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pdil

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A member registered Feb 11, 2017 · View creator page →

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I’m really struggling to come up with anything not great about this. Music was perfect, balance was great, loved the weapon levels. This feels just a few ultra minor points away from a commercial release (being rebindable controls and probably a twin-sticks config by default for the gamepad). My only regret is I couldn’t find 1 upgrade (between the sword and the grapple, it’s in the middle of 3 of the screenshots, driving me crazy!).

I think nearly every “issue” I had, like the slow (initial) movement, gets addressed quickly enough. When upgrading the grapple, it said something about carrying much more cargo and I wonder if that as hint to something I missed or if it just meant I could fling farther. Regardless, fantastic work!

Dang, this is a game I wish I would have made. The abilities are great, combat is fluid. There were a few minor bugs, the teleport would sometimes land in a gap area (end boss) so I’d have to teleport there then toss it back onto the map to move but it’s wasn’t a big deal. The vfx were rad, as was, well, everything else. 10/10 more please. I’m confident for the next week, at least, whenever something confusing happens I’m going to imagine the dash-hit-edge spinning animation.

Nice work! Excellent atmosphere, the art and music are great. I’m into the mechanics, though wanted a lot more, especially give the size of the world; once I got double jump, I felt like I was mostly exploring. I saw a cracked tile, and of course several blocked passages so hopefully there’s some good stuff in the works.

One minor annoyance, changing levels left you vulnerable so if a rolly bug was after you when exiting, you’d be locked in to taking the hit. I also really wanted some movement while absorbing, at the very least keeping momentum while jumping.

A small bug-but-actually-this-was-cool: in the room before the end, when you leave it puts you into the save room instead. I went above, then walked back because it felt like a boss was near, was pleasantly surprised to find myself in the save room.

Yikes, I totally failed to put that one on the page, fixed now, thank you! Yeah, this was my least QA’d jam to to date, the main menu buttons, except for start, don’t work BUT the pause menu ones do which show the controls.

Working on some update for post jam last night I also realized I didn’t actually hook up the in-game text telling you the buttons! I literally had it all setup but forgot to actually call the popup.

Due to some technical hurdles, I ended up cutting half the abilities, hopefully this time I actually do a post jam update that closer resembles what I intended. I’m glad you made it through, thanks for playing and the feedback!

Nice work, really cool atmosphere and vibes! Echoing another comment, the areas, especially the first, are really big but there isn’t much reason to explore, especially since it take a while to get the sword. It was also pretty punishing on how easy it was to go straight to the boss and miss the save point. I didn’t really jive with the combat, mostly skipping all the enemies. I gave up after a few tries on the second boss, I couldn’t figure out a good strategy for him. There where a number of places where the interact prompt was really fiddly, it was always a little dance to actually activate the switches. Also, I really missed not having a shadow, I definitely am used using shadows to judge platforming but the light around the character mostly worked. Ultimately the platforming wasn’t a problem so maybe it doesn’t really matter.

Overall I think you have a solid core here, great job!

Ha, thanks, I’m gonna update the page with “this turned out mostly decent.”. Historically I struggle with jams because I’m always learning several new things and this one was no exception. I had some fancy navigation pathing ideas that I cut entirely (and the NPCs) that felt like it was 80% there but is probably only 40% there, as well as a really fancy camera system. I really love the 3/4 view but feel like there are a lot of constraints it imposes on level design so I cleverly chose to make stuff assuming I’d get the camera culling system working but instead didn’t finish the system so this is arguably the worst camera I’ve ever done, whoops!

Thanks for playging! I ended up cutting half the abilities even though I actually implemented some but didn’t have time to design any content around them (let alone test) but most of the legs abilities made it in.

Thanks for playing and the feedback. This jam really ended up about being foundational work for other things and it shows. The 4 plate puzzle was, like most things in the jam, way half baked. 3 plates control the door door locks, ex the left plate rotates the top left, top right and bottom left locks with the other plates controlling different combos and the right most resetting. All the the locks need to face away but I completely forgot to put in any visuals indicating anything! The saving grace being the alternate route in so it doesn’t impede progress.

Really awesome work! Super thankful you had gamepad and sensitivity, I had dial it down to 35 to aim reasonably well. Also super thankful for the walkthrough; since there’s no map I misremembered where a grapple section was (I didn’t know what it was at the time, but guessed due to the spikes) and probably spent 15min wandering around the wrong section. Unfortunately I had to give up during the lungs, it was maybe 15 tries to make it up the switchback platforms, I couldn’t do it on gamepad so switch to kbm. Then, the portion where you have to trigger a platform, then immediately trigger the next two then make a grapple, it was maybe 20 times before I made it to the second platform, I just can’t move jump and aim that precisely. I think the platform retracting would almost always sap my forward speed so maybe if it rose up instead, it wouldn’t have been so brutal.

Having a different effect when shooting too far away would have been good. I didn’t like the flying guys but it wasn’t always clear when I was actually damaging them (same for the smaller guys but they are easier to deal with). Possibly related, the damage boost on the gun didn’t feel different. Maybe it was, but I might have been too far a lot of time.

The whole production is great, I really like the pixel poly aesthetic. I’m always kinda nervous with grappling hooks but it worked well so no complaints. I think the levels were well designed and interesting. I recommend putting a few lights/decorations/etc around doors would have been nice to help the stand out a little more, it was easy to miss some of the openings. It was funny watching the walkthrough when I was stuck, it was around 9:30 where I saw the room I couldn’t find but I probably played for an hour at that point. Again, great work!

Nice work! I really enjoyed this, the vibe is great and I the design was good. I hit a number of bugs, the keys, stamina, and possibly more, aren’t restored on save. I got an extra stamina (at least I think that’s what it was) falling down the chimney in the house but it didn’t have an affect.

Leaving the house after entering crashed the game. I’m guessing now that this wasn’t intended but on the second floor of the house, there’s the garden view; I wall jumped out then it crashed opening the door on the far side.

The shadow enemy on the second floor on the way to the upper chimney doesn’t ever go away, I can just keep hitting it.

I couldn’t figure out how to power the two locks on the central door in the house and gave up after that.

A couple polish points, definitely wanted more feedback on hits, and at least a little motion when attacking. Probably have the doors swing in against the wall so they don’t push you weirdly as they swing open. The house entrance had a lot of z-fighting, I assume the floor and several walls accidentally got duplicated.

Again, I really enjoyed this, I got the save softlock with the first boss, so did the whole thing again, got demolished, then the whole thing again and figured out his pattern (also, some health indicator on him would be nice, though him getting clearly hit was good so I figured I’d eventually get him and I did). Would love to see this polished up!

Pretty simple but what’s there is nice. It was fun to make massive waves of bullets since they went through everything. I feel ya, I lost most of this jam to a combo of trying to do some advanced nav agent pathfinding, which I cut entirely, and figuring out how to use blender as a level editor. Hopefully they both pay of later but they certainly didn’t this time. Just gotta keep learning.

Love the art and music, there’s so much character in just that one eye! I like the idea but I also got stuck right soon after getting the triangle, you drop down but then the camera won’t follow after to dash past that first blade. It was also common to change shapes and be sent back to the checkpoint, which was really frustrating. I do think it’s just a few bugs that need fixing then you’ll have a really cool game.

I really like what I see but there are where some bugs that prevented me from getting anywhere. Loading doesn’t appear to work, or using Slot 2, it opened to a scene with no player (didn’t try slot 3). Got the mech, dropped down, but then going to the right also loaded to an room without the player so nothing could happen. It wasn’t clear hitting enemies with the mech actually did any damage, some impact sfx would have been nice. Great premise, hopefully you can get these bugs ironed out.

Nice work! I think there’s a good foundation here but I struggled with a few rough edges. Echoing some other comments, the levels are really big but not much interesting happens, especially the jetpack corridor, waiting isn’t fun. I really appreciate gamepad controls but not firing backwards was super annoying, plus having the default aim being slightly down. Bummed the slide didn’t chain with jump (it also was kind of weird, lots of travel but in a crouch too). I liked that you could hit the bosses projectiles. While the fight itself wasn’t very exciting (though I did only barely win), I did like it and can see it being improved into something really cool. I would have like more back tracking, there was some (and maybe I missed things), but it didn’t feel like there was any reason to go back to open the floor panel to the start. The plentiful pickups were nice, I was worried about the oxygen limit killing any chance for exploration but it didn’t at all.

Oh man, you even had the kill all enemies noted, ugg! I just got so wrapped up, I totally failed reading multiple times! Finally made it to the end, I really appreciate the level looping. I don’t know if it was intentional, but reloading does not spawn you at the checkpoint, but at the start, but it’s never hard to get back to where you were so it didn’t feel like an issue real issue. I think the last suggestion is to have the enemies die faster, fall away quickly. After the final upgrade with the two minibosses encircling, I took one out but since it just floated there, I think it then blocked my shots to the other one. Again, take the fact that I’ve kept messaging you as sign of how much fun I’m having and determination to see it to the end.

Ok, I had jumped down there but somehow didn’t trigger the boss the first time, or maybe got impatient, it did seem like it took a few seconds for the boss fight to start. Got much farther, hit at least one 100% real bug: getting to the islands with the pipe connecting them, one of the battles spawned a guy too far away for either of us to hit each other, even with the carbine zoomed. I also had a battle on the first island keep triggering, I think due to saving, which is a bummer. Eventually I get the grenade launcher and think I’m stuck again. Taking the double decker essentially back to the start, I took a biiiiig leap to the “O” platform that is really low with two pillars on each corner. Once down there, nothing happens.

Having skysickness definitely limits how much I can play, which made me think it would have been nice to choose to actually take the upgrade or not. Again, great job! Even with the issues it was still a blast! Now that I’ve used all the weapons, they all feel unique and well suited to different tasks. I do wish they remembered their ammo when switching, I also got some weird bugs where sometimes the particles would, for no apparent reason, spawn basically right in front of my face, but that only happened a few times.

I really enjoyed what I was able to play but I didn’t make it very far. I got the carbine, then the next island with fire rate and health upgrade but couldn’t figure out where to go after that; there was a really small platform but I couldn’t move it close to any other island than the one I jumped down from. Showing invisible walls didn’t seem to do anything and I did a lot of wiggling but obviously it’s hard for me to know what’s intentionally blocked vs buggy. Again, I really liked what I did play and would love to cleaned up version. Also would have loved gamepad controls.

I was surprised how much I enjoyed this! I think we’re kindred spririts in the “over ambitious 3d world” realm. Echoing some other comments, having boost on a shoulder or regular button instead of stick press would have been good, though it was less of an issue since if you luck out like I did and do all the things right. Love the effects, it still felt pretty good to boost and drift and I felt a nice sense of control on the bike with the 3 thruster feedback.

A trick to help feel fast and make the world feel more real is to spawn particle effects, like dust, generally in a volume mostly in front of the player (vs the whole world and tank perf). I hope you keep at it, I’d love to see more!.

(1 edit)

Thanks for the feedback, I really appreciate it! I can’t believe I forgot to add controls to the main page, I guess I was so amped up with my submission barely under the wire upload I forgot (now fixed). I also didn’t realize till just now I some how messed up all the main menu buttons, whoops! If you pause in game (Esc/ Right Menu) you’ll be able to access everything correctly (also noted on the game page). Thanks again for reporting!

I’m 100% onboard. I had a few silly bugs where my head would get below my feet, and I accidentally died while riding a claw which respawned me riding the claw but nothing was a real issue since spawning was quick and painless. My only real “complaint” is seeing game I can’t play yet, please finish!

Loved (most) of the crazy side effects and cheese lore but dang, no gamepad support or rebindable keys is brutal. My keyboard has arrows on the left side and I just couldn’t get my brain to manage moving, dashing and jumping all on one hand. Eventually I got the drift side effect and it was way too hard.

Nice work! Bummed there was no gamepad support, I think it would have played really well. I played the download version but it was still really twitchy with the mouse, using IO to turn was much nicer but the controls felt, unusual. Still, made it to the end, I really appreciated the checkpointing. Combat was awesome, would love to see this expanded, maybe even with some more ambient enemies and puzzles to kick them around.

Thanks for reporting that, I’ll fix that post jam. If you have a gamepad, it should work well, that’s what I did all my testing with.

Do you happen to remember where you fell out? Looking over I found one hole to the right of the store. Indeed, this game had the least about of testing of anything I’ve ever made. Glad to here it ran well, I always build stuff with potatoes and toasters in mind but didn’t have time for a perf pass.

Thanks for playing, I’m glad you enjoyed it. Yeah, I really wanted to wear the clothes and forgot to at least put up some UI for the items. I also wanted NPCs to tell you off and complain about what your were missing. Maybe next time I’ll scope better…

Nice work, super cool to see an Odin based game, I’ve been dabbling with it for a while. It was only after re-reading your theme did I realize why the staff went away, but I agree with others that it was confusing to start places without the weapon. The mechanic is really cool, teleporting through things feels awesome and I love when blocking is really satisfying. I would have loved to see more levels design around the teleport but certainly understand the jam constraints. I think the boss build up was really good. Also super impressed to get three in! The final was a real struggle and just as I was thinking I’ve only got a few more tries in me, I managed to eke out a win.

To be clear, I didn’t just like it, I loved it!

This was so good! I wish there was less linear sense of progression but I think that could easily come from more. Hint, please make more. Would love to see this as the game form of Gojira’s From Mars to Sirius album.

Really nice work! Nearly every metroidvania I do is essentially a robot being thrown away so the story really worked for me. Love the hint that you only need 2 abilities to cross the big pit, that was fun figuring it out sans-magnet. Also, it was great to play on gamepad.

My on minor complaints where the backgrounds, especially at the start, could sometimes blend in with the foreground. I still made made it to the end (regular mode) but sometimes I had trouble making sense of what were collidable surfaces. Of course this was mitigated as well by the fast respawns. It seemed to me that pressing up to save/talk sometimes took a few tries. Again not a big deal. Lastly, especially with the last boss, I think I would have preferred the boss to be all red, again so it would be easier to distinguish in the heat of battle, especially when trying to jump on it to recharge.

But all these are really minor, fun gameplay, fun story, good controls, you nailed all the big important stuff so all that’s left are minor things. Great work!

I really struggled to get past the first few levels, I couldn’t make the really long jump. The cheeks are choice, though!

Definitely some cool things going on but as you noted, a lot of bugs and things to work out. It took me a while to figure out how to actually get to a level, since the jump is so small, I’d miss the stairs, fall past the level changing platforms and would just be off screen. Eventually I did make it to the level, and the was able to get crushed by the boss. Keep it up!

Nice work! Super fun mechanic. Gamepad support would have been nice but I still managed to make it to the end. It would be fun to see this expanded, it has a lot of potential!

Excellent work! I’m not into slippery movement but you really made it work. I think my only complaint was the boss was so rude, it took several tries, but when I finally beat it, it had started spawning ghosts and I had one health, landing on one to my demise. Second time I beat the boss I had one health and fell into the thorns. I eventually did beat it and live long enough to finally get to then end. Maybe a different looking block to help orient myself as well but since the world isn’t massive, that wasn’t big issue in the end. Cute art and music, fun gameplay, great job!

Thanks for playing! I didn’t intend for the final piece to mysterious but the end is a bus line, so you also need a coin, or you didn’t find the shirt, which I think is a little harder to find but since this wasn’t playing until an hour before the final cutoff, I don’t actually know since I did zero playtesting. It was a real mad rush so there’s a ton of stuff I wanted to do but couldn’t make it. I’m glad you enjoyed what was there.

Nice work, I’m super jealous of how much stuff you did that I wanted to do but didn’t; I don’t know what it is, but I love the 2d character in a 3d world. Lots of panache and I really appreciate the gamepad support!

I think the core is ideas are good but a handful of changes would help. I don’t know if it was gamepad related or something else but the elevator especially was often really finicky, I’d keep pressing up or down but nothing happened, step off then back on for maybe 15s. But not always, sometimes it just worked. After reading a terminal, I couldn’t move left or right but was able to jump and maybe that made moving work again. Also gamepad not working in the menus was a bummer.

Having a little something for the surfaces when things are depowered would have been really nice, maybe just around the character. Since the level was so simple, it wasn’t too bad but if it would have been a bigger game by even a small amount, I can imagine it being frustrating to navigate.

The bird interactions where confusing, at first it felt like a buddy but then I had to attack it?

You definitely have something cool to build on here, keep at it!

Nice work! Lots of polish and it played well. The soda sign was delightful! The main thing (aside from more game) would be gamepad support.

I basically loved this! It would have been nice for the abilities to get more use but for a jam, I really can’t complain. Thematically, it was so strong: the upgrade names, saving, the premise, the name, this was a real delight!

Nice work, totally dig the characters. I’m really glad you had gamepad support but turning was sooooo slooow for me, plus I desperately wanted to invert the right stick. I’m not into the slipperly feeling but it wasn’t too bad. Having some feedback would have helpful, when the enemies died during the boss fight I initially though it was another wave of them falling down. It wasn’t clear I was doing any damage to the boss but reading the comments, I got the shop so I’ll take the win.

Stellar work, this was just so much fun! The writing was a lot of fun, my favorite being the spies and when you get the ranged upgrade. As someone who attacks every wall looking for secrets, I appreciated the trickiness. The end boss was a lot of fun, that was such a good … twist!

Thanks for playing, this is basically the best feedback I could hope for. I did have a slower skill build planned, plain dash no reflect -> single reflect but no recharge -> single recharge -> multi recharge, but as time was running out figured I’d at least put in what I thought was the coolest idea. Hopefully I actually get back to this post jam, I really appreciate the encouragement.