pockets with coin! 

Completely agree the process for collecting quests and getting on the horse to start the game isn't very clear.  Some in-game guidance would have been useful!  And the jumping code definitely could be a bit more forgiving.

Thanks for playing and for the useful feedback!  

Hey, thanks for playing!

I really liked the idea of using the princess to solve puzzles so I wish I'd have focused more time on this towards the end.  Really appreciate the feedback and glad you enjoyed it! 

Thank you!  I agree there are some non-NES things going on there which I could have dialed down a bit to better fit the NES limitations.  Thanks for playing and glad you enjoyed it! 

Thank you so much for the kind words.  I'm glad you enjoyed and got a laugh out of it too - that's exactly what I was going for! :D 

Thank you! :)

Thank you! :)

Glad you liked it and thank you for playing!

Sorry about the door getting you stuck!  I ran out of time trying to fix the collision code so tried to make it so it wasn't possible to be under them as they closed, but sounds like they're still causing issues! 

Hey, thanks very much and thank you for playing! I'm glad you liked it :)

Thank you!

Hey, thanks for the follow after Big Mode Jam, I had a lot of fun with that one! And thank you for your kind words! I'd love to expand this into a full puzzle platformer for sure! 

Thanks for playing!! 

Thanks for playing and for the kind feedback :) 

I wanted the bigger power bar to have a risk associated with it, i.e. taking longer to charge and therefore having to avoid enemies for longer.

Maybe a 'fast charge' powerup might be a cool addition in future to impove the pacing a little.   

Not bad! :D

Impressive! :D

Thanks for the feedback!  Apologies for the lack of settings, but completely agree this would be useful.

I had a quick look at how to implement a global leaderboard, but didn't have much time to research it properly and never done something like that before!  Maybe something I can add in future though! :) 

I too pity those shield suckers!  I'd planned on adding power ups, like time-freeze, shield smash and speed boosts etc. but didn't get time in the end to implement properly.   Definitely something to consider if I want to flesh the game out a bit more in future though! 

Thanks Wrygondryn!  I added a short invincibility while new enemies are spawning, but totally agree some sort of indicator that they're about to appear where you are standing would be useful.  Thanks for playing! 

Thank you!  I loved the artwork in your game too :D 

Thanks for the suggestion, that's not a bad idea!  Stamina/power/health all in one could be very interesting!