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A member registered Aug 20, 2021 · View creator page →

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While idle games aren't really my cup of tea nowadays, I love the effects as you get faster! The particles are especially nice!

Very satisfying visual and auditory effects when punching an enemy! I love their animations as well, as it's very intuitive when the enemies will attack, thanks to the good animation design! My main gripe is that the arena is much too big, as it's really easy to just circle camp and hit-'n-run the large cluster of enemies following you, and the difficulty scaling only effects enemy spawn rates, not their speed. Very good 3d models for a first time! I love the flat-shaded low-poly style!  

Love the use of both FM synthesis in the music (plus Sega Master System noise) giving it a Sega Genesis sound, in combination with a visually coherent pixel art style! It's nice to see 16-bit chiptune, as I feel it's especially underappreciated in games, since many 16-bit pixel art games use modern sound design.

Had a fun time platforming! I can see the One-Way-Platforms were inspired by Super Mario Maker, which it's always cool to see references to games! I'm not a fan of SHIFT+ SPACE to high jump; I feel it'd work better to make high jumping the default, as there's no reason not to high jump, since you can just press SPACE lighter if you want a shorter jump. The game at times feels like a clever Mario Maker level, and that's a good thing! I especially like the obstacle where you hit a button in the middle of a spinning blade zone!

Very fun top-down magic shooter! I like the lighting effects, and the bosses are very well fleshed-out in terms of attack patterns! Some feedback I have is there not being animations and sounds for lots of things (like damage), but that's understandable considering the time. That and sometimes when dying to spikes, it's really easy to die again and switch elements more than you want to. (perhaps a slight pause could help with that). I love paper-like style for the bosses, very endearing! Overall, a great game! I hope this game places highly in the jam!

That's a good idea to add a visual (and auditorial too) indicator to collecting a checkpoint! A fun fact is that the checkpoints were ONLY indicated by a small point-light with no particles until pretty much right before submission, but I added particles since someone in the server said the lights weren't a very clear checkpoint indicator.


About the bug where you have to close and re-enter full screen, was this happening with the Web, Windows or Linux build? When running the Windows version with Wine on my linux system, the audio gets glitchy after transitions, but it works perfectly on actual Windows computers.

Oh yeah that weird bug in the geometry there. When modelling the level, I accidentally extruded one of the platforms there along the normal of the surface instead of the global Z axis, so while I tried to align it, it's not perfect, meaning its possible to get caught there. Good catch!

1337 street, leeksvile 9001.

Thank you so much for the kind comment! Your game also really fun! I can't wait for the rating period to start to rate your and other's games!

Pretty fun and relatable (in an exaggerated way), if real conversations were simplified to cards like this game, that'd be awesome!

There is a soft-lock when the emotion meter runs out. The game just freezes with the girl having no dialogue. No inputs do anything, other than alt + tab out of the game or alt + f4 to close.

The jam has started, but the theme is still blank. What is the theme?

Is Geometry the theme? Does a geometric art-style need to be used?

I added Pac-Man :)

Same issue, too! No matter what key I press, nothing happens on the Linux version (Ubuntu with XFCE desktop environment).

Fun little puzzle game! One thing that's awkward is trying to move diagonally. It's usually optimal to move diagonally, but if you don't press the two directions at almost the exact same time, you'll move cardinally as well, which wastes water. One fix might be to make it so you have to press a button while holding the direction to move, so diagonal inputs aren't an issue. I really love the vine and flower effects when you beat a level!

Gotta go... moderately quick!

Fun little retro racer! Reminds me of Hydro Hopper in Club Penguin! My best score was 0147601 with a time of 01:69.97 (I think the time display is bugged)

Fun little high-score game for just being made in 2 days!

Just thought of that because Heat Man's stage has appearing blocks and takes place in a color-swapped sewer, your game has appearing blocks and takes place in a sewer.

Not sure if going up to the next floor does anything. The story implies The Ghost is stuck in the sewers forever, but if that's true, it means there's no real goal to shoot for.

I like the super high jump and jumping to appearing blocks. Fun fact: Heat Man's stage from Mega Man 2 is likely a color-swapped sewer stage, as the stages were developed before the robot masters were picked. I feel like the flashlight isn't too helpful, since its light cone is very narrow, but it does work well at scaring the monsters!

The platforming with the slime ability is so fun! I can just click and move with it so intuitively! I especially love the cannons. They remind me a lot of the Donkey Kong Country games! The chases were especially fun, the fact I got through them on my first go is a testament to how good the game's controls and level design are!

Not sure what the objective is. The game title and description says its to unclog all of the canals, but it also says you don't want the river to get too high. I just unclog some canals until the river starts carrying the construction worker. Eventually the river got so high the bottom of the river was visible, and then eventually was offscreen entirely. I like the weight the aiming controls have to them though!

(For those who haven't played this yet, this comment contains spoilers!)

Fun little horror game, I can tell a lot of effort went into the presentation! It has a proper intro cutscene and ending, and even splash screens for the jam! One issue is that most of it was set-up, with the only real scary part being the ending chase, though there are some random death pits earlier on. The random dead end if you go the wrong way in the chase felt less scary, instead more frustrating. You kinda just knew that your fate was sealed since the skeleton was not far behind. I really dig the jump scares, they do a great job at setting the atmosphere!

I feel like there should be a harder mode, since it took quite a while for the game to get challenging. My best score was 63073. The way you click the notes reminds me a lot of the attraction Boom Tunes from Bomberman Land: Touch on the DS. With some music, I feel like this would be a great rhythm game!

I love the idea of platforming up to escape the rising water! Sometimes it feels like I can't jump, even though I am on the ground. Due to the player being a capsule, I feel like there should be a bit of a jump buffer and coyote time to help make the jumping feel more functional. The water rising provides some nice tension, I'd be very open to trying a follow-up to this game idea, since I feel there's a lot that can be done with it!

I feel it's odd the acceleration is slow on the ground, but immediate in the air, but its a fun little platformer as you find lights to see where to progress. I especially like the puzzle elements at the end; felt like a teaser for much more to come!

I think Level 2 is unbeatable. I looked around a really long time to find the exit, but then, I eventually did find it when I accidentally clipped the camera through the wall. The issue is that this exit seems to be entirely unreachable, as it is surrounded by walls that are far too high to jump over. 

Simple but fun 3d platformer! I like the placement of some of the planks in how they work as optional speedrun shortcuts! My fastest time on the first level was 26.15, 2nd level: 27.934, 3rd level: 34.15. I do feel like there are sometimes some unclear invisible walls, and a tiny bit of coyote time could be nice. Love the modelled out sewer! Happy to see a Godot game as well, it's quickly becoming my favorite engine.

Quite difficult, but a fun little survival game once mastered! I feel like there could have been better feedback on if you have successfully spun a valve enough to fix it (sometimes it feels like you need to spin it a lot more to fix it than other times), like automatically closing you out of the spin menu if you spun it enough. The intro story serving double purpose as a tutorial and a story is very clever! 

I don't play many visual novels but I decided to branch out more because the art looked great. The twist at the end was really wholesome and I love it! This is probably a "me problem" since I don't play too many visual novels, but I didn't understand that the scenes with the characters in different outfits and environment were supposed to be flashbacks until I got to the end of the game. I loved the way the two wolfs were conflicted!

Happy to see a remake of Frog Quest! The new visuals are great! I love the comic book style! Some feedback, I think all enemies and bosses should have MUCH less health. It feels like many just take too long to bad day (especially the Alpha Lizlog). Another tweak would be to make it more clear how the sword hitboxes work. I feel like a slash animation would be nice! One more tweak would be to make the camera a little faster, and pan a bit in the direction the mouse is, since it feels a bit slow as is. Love the new winter theme!

I love the low gravity. Gives you lots of control over the ball! Playing this in vr was really fun, though I would love to see proper vr menus.

Fun game! Can't wait to see more, since VR platformers aren't all too common! My only issues are that the tutorial felt too much like a tutorial, and the lack of control in the air. I'd love to see the tutorial levels expanded into full levels with a nice challenge while still introduing the gimmicks one at a time. I really love the t-pose gliding as it felt like an intuitive extension of your body. 

Unfortunately, I seem to regularly get stuck in the books, forcing me to restart the game. Possibly an issue with a low framerate causing clipping inside, since I am on a Chromebook running at roughly 15 frames per second. What method are you using to move the books? For moving platforms, I usually add a rigidbody to the object and a script using rb.moveTo() (I forgot the exact name of the command, I haven't programmed in Unity in a while). I would like to know your method to know how it may cause the clipping.

I don't like the limited lives implementation in this game. When everything kills you in one hit and the lack of ways to earn extra lives, it just feels depressing to watch the number go down. Sure you got a butt tonne of lives, I died like 35 times on my blind playthrough, but watching a good number go down makes each death more rage-inducing, when I doubt this game is meant to be frustrating. Besides that, I enjoyed this game. The map was a nice size. Gems were hidden in great spots!

Somehow got a few kills despite playing on a school laptop's trackpad. Fun game!

I bought NES Maker and am having a lot of fun making NES games on it. I can compile it to an actual .nes rom, which is awesome. However, I have seen some itch.io games that are an NES game working on WebGL. How do I do this?

Oh awesome I'd love to playtest!

I enjoyed the idea of rolling the die around and getting different effects, but I think the game could look a lot better if you used smooth shading on the models instead of flat shading. It would make your models look better with no performance cost. Unless it was the style your going for, but I think it works better with cleaner topology and lower poly counts. Had a good time getting ice and sliding far distances using it!