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NykolaR

37
Posts
16
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18
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A member registered Jul 01, 2016 · View creator page →

Creator of

Recent community posts

hey, sorry that it ran bad. Thank you for letting me know, I added a new version with a bunch of the settings turned way lower that will hopefully run better for people in the future, and while still looking very close to the original. Thank you for checking it out!

encountered some bugs, but made it to level 3 and had a good time. I definitely like the concept of gravity as a weapon, and the pushing gave big fus roh dah vibes

I found the screen shake to be a bit intense, but overall really liked how the shooting felt, the juice on it was very satisfying. Nice work!

yup, am hoping to get a moment soon to finish the page with screenshots, description etc.  Thanks for checking it out regardless of it's current bare bones page!

surprisingly the game is winnable by destroying the intruder, but the fight over balancing was a struggle in the last hours, will small changes making it extremely easy or extremely difficult to win. Unfortunately it ended up with the intruder being pretty overtuned and the spawned enemies being undertuned, so it is pretty hard to get a win without some good luck. Thanks for checking it out!

agree the item placement limitation is unfortunately quite limiting! Didn't have enough time to solve how to avoid softlocks/cheese strategies (like being able to block off the exit with walls/holes), so I had to put it in as a quick fix. Thanks for checking it out!

nice work, I like the level designs, makes good use of the mechanics made and creates some solid puzzles. And of course the linux+godot workflow is truly blessed. Good stuff!

I'm not big brain enough for this game, nice execution on the idea though and being able to change the dice faces was an interesting touch that added a lot to the levels. Nice stuff!

I like the crowd ambience when on the main menu, surprisingly good atmospheric touch. Gameplay was pretty fun, I wish the dice rolls had more of a significant impact on the gameplay, but maybe that would've made it too random feeling. Nice work!

I like the mechanic and the art, but unfortunately had too much boomer reaction time to actually be able to play well ahahaha. Nice work, cool idea and fast paced

Nice, the precision needed once the screen is filled with enemies to not accidentally hit the wrong dice is a good time. Loved the audio, both the music and the bitcrushed voice clips. Good stuff!

I love the idea, and had a love hate relationship with the somewhat janky movement of the game ahahaha. Sometimes I feel like my die would end up unaligned with the worlds grid while in tight spots and I got put into a lose lose situation. Nice work!

reminds me of the single player in old SNES bomberman games a bit. Love the palettes and vibes, had a fun time playing

nice work! It took me a little bit to figure out what I was doing, but once I did I was starting to rack up some good points. Agree that the goal of gaining highest score is not super strong/compelling, maybe if there were some mechanics that penalized you in some way for not scoring enough/second so that it incentivizes the player to take action

loved the presentation, tutorial made the game sound more complicated than it ended up being ahaha. Nice work!

I like the concept of minigame battle combat, was a fun time. Art assets were amazing, overall some great work here. I agree with others below that spin the wheel to me became easier as there were less colored wedges which is interesting

Simple and creative concept with great execution. I enjoyed the smooth visuals, only thing is I wish the difficulty curve was a bit higher (and along with other people, I learnt I could set my die to 1 option if I would only lose 4 or less fights on the path to the end)

Impressive scope and fun gameplay. Very nice

Nice, I really liked the palette and the verticality of the map design. Nice work!

Nice, I like the vertical tower-defense style!

This is a neat idea. I could see it being cool to have moving obstacles so you have to predict their movements and act accordingly. Nice work!

Thanks for checking it out!

Sorry that the ESC was a hassle, it was mostly leftover from when it was going to not be a browser game, but then I left it in and only released in browser. I'm planning on doing a little upgraded version of the game in the future, I'll make sure to add a confirm quit menu

Can confirm I spent too much of the 48 hours trying to balance it, but it was always a super fine line between not being able to lose and losing too quickly! I decided to lean towards the game being a shorter experience since people would be playing many games this week (and I ran out of time for a few aid ideas I wanted, like limited "bombs" that could completely clear a large screen area). Thanks for playing and the feedback!

gotta support Linux, been using it exclusively (with full FOSS workflow) for a decent while now. Thanks for playing!

I like the idea of the customizing character, but ended up going with full style on each level to get the 100 points 100% completion. Fun game, and I agree with others in that if the character skill selection was more prevalent/taken into account with the level design, it could become a cool platformer/puzzle game!

I was vibing out playing this game. Really sleek controls, I feel like this gameplay could branch out in a ton of different ways to make a bunch of different fun games. Nice work and excited to see more if you continue to work with it!

Game is nightmare fuel in a great way, I love it. Thicc giraffe.

Scored 155 which I'm pretty proud of. Very nice work, definitely fits the theme nicely and in a creative way!

Thanks for checking it out! You could say that the first bit of the game is easily maintainable... until you lose control ;p

I dug the puzzles in this, very creative mechanic and level designs for the amount of time. Nice work!

The tragic and inevitable feeling, as the game moves faster and faster, haha. Thanks for playing!

Thanks, and thanks for playing!

Thanks, I was definitely cracking up at the game before the game idea while making it! All sound effect credit goes to RXI's awesome tool, check it out here!

https://rxi.itch.io/sfxia

Ahahaha I was doing the theme in game and in real life! Thanks for playing!

<3

Awesome!

The level design and difficulty progression was really nice, got a lot of flexibility out of really just one type of enemy.

Thanks for the feedback!

I had a big internal debate over the up for jump and did have it different at one point, but kept it to keep the Boy&Bee controls similar. I'm going to release a small V1.1 update to make the controls more convenient within a few days!

Ahaha, I wish I had a little more time to iron out the level design before time was up to make the difficulty curve a little more gentle! Originally the bee was supposed the be able to collect chests too.

Thanks for playing!