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XELiNiUM

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A member registered Jun 14, 2020 · View creator page →

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Its very fun, i like it. (I performed braindead gameplay)

Thanks for the heads up! Our submitted game should display below our names now. (Although rip, for the first 2 days, our comments didn’t display our game >T w T)> )

Snek

The visuals got me on this one.

I love it.

Im pretty impressed with how smart the ai player moves in this one and its more impressive that this is all done by one developer too. I think the hitbox for the small asteroids can ruin the hurling momentum throughout the game especially since i want to launch all those asteroids at once.

I manage to circumvent this by piling up the asteroids first and knowing them all at once with the big asteroid. Oh speaking of asteroid collision, it was elegant and well done, it added more nuance to the classic asteroid game.

This is actually unexpected and incredible. I wish there was more variety to the notes to the level of what other rhythm game usually has and in addition, more maps similar to how zuma games have. But im really satisfied with how good the gameplay loop is. Its really enjoyable and one of more fun games i’ve seen this jam.

The game feels complete, is incredible, and honestly the gameplay is simple but so effective and fun. Need i say more?

Would add that despite the looks of the games and the quirky graphics, its mechanically SOLID. If it got a fresh coat of paint with graphics, this would be mistaken for a full fledge game.

I got hooked into this game thanks to the card elements and the complexity behind it. It’s surprisingly challenging and its one of the more difficult games i’ve played in the jam, and when i finally cleared the game with dog, penguin, and skeleton meta, it was satisfying. But yeah, like the other commenter said, i feel like the distinction of each ‘enemies’ were difficult to tell at first.

Also I like how the enemy player starts out weak and snowballs into becoming 1 shot damage beast, like how it usually happens in slay the spire or similar dungeon games.

This is a really good take on the theme of the game jam. I especially didn’t expect the idea of keeping the towers alive using the walkers, its a complete 180 of the tower defense genre. Anyhow, Its a fun short puzzle, although i think there could be more done with the walkers or the path.

This has no right to be this fun and good but it is. Also funny way to interpret the theme of the game jam. It’s just really fun in general.

Its not as intuitive as i thought in the city building turns, and its easy to get lost. The monster turn, on the other hand was pretty fun to play as, it would be nice if the monster turn lasts longer. Lastly, i can’t praise the graphics enough, it looks really good, and the monster music is a banger.

I really like the visuals and the casual approach to the game! It’s quite hectic at the moment when you cross with the chicken and there’s 3 cars coming for it, if there was a way to grab or slow down cars to grab the other that was approaching to hit the chicken would be nice. Also I like chickens.

This is just high ratings across the board here, I absolutely dig the theme when the 2nd level dawned on me and made me realize what the theme truly was. Its an amazing twist as far as I can tell from jump king inspired game. The double jump was a nice touch to the gameplay variety and made the character feel floaty.

The game is amazing, so is the pixelart, the audio, and for a game created within a week, this sure is one of the most polished game I’ve seen in the jam. Its so hard to find something to nitpick about.

This is a really good game! I like the concept of beating enemies by making them drawn near to each other, the lighting and shadows do a great job hiding and adding to the difficulty of the game. I reached only level 3 so far haha.

My gripes with the game would be that the map design is often a bit too random for my liking, not a fan of those 1 tile walls especially. I haven’t gone far to see if the game offers upgrades for the movement and visibility of the player.

also there’s this one bug where if you have 3 enemies of the same type, one of them would be stuck with a heart emote. I find it funny but bringing that up in case you decided to continue development on this game !

Fits so well with the theme of “you’re not alone,” the game was a welcome change of pace with all the horror and sometimes action submissions i played. The end screen surprised me alot with it tracking the followers I have gathered and clicked on throughout the gameplay. It was a nice touch and an added challenge if I tried leading them all to the exit (although it looks kinda impossible for now).

The game could really use some visual cue rework with the flowers and mushroom being too small to notice at first., But after that, it became a nice relaxing mix of missing objects game and platformer. Physics are kinda wonky too with the use of round objects and all but overall a good entry to the jam,!

The game was kinda fun especially with how the rooms were design with corners that could hide both the monsters and the hiders.

More horror games in game jams is great, but this could really use some off putting pixelart and grotesque monster design. The audio and game menu really sells the creep though. Lastly it would be much more intense if something was following you throughout your seeking, or yknow there are times where you are actually a hider yourself, and have to avoid something seeking you.

Also not sure whether the flashlight would shine through the walls of the other room, because it would reveal a littllee bit of the room and sometimes spoil the hider and monsters waiting there, which allowed me to cheese the hard difficulty setting. Other than that, some improvements would greatly help.

This is absolutely amazing for a game made in such a short timespan, I dig the graphics that blend so nicely with everything else. I find the vendor section to be too boring especially when I don’t have 5 gold with me at the start nor do I have enough fuel.

Really wish there were asteroids around too to spice up the travel. The idea of not everything is out to kill you and requires provocation before they could attack you is splendid and adds life.

For that this Game gets great ratings from me.

This is absolutely amazing for a game made in such a short timespan, I dig the graphics that blend so nicely with everything else. I find the vendor section to be too boring especially when I don’t have 5 gold with me at the start nor do I have enough fuel.

Really wish there were asteroids around too to spice up the travel. The idea of not everything is out to kill you and requires provocation before they could attack you is splendid and adds life.

For that this Game gets great ratings from me.

It was absolutely fun! This was my first game jam, and also my first game in general. I hopped right in this one not expecting anything but crunching my time and stressing over on how we should approach the mechanics. When the voting period started, I was blown away by the quality and ingenuity of the games that were submitted in this jam, which felt really intimidating, but then again I'm in this to make games. I spent the remaining time voting on some games I really liked (I especially LOVED the chicken game by OverlordNikita). Some were kinda meh, the other though, boy they could be made into their own standalone games and I would be all for it. Great first Jam experience though, it was great to go in with a team/partner who specializes in their own field of work. (In my case, it was Zera for coding and game design).

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I really enjoyed the puzzles in this game, they were very clever. Usually if I would go about this, I would have them lose health for every move they make but this was a more clever take on the genre. Did I mention that I also liked the writing and narrative this lil game had??

Although like the others have said, it could have just restarted the level rather than forcing you to go through all over it again, but I wouldn't mind speedrunning through the levels again ^^

Overall a decent entry in the jam, could've gotten more votes tbh.

Thank you! Also yeah, closing the game may have been a bit too tedious when I first playtested but in an after-jam version, that would be made easy as walking in the park!

A very boney boio. I also found a bug, but I think it was already explained here somewhere in the comments. I like that the skeleton uses themselves as their weapons which worked as a double-edged sword and prevents spamming bullets like I will most likely do when I play shooter games. Pretty good game nonetheless!

I like how less health actually benefits the player as It could dish out more damage, it acted like some sort of high risk-high reward play for players like me. Like some others have already commented, the game could use some variety. Overall a good game!

I really liked the concept of a roguelike turn-based rpg with team members randomly generated through each run. The game felt almost complete with the addition of sound effects and music, something that some games in the jam didn't implement.

The sanity mechanic was what made this game stand out because of the fact damage was calculated from this very stat, it also dictated how the game would move from here on out. I was able to build a sweeping team after getting a hang of it and constantly eyeing my sanity meter in order to dish out more damage, it really diverted the usual "do-the-most-damaging-move" trope turn-based rpg games usually suffer from. 

Overall, the concept could be really developed more if it was continued outside the jam!

It's pretty okay for a 72 hour jam, I got confused at the controls at first but got the hang of it later on. One nitpick I have for the game was the apples, I probably missed on what it was supposed to do but I think it was supposed to give back health? 

But anyways, as for the game mechanics, the scythe was a little slow to catch some zombies, and the game would've benefit from more faster gameplay. I guess some variety would also be needed because after 4 minutes into the game, it started to feel a little repetitive. 

But overall, still a job well done for doing all of the assets, and mechanics by yourself and this would be worth a learning experience. Keep jamming!

I like how macabre the artstyle looked, along with how gruesome some enemies were drawn, it really fits to the vibe of the artstyle. Game mechanic-wise, It's ok, It isn't as intuitive as I thought it would be, such as needing to drag the card to the enemy, just a nitpick but I think it would be faster/better if a simple click would be all it takes to cast a move? Anyhow I'm surprised at how balanced the game was, especially with some moves, necro mastery(?) the one where you summon a unit was one of the only moves where it made the game easy for the player lmao. The health was handled pretty well as a mechanic, I thought i'd be losing them all the way until the round ends, but some of the cards remedy that issue. It's a good game where you have to conserve your health whilst also dealing the most damage to the enemy!

Keep writing bro! and yeah the puzzlescript is indeed difficult sometimes, and incredibly frustrating when it doesn't go your intended way. Also the art is honestly fine, I feel like even with a polished sponge and semi realistic tiles, it still won't have the same magic the writing and the puzzle mechanic gave it. It is still amazing you manage to juggle all 3 (4, counting game design) roles in gamedev, so give yourself a pat on the back for such a daunting task. Keep Jammin' ConeTristan!

The machine damaging you as well caught me off guard as well as it going out of control was a nice subtheme. After some nights however it started to feel a little too repetitive, it could use some more unexpected setbacks or heck, have the machine grow larger than the room! Other than that, a very enjoyable game with a nice subtle narrative on immortality and machines.

"So... Cold," last line of the little sponge as I sob and feel a part of me dead. Somehow you made me feel guilt over a sponge... How dare! Other than that, I really like the dialogue and writing in the game, The puzzle mechanics are also very interesting, and bet there was a lot more planned for this game given the number of gimmicks present through the proceeding levels.

I found some puzzles to be a bit wonky sometimes (Such as losing water when moving into a water filled grid?) or this could just be some balancing issue. For the jam version, the levels after the blood loop to the extra dirt level at some point. The game could really pop out if it used some more visuals!

Other than that, this game has more potential if developed outside the jam! I genuinely enjoyed the writing and the mechanic ^^

I'm glad you also enjoyed the music and sfx : D, I'll be sure to improve these in the future and take up sound design.

Thank you kind sir! : D

You could say that guy is "hot headed"

Thank you!!, and honestly the Helltaker-ish gameplay kinda made me worried that we're copying Van, but I'm glad to hear its a good thing : D. I play a Helltaker too myself without skipping a puzzle, haha. Pain.

I like the giant walking spider, its as if you're playing as the boss of the video game. The use of the limitation here is very clever, along with the consistent flow of puzzles. The game could use some sound effects, and I find the blocks in some puzzles to be a little tricky sometimes(?), it could use some indication of what can and can't be pushed. But other than that, a good game to play ^^

It could use some more playtesting particularly on the movement. Although its a clever take on the "health is your weapon" theme, particularly the cloning mechanic. I feel like the clones are heavily underused though and could really show potential in puzzles, but overall its nice!

This could really fit well as a runner-boss rush game, the attacks could use some variety, and It would be great if there were more levels/bosses here. An enjoyable short game nonetheless, one nitpick I have is the slow backward movement, but it'd make sense given you're chasing a haunted golem.