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PixelatorGadzy

175
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A member registered Aug 25, 2019 · View creator page →

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I'm a little late, but I made it back. Not quite that astounding 47300, but it's a start. I think I still got some things to learn but I will hit that number and I will crush it. As I said, I'll probably be playing this for hours at many different points. I'm sufficiently hooked now. It's so satisfying when I can get 3 or more at once with one bam. I don't know how to describe how much fun it is to play, so I'll just say it bluntly once. It's so much fun to play.

(One last thing I wanna add, maybe consider making the green bananas have more priority with spawning? I tend to have runs end because I just wasn't lucky enough to get the speed needed to match the keepers, especially the red ones. I probably just haven't found a better tech to overcome this though, so take it with a grain of salt. It's still really fun. Yeah, I said it again. Deal with the compliment.)

I can already see myself coming back to this every now and then. It's a great game that I can both go fast to get a higher score or just relax and follow the prompts. Also, the clicks are so satisfying that I hit buttons as I pass by just cause. Great work!

It's a pretty cool remake/demake(?) of the game. Though, I'd have to agree, something should tell you what to do on the page at the very least. I picked it up and understood pretty fast but not everyone will. You have a link to the original game, but getting to the tutorial of that game takes a bit and is more hassle than is necessary to learn how to control the game. Still though, good job recreating it

So, I found a bug where the boss went into negative health and didn't immediately die or stop attacking. I ended up dead shortly after. This game is pretty fun to play, it just needs some kinks ironed out. Good work

I managed to softlock myself apparently. On my last expedition I had 7 mages and lost one with the only way to get more being a one time use that was already used. That, or it bugged and only let me use it once. I like the boss mage, she looks pretty cool and I like that there's some voice acting, but there ain't much else here. There's only a few things to do and they go by a little slow (Though I'm not always the most patient of people so take that with a grain of salt) and the music only helps a little with the wait time. I haven't really played many games like this so I don't really know what I could suggest, so... Hope you have a good day and good luck with what ever your next project is (or on this one if you do more with it)

I managed to get number 5 according to the leaderboards. Nice. Pretty fun little game. Once you find your motion, it's pretty fun to just swipe and clear as fast as possible. I probably coulda done better but I had a customer shoplift right in front of my eyes by just leaving with the guy in front of him and then no one wanted to trust my very capable hands with their stuff. Kinda just sat and chatted with the dude who was staring at me who was also trying to understand what just happened until I got fired. His name was Jim and he had the best smile and fashion sense. For real though, this is a fun game to just sit down and start pickin' up speed in. I will come back to beat my score

This is a pretty fun idea. Course, still some kinks to iron out, as has already been mentioned, but for 10 days this is pretty good. The sprites look good, I was hummin' along to the music, and I showed those cygoblins what for while spinning around in space. Turns out if you bonk your head just right, you'll be able to spin. This part might just be me, but there are mirrors in places where there doesn't really need to be? Maybe I had my angles wrong, or maybe they're there so you can have multiple ways of doing the levels, or any other amount of things that just flew right over my head, but I couldn't see a way to use them. If they can be hit, then that means that you made levels that can be done in multiple ways, which is always a nice bonus. Good work

Really fun boss fight. The Art looks so good that even though the boss has bigger pixels, it still fits in. The Music provides a good mood for the fight. All the SFX really sell the impacts of what's happening. The Boss is a good amount of challenging, never felt unfair when I took damage as it felt like it was caused by my own doing or lack of skill. I don't really have anything to critique other than wanting a bit more out of this game.  Great work!

(We are equals. I would have it no other way.)

Truly a wonderous game. It's everything the page said it'd be and... that's it. That's 30hrs efficiently used for 10 effects that bring me the joy. Worth every second. Good work

Definitely will have to look into that, thanks for the link. The audio is about the only thing keeping me on the fence about Godot. Here's to us hopefully getting some non-glitchy audio soon! Also, yes, I'm still quite glad with what I've made. It's some of the most polished looking art I've made and really makes me want to try to do some more with this before I move on. I should probably change how I worded things as I forgot that it's hard to translate a more comedic tone in text form. Glad you liked what was here

After hitting a falling rock I seem to just sit there? Rock keeps moving but I don't unless it hits my head. I'm assuming that's one of the bugs you know about. Could do with a few less enemies and/or maybe a way to hit 'em as I tend to hit them before I can really see or they swarm me leaving me no room to escape. As the other's have said, I see the start of a really fun and interesting idea, just needs some more refinement to get there. Good job on releasing though. When I tried my hand at the first VimJam, I bailed out in fear cause I I had nothing done, and what I did do wasn't interesting. You're off to a better start than me. Nice work

The boss didn't seem to take damage for me? If it did, the health bar didn't show me. Also, I think the skulls could do with a little more spacing between them or slowing them down a little when moving left or right. Other than that, really cool idea of recharging on the edge. The art and lighting looks really nice (Though to nitpick a tad, maybe have a little more contrast on the character?), the gameplay itself is pretty easy to pick up and play, and the music is really good. Good work

It's a little loud, but looks really cool. Only thing I'd have to add is maybe slowing down the sword guy a little. It's such a jump in speed from the others being rather stationary. Still, it was pretty fun bouncing back attacks and zippin' around. Nice work

I played against myself, proceeded to tie, and then so many guys were spawning that the game froze. Might wanna consider lessening the amount that spawn. I like the art, and the music you picked is really energetic. If I had a friend, I'd probably play it with them. Pretty cool game idea. Nice work

Really fun little game, though it was a little loud. I love how everything looked. You pulled it all together really well and made it look as if it was all made for this game. I got a clean score of 1050 and will probably come back to attempt to do even better. It's such a fun and simple mechanic with the right amount of chaos I feel. Really good work

It's so slippery. I know that's probably the point, I'm just bad at being patient. For what it is, the art works pretty well for the game, even if it is just squares. Nicely done

Really amazing looking and feeling game you made. Only thing I'd have to say is the Plague attack is a little annoying to dodge. It feels like I'm getting hit not because of my lack of skill, but rather the game has decided that it's about time that I get hit. I could also just be really bad, so take it with a grain of salt. This is really impressive for working on your own

So, I made it my mission to get around the black hole so I could try the level, which I managed to do with the bounce pad and use of the mid air jump to just barely shoot over it. However, the controls really aren't all that responsive. Sometimes the jump works, sometimes it doesn't, and the jump itself is shallow and doesn't always seem to give you that much more height if you hold it like you want it to (Though I managed to get it to work just enough to get past the first bounce pad). But still, I made it past, maybe I can see some more levels... and then I see the blackhole right over top of where I presume the exit is. I saw a door above me that didn't seem accessible so the exit is either up there and I have to find a way up, or I am completely blocked in here. If you decide to do a post jam update, I'd love to come back and give it a shot. This looks really nice and has the potential to be a really fun race to the finish type game after some more refinement is done

At first when I heard the music, admittedly I thought it was a bit repetitive and I was waiting for it to pick up. Then I got into the actual game, and kinda like Endmark said, the song and visuals make this quite a beautiful scene to see. However, I then noticed the lack of limit on the minions. Immediately my brain went "I must attempt to break this thing of beauty".  So after my initial playthrough of getting to 143 before I kinda stopped trying as I was trying to stop the lag so I could see what was happening, I went to my auto clicker and let loose. Only got a 179, so absolutely no benefits were had. I probably coulda got that on my own if I tried. The song never slowed though. I'm impressed. This was a really enjoyable experience, thank you for making it

I got to the big gap level, but I couldn't figure out how to clear the space. I tried seeing what would happen if I touched the red and the game seemed to just break. It almost looks as if the camera just shoots to the top left of the screen when you hit red. From what I played though, it's a little slow, but pretty fun to be in control of two players at once. It feels like a constant state of flow bouncing around and having the other follow, potentially even taking their own path to get to the end. Good work

I didn't get far as controlling the player turns pretty slow and requires me to either swipe my mouse twice just to get turning in some of the corridors, or have one hand on the keyboard and one hand on my controller for camera movement. (Also, I'm assuming the controller stuff is there because of default options and not put there intentionally as none of the buttons have the same input as E). It looks cool and has a pretty good atmosphere, it's just a little annoying to control

I like this little game. Only thing I'd suggest is to have the prices of the units always visible instead of only visible on mouse hover since you added in keyboard controls. Good work

Pretty cool. Only thing I'd have to say is that given how fast the ghosts are, having them be an instant kill is a little annoying, especially if you don't notice them right away. Maybe consider lowering the damage or slowin' 'em down a tad? Everything else is looking pretty good so far. It's a pretty cool mechanic to be switching what is and isn't active and doing platform or speed challenges based around that

Also, here's proof that it is indeed still possible

I'm assuming you can't beat the game because you get stuck in a hole towards the end, but I beat it. I made it to the end screen. All it took was a quick glitch run and all was good. Turns out, when you die, you only lose your double jump and the keys only reset after you pick up another and use it. It's still possible to beat, it's just not an intended method, but it makes for a cool little un-intentional puzzle. From this loss, you gain a boon

This looks, sounds, and plays pretty well. A few things of note, though: 

1) I like having the double jump for this kind of game cause it's great for helping me correct my jumps and can allow me to try and push a little extra distance to maybe try and skip a part if I'm skilled enough. Only problem is, your standard jump is so shallow that you're using the double jump for almost every jump as it can allow for way more height than the standard. For instance, in the boss race. Getting on to the wall should only require one jump to make as it is relatively low but you have to double jump to make it, and in the bit after where you have to dash through two spike gaps, you either do it while falling or you double jump because your normal jump just can't do it. I'd consider buffing the normal jump or remove double jumps entirely as there just isn't much use for it

2) The wall jumps are a little hard to do. You have to stay clinging to the wall and redirect where you're going after you jump rather than with the jump. Having the player have a little time that they cling to the wall when they push to the other direction can allow for a much easier time of using it. In other words, a little coyote time for the wall jumps would be nice.

3) I noticed 2 bugs. One was with the grapple that it can just start moving down sometimes, and if you let go, you shoot down pretty fast. The other was sometimes your player would be "destroyed" but you don't actually die. The sprite just plays the death effect and disappears

All in all though, this was really fun to play. I liked the little story you had put in, the game looks really cool, and the challenges you provided were pretty good and doesn't require exact precision from the player. Good work

Pretty cool game. Though, I am not all that lucky. Lost the bet immediately my first 2 times, and only got a little over 500 on the 3rd attempt before losing again. Might come back after judging to give it another shot

Well, I played it, but it seems the controls got a bit borked somewhere along the way? D moves you left, A moves you right, and you can't turn the camera directly left or right. If you turn left, you go up/left, and if you turn right, you go down/right. Also, I got stuck in the helicopter the first time and had to reload. I don't know if I missed a button or not as the second time I just pushed things until I was out. I like that it was voice acted though

Found a bug? I can't tell if it's intentional or not, but moving up and down from a stand still seems to cause the player to stutter and either have a long wind up to move or doesn't move at all. When you're already moving left to right, it doesn't seem to happen and you move just fine. Though, if you were going up or down in some way and switched direction between left and right, you'd have to re-hit up or down. Still, I like the art and music. It's a cute little game that doesn't take up too much of your time for one playthrough

I mean, for only 6 hours, it's pretty good. The visuals are nice, the sound is pretty satisfying, and it's got some nice music. I do wish you at least put the controls on the game page as I thought the mouse was what I needed to use to do something as the character turns toward the mouse. Also, not sure what the plus signs did if anything. Good work, though

Animations seem to play at different speeds from time to time? I hear the sound of the boss's attack, but the attack itself comes a second later. I didn't beat the golem as the lava attack lasts a little long and the golem can easily hit you with any attack and you either get hit by that or the lava. Having the player get hit because they have to rather than the boss getting the better of them isn't usually what you want. Still though, it's a pretty cool the idea. You get time to learn the boss and if you take too long, the screen starts to close making it harder but you've already got comfortable with the boss enough to feel like you can do it. Nice work

The game looks pretty cool, but it could definitely use some more polish for the gameplay. As endo mentions, the jump can sometimes wig out and send you soarin' higher than intended or not hit as high as it should. The dash is cool, but I don't see much use for it. No aerial enemies or shots from above to dodge and moving normally is about the same as spam dashing. Enemy bullets seem to catch on themselves? I'm not entirely sure what they're hitting. I see the basis of a pretty cool game, it just needs a bit more time in the oven. The art style is very interesting and the method of attack seems like a fun mechanic to use since you can miss initially and potentially still hit your target as it comes back. Good luck in your future projects

I appear to become invincible after dying. I died in the final phase, hit retry, and the boss just couldn't damage me anymore. I'm not sure what happened there. Maybe the player's hitbox didn't activate properly? I would consider the player and boss being a different color from the background, but the way it is now isn't too bad. Also, I have to agree that the boss feels pretty spongey and could do with a slight nerf to his health. Still, I liked it for what it is. Good work

It may be a little scuffed, but it still holds the key to a pretty cool game. I actually don't mind the controls. Moving on a tile based system makes it a bit easier to plan your moves, which as time goes on, would be very helpful when you've lost a lot of the platform. Maybe some of the bosses attacks could damage/remove some tiles? (If he already has one, I didn't see it. He was dead long before). I'm curious to see what comes of the post-jam update

Found the scuffed test level and was not disappointed. Although, Whisker hit me with some all to real truths there. Game has a lot of charm, which I love. Well done

Welp, seems like everyone else has said everything I'd want to say. So, take this as an echo (Cause I personally don't like typing redundancies. Somethin' weird with my brain), but I can add that if you do make that post-jam update, I'm definitely gonna come back to give it a shot. I can already see the sparks of a game that I'd put many hours into just to try for that high score. Just gotta get used to the timing, build a little rhythm, and then start soarin'! Well done on your entry

Pretty cool game, though it's a little hard to push off an adventurer without accidently going off as well. Maybe widen the space on the adventurers so they can be pushed off a little sooner. Then again, it does bring a nice bit of challenge, so who knows. Just an idea to sit with

Cool idea, but it's not easy to move around. It doesn't seem that the jump is resetting properly when you're moving on sloped spaces. It's fine in the beginning, but it quickly becomes near impossible to jump as you tilt more. Wish I could help Mono more

I think the boss's attacks could be slowed down just a tad or the player sped up a bit cause it doesn't always seem possible to dodge attacks, especially in the later half where it seems he attacks faster. Still though, really fun to play

It seems the enemy can be moved with the arrow keys so I don't really need to fight them. I can just make them walk off the screen. They're intimidated by my sheer presence. The art is also pretty good. Just a bit of refinement on player controls and not allowing the player control the AI (Unless it's intentional for some potential 2-Player?). Good work