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primortis

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A member registered May 20, 2022 · View creator page →

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After quite a few attempts I managed to get 19 candies. Pleased with that. It was fun and looked polished. My main criticism is that the collision to some of the graveyards felt bigger than expected so I kind of got stuck on them. 

Trying to keep the blooms alive was fun. And it even somehow looked good despite the lack of textures. My PB was 21 bloobs. Some seemed to die on the elevator type platform randomly which felt bad though.

I think it happened only on the platforms, so either the velocity of the platform affected the jump, or I was just imagining it.

Not really my style of game, so I only got 1 skelly to dance, but did enjoy the dance. 

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Fun platformer, quite a bit harder than some of the other platformers with similar ideas. I had to give up on the level with the 2 linked platforms. I thought I had to die on the right platform but couldn't figure out how. Also jumping height seemed a bit inconsistent regardless of whether I used W or space, but that might be just me.

Made it to 11821 points, using the start someone described of going to the top of the map and shooting downwards, since aiming in any other direction is impossible when stationary. I can't judge the lack of a death screen since I don't have one either. 

I liked the aesthetics and the music. Gameplay wise it was fun I think it was a bit too RNG dependent. Sometimes 3 or 4 enemies in a row would spawn above their "destinations" so I was left without much to do.

Yes the AI has a somewhat predictive aim. It doesn't work at all ranges correctly but it still makes it much harder than shooting at the player's current position. When I added it I also significantly increased the player HP and movement speed but maybe not by enough. 

I wasn't a fan of the intro, but the gameplay was fun.

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Maneuvering the ship around was fun. Combat was a bit stale and rockets seemed mostly useless, since they were extremely slow and didn't even seem to deal that much damage when they did connect. Also good job on the visuals, especially the cutscene. 

That makes sense. This is my first jam and the main criticism I receive is that my game is too difficult, so that is something I can learn for the future.

Glad you enjoyed it. I was planning on just deleting old bodies after a while, which would help that issue, but ran out of time. I am actually surprised I haven't encountered performance issues, considering I don't delete any of the dead units. Highlighting some of the bodies is a good ideas as well.

I don't often play tower defence, but I managed to get through the 10 waves. I would say that my main criticism is the difficulty progression. Wave 3 and 4 felt harder the wave 10 for me.  But otherwise, fun.

Most fun game of this jam I've played. Also like the artystyle and the music reminded me of doom in some parts, so of course I liked that as well. Also the I think the difficulty was just right - decently challenging. 

Decent platformer. Different from the the many "use your previous bodies to make it the end". I think it was a bit too easy. I didn't die in my first run so I had to go back and replay some of it just too see what happens when I fall into spikes. But I can see why it is hard to make a hard but fair platformer with limited time. 

Was really difficult to survive even 30 seconds. I would have appreciated a score or timer to see how far I made it.

My PB was 30 seconds. I liked the music and the art style was decent but I think the pixels were a bit too large on a fullscreen modern monitor. I didn't like that some of the levels were basically rng if you choose to go left or right, and if you choose wrong, you are out of time so you have to replay the last level.

Never played Fall Guys but somehow managed to complete it on my first try. Can't judge you for lack of sound/music since I also ran out of time to add that. All things considered not bad for a 1 minute game. 

It was quite challenging, I am surprised I was able to complete it. The last level didn't even have any hazards and it still took me a while to do it. I am impressed by the number of levels and mechanics you were able to add in the timeframe. The only thing I didn't like is the wall jumps. I would have preferred it if the player walljumped only when I pressed space, and not just when I let go of the direction key.

I enjoyed some parts of the game but in other parts the narrator seemed inconsistent. Sometimes he rewarded being "frank" sometimes he wanted a suck up. The emotional piano music was my favorite part.

Short and enjoyable. I especially liked the design of the more biblical angels in the final stage. 

Made it to wave 13. Feels really cohesive and well made. The music, art and gameplay fit well together. 

Loved the story, the music, the art. Not much else to say.

Not usually a fan of tower defence so I was unable to complete this game :(. But I really liked the cohesion between artstyle and music. Also liked the lotr reference. 

After I saw the reward for completing the game I had to see every ending. Got 3 endings - fully worth it.

Sorry for your loss. Playing it was an emotional experience.

I see you ran out of time to implement a lot of things you wanted, like quest givers and use for gold, but that's fine, you can do it later.

It was fun, I have 2 minor comments: The AI felt very unpredictable: sometimes all of them were stuck together, and sometimes they were zooming around at Mach 3. Also it took me a while to figure out which ghost corresponded to which "lamp". But gj applying the theme to a classic.

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Yes, I think that clicking on a spell icon and then aiming would be nice as an additional way of aiming for the future. There is a timer in the top right that stops when you die, but I agree that a real death screen would be better. 

As for the upgrades, yes they are not explained very well, just implied in the tooltip when you hover an icon. Basically when you possess an enemy a second type you upgrade their spell. Eg if you already have the lightning spell and you possess a skelly it gets upgraded to longer stun and longer chain lightning. Red Lizards upgrade the fireball to have slightly larger radius, and the wolfkin upgrade the ice spell - longer and stronger slow. Now the damage also gets upgraded. You also will deal more damage when you possess stronger enemies(enemies that have spawned later). That's another thing that's not explained anywhere. 

Made me a bit nostalgic because it reminded me of those old flash zombie games. 
It was fun but my main criticism is that it was too easy. Pistol needs to have a limited fire rate, player is too fast and there is too much ammo of the strong weapons like the rail gun(which felt very satisfying when I lined up a dozen zombies and killed them with 1 shot), so wave 7 felt just as dangerous as wave 3.

Thanks for playing, yeah I didn't have time to make a post death screen, so had to leave the AI wailing on you for eternity. 

It was fun after I found out how the score works. Originally I thought I was doing well with -4000 points lol.
I see no one else has shared their highscore so I will start:

I enjoyed all the levels. I can't judge you for the lack of sounds since my game has barely any sounds due to lack of time as well. My only minor criticism is that the ball is perhaps a bit too bouncy as sometimes the skill shots felt quite luck-based. 

Thanks for playing. The player is 25% faster than enemies but it might be not enough, so I will probably bump it up to 50% for now and after the jam I can try adding a dash or something.

Thanks for playing. The player is 25% faster than enemies but it might be not enough, so I will probably bump it up to 50% for now and after the jam I can try adding a dash or something.

I hadn't played clicker games in years. I'd forgotten how addictive they can be, but thankfully this one was short so I was able to break free. I loved the music. My only suggestion is to add bonuses for clicking so it can remain viable beyond the 1st minute. 

Jumping occasionally felt unresponsive, especially on slopes, but definitely still had fun. My PB is 21 deaths. You could do zombie voiceovers professionally.

Simple but doing trickshots with a corpse was fun

I should have read the warning not to walk into black doors before playing lol. Other than that - quite spooky. I would prefer it if the enemies were a bit faster. They didn't feel like a threat after the first couple encounters. 

I liked the general vibe of the game, especially the feeling of becoming more and more "untethered" after each level. And that ladder wasn't too bad.