Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Phasma Tacitus

33
Posts
4
Followers
12
Following
A member registered Jun 11, 2020 · View creator page →

Creator of

Recent community posts

The Jam is over, but I just played your game and I should say, you really put a lot of work on the story, character's and dialogs. It's already possible to see a bit of the world and character dynamics that are there and you have laid a great foundation for an interesting RPG story.

I also like that the protagonist, or at least the player character, is an older guy. Usually JRPGs have young protagonists or cast in general, so it's a breath of fresh air to be in control of someone who's already seen his fair share of life and may dive into some different aspects of it.

I ran into a bug with how you transition from one scene to another, where I started a dialog event with a character and at the same time was taken to another scene and it soft-locked the game. That's the only thing I feel could be majorly improved on.

All-in-all, great story focused entry, especially amazing with you doing it alone and, apparently, coding every bit by yourself.

That gory bit came off the mind of Kojaime, he even prepared for a last level that was pretty impacting, I would say, lol, but we couldn't add it in time.

We wanted it to be difficult, although most critiques say it was maybe a bit too much. With more refined collision, I think the platforming would feel better balanced, but collision was a real challenge to solve in little time, you can see the player character shifts in place sometimes, that's the round collision from the player interacting in an angle with the ground.

Thank you for leaving your impressions on our game, we appreciate the kindness.

Amazing game for a game jam, a professional finished product, with tons of content and well polished gameplay, really cream of the crop work!

One of the rare games I remember giving 5 stars on story, you went in-depth with the dialogs and characters' personalities.

The gameplay is challenging and has a learning curve, so you can improve little by little and seek better ratings, which adds replay value.

Also loved the fact that, depending on the rating, characters react differently. It's a small detail that adds to the charm.

Congratulations to the team on coming up with this game!

Interesting take on the theme and a good balanced challenge, with easy to grasp rules that need little to no text to be understood.

Thank you for the kind words! It sure was a blast working on this little project.

Thank you for leaving us a comment with your impressions on our game! We do have to improve on those and we'll be updating the game after the jam to incorporate those elements!

Having done all the assets by yourselves is a major point in your favor. The game feels nice to play and I like how exploration rewards you with more health and attack power. The only thing missing is the possibility to attack in the air, but apart from that, I just wished for a bigger challenge on the last boss. Hope you keep on evolving your ideas, you have a good grasp on game design.

Se quiser, pode me adicionar lá sim, meu usuário é phasma_tacitus.

Maybe one of the most creative ideas in the Jam with a fun gameplay loop. I feel the number of shots is a bit limiting, maybe it could be worked around some way to keep on the aspect of less shots awarding more points, without having a hard limit. I also expected the buildings to be destructable, but enjoyed the more Carmageddon-esque idea of rolling over people lol

Beautiful art! The idea and execution are flawless and you got quite a nice template for a compelling game here. 

(1 edit)

Really creative level design, that's something I enjoy in platformers, clever and interesting levels to walk through. The damage mechanic could have some more polishing, with a health bar or something else to give visual feedback to the player, aside from the flashing sprite. Some of the hazards are really hard to evade, but I think that seems intended, to manage the damage you take along the way. That game of 2048 is great, but really hard to get through, I had to give up on it lol

Thank you for the generosity! We're glad you enjoyed the game and gave valid criticism. We'll be working on refining our code for a smoother experience. Collision detection and management was quite a challenge for us; we learned a lot with this project.

Thank you for the positive words! It's great having a finished product, it's an important first step for us and the way forward looks a lot clearer now.

We see now that there should be instructions in-game as well, as you're not the only one who got stuck at that part. You can shoot arrows at enemies, the attack action is bound to "K" on keyboard and to the left button on the right d-pad of controllers, and you're meant to defeat those enemies that get in your way. We're happy you tried out our game and left constructive criticism! I'll be looking into your submission as well.

Thank you for trying out our game! We'll be looking into doing different concepts to get experience on the most varied styles of games, so we look forward to receiving feedback into our new endeavours.

Thank you for leaving your impressions! And the game closing is something we could have thought out better, same for giving control instructions in-game as well, as many didn't see it's possible to shoot the enemies. We'll be looking into making things more accessible next time, it will surely broaden our reach.

Beautifully well done. The movement seems stiff at first, but as soon as you jump some leaves you get a feel for it and it is just right. The combat and platforming just hit right and I can see the base for an interesting game here. The art for the ant is really smooth, kudos for whomever did it!

The labyrinth seems to be procedurally generated and it gives somewhat mixed results. Sometimes it's great and others almost a narrow path, but this is something that could be worked further into an interesting game. It's not always the spider comes into play, but its logic could work well together with other spiders and maybe even a variety with different movement patterns and a bigger map. Overall great and well executed idea!

Doing a game solo in 10 days is commendable. I really liked the art style and animation you did for the ants, looks really good. The foundations for an interesting platformer are there, bet you learned a lot with this project.

Loved how you did all the platforming mechanics, it's right up my alley! I also liked that you took the time to create a little story with cutscenes and dialog, it really adds to the game in general, feels more like a finished product. The combat's also great, I can see it being built upon further into some very engaging and challenging loop, especially with new tools being added for the player.

Great idea and well thought out gameplay dynamics. Everything works beautifully and the game is addictive in a good way. This is pretty much a finished product for a mobile game, especially if a multiplayer mode could be added.

Great seeing another Brazilian game in the Jam! Art and sound are crisp and gameplay works wonderfully. Also loved your presentation, the game looks beautiful!

Yes, ants are probably one of the first things that come to mind with this theme and we actually first envisioned something way out there, with collecting resources for your base, but we did what we could with the time we had and used this experience to learn what can be done in what time. It was great participating in the Jam, even if at first a bit overwhelming.

About the Q and E thing, I meant it as just pressing those buttons to activate the skills, without requiring you to also click, like you'd have in some of those Hero Shooter games.

Like you pointed out, having playtesters is a must on more complex games like this one. Being able to see how the game is felt under different individuals eyes is a must for making out details you would never realize otherwise.

Your game is easily one of the best in the Jam, or, at least, the one I played that most caters to my preferences.

In such little time you've put together a great combat system and an interesting and balanced assortment of enemies that work well together, so the game is challenging, fair and fun. I just found the timing wheel to be a bit hard to follow, it felt like there weren't enough frames to capture all its nuances, but I was still able to get the timing right for almost all of the enemies, except for the flea, that was a really hard one.

When I first ran the game, yesterday, it was extremely laggy. I don't know if it was a bug you patched up or something on my side. Also, first time playing it today I got the main menu music stuck, so I didn't hear any of the game soundtrack. Had to start over and hear them, but that bug was something browser side, I'd wager.

Everything you guys did here has excellence, the art, music and mechanics are all beautiful. Up until now, my favourite game in the Jam.

Great idea to start with a visual novel. You're working alone and it's a lot you have to learn to create even the simplest of things. I also use AI for consulting on avaiable tools I can use when coding. I try to code everything on my own, but instead of consulting on documentation, which usually takes a while and I may miss something, AI will be spot on at what I need and I learn a lot from it. Still, sometimes AI fails hard, then I go to the documentation or ask online if it's really a dead end.

Your game is well written, you got a good grasp on dialog. It's an enjoyable chill out story, I'd say, with an interesting plot twist at the end. But the character shows the left shoulder when he was bit on the right, that could be worked around by flipping the image.

I liked that you implemented a main menu with options and a toggle for fullscreen. I didn't mess with the buttons at the bottom of the screen, but it seems they allowed for saving and loading and some more stuff, which is interesting for a first game.

All in all, you did great for a first entry, especially working solo. Just keep it up, it's a long road, but if we keep the pace we eventually get where we want to.

(1 edit)

The art is gorgeous and you really nailed it with the reactivity as the player bumps into the flowers and other elements from the scenery. The visuals when you interact with the mushrooms are nice, but sometimes they linger for quite a while. Is it a buffering effect? The longer you sit on them, the more the effect stacks?

Gameplay-wise, I liked the variety of weapons and all their different skills and characteristics. It's a bit hard/counter-intuitive having to activate their special attacks by holding Q and then clicking. Maybe you could have Q for the left hand and E for the right hand, that would make it better. The balancing and game-feel on attacks, be it from the player or the enemies, is a bit rough, but I think that's expected. It's hard coming up with these kinds of mechanics, they require a lot of time for polishing and that's not something we had in abundance, I would say.

When I first started the game I had it on my laptop's screen, and on it I ran into the game's screen getting cut off at the sides, so I couldn't read the instructions on the menu. I switched to my other screen and it looked right. My laptop's screen is 1920x1200, which isn't a common aspect ratio, so that is what may have caused the issue.

So, overall good experience with the game, I read you're just 3 months into game development, and that's already great work, you're really good at it.

EDIT: typos

I loved your game! It's a novel approach to a simple concept that allows for an interesting gameplay loop. Having to figure out which of the orders to do in a given day is an engaging puzzle-like mechanic and reading the e-mails is fun in and of itself. It's a bit confusing at first, but after playing a bit you get the git of it. I got one star at the end, but I think I got quite a good number of orders right, probably 50/50, or it's just a wishful thinking of mine lol

(1 edit)

Thank you for the positive outlook! We'll be working on it further, yes, as we still want to see where we fell short and how to remedy those spots. It's all a great learning experience, I tell you. You only really see how many little things go into the most basic stuff in a game when you actually work on creating them.

That was meant to be the character's shadow. It's not something we focused on polishing, but we'll be working on this project further to do what we couldn't as it will surely help us get better for future events.

We appreciate your feedabck and you're right about all the rough edges. As our first experience, we still ran into a few tight spots when programming, which cost us some more time than we anticipated. Some of us have had a little more experience at working directly with game engines, so we also used this opportunity to learn and share knowledge between ourselves.

The jump may have worked better with coyote time, as Gabl noted. We should have added the controls in-game as well, that's on us for not putting it there. We see now that having a browser version is also a must, if possible, as it allows for a much broader reach.

Today I'll be looking into people's submissions and will be sure to look into each and everyone who's leaving us well thought out critiques.

Thank you for putting your time into writing us your frank views.

Thank you so, so much for your kind words. Yes, this was our first project, and we engaged in it to force ourselves to get out of our comfort zones and start creating things. We're happy you've appreciated our work and your critiques are on point; especially about coyote time, that's a valuable one! We thank you for giving us your time and attention and actually writing us your impression.

Yup. Developers not only ignored it, but shifted the blame on something else, as usual, instead of looking into it.