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Pyrious

37
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12
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A member registered Mar 25, 2023 · View creator page →

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It’s a good difficulty for speedrunning. And I think it’s fine for new players as well, since they don’t know how to cheese the game yet. There is an issue with the spawner hitboxes though: if you shoot them from the side, the bullets will phase through unless you aim perfectly for the bottom.

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I speedran the game in 1:41.

EDIT: Unrecorded 1:24

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My strategy is to just connect to portals at the start, then aggressively rewire portal in-degrees to exactly 3 in the mid game, and then just put out fires short-term in the late game by placing more roads until the 3-portals inevitably overflow.

EDIT: Got 3387 but at the very end I hit the road limit that I didn’t know existed.

Oh okay that’s very impressive for 3 days, nice job!

Huh. Did you have NaN entities too, or was it just the score?

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Incredibly impressive work for a single person in 9 days.

I only played on normal mode, but it seemed like the optimal strategy was to dig out a semi-square centered on the entrance to the mines + try to avoid digging metals, and then spam build towers right by the camp. Once you figure that out there isn’t much else to optimize, so it seems like there’s some missing complexity (different types of towers, or some other source of complexity) – but obviously this is a jam game.

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This may be overly ambitious for a jam game, but I like the idea. I like the idea so much that I actually already have an eerily similar WIP non-jam game (top-down shooter, play as a hooded mage holding a staff, fight trees / rocks / enemies for resources and recipes, craft weapons).

Being able to drop items is an important missing feature, or maybe I just couldn’t figure out how.

Cute game. The gameplay is pretty much just drive in a straight line, but for a quick 5 minute game that’s fine. (I didn’t notice the turbo boost in the controls either)

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I think this could’ve been a great game if you had the time / resources to playtest, fix bugs, and add music / sound effects during the jam. I love the game’s design and the tweens in the UI look great.

EDIT: Also I just tried the Gihub Pages build and had this not count as a win:

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This game makes good usage of risk vs reward, and it has potential to be a nice small game. However, it is basically unplayable because of 3 easy-to-fix issues (which have been mentioned already but anyways):

  1. Either the camera should rotate with facing, or movement should be independent of facing – WASD directions should never desync from the camera’s axes.
  2. The bullet sound effect shouldn’t be layered x100 when you shoot 100 bullets at a time. Maybe increase the volume of the sound effect instead (with an upper bound), or limit the number of copies of the sound per shot to a small number.
  3. The icon name popup should have a mostly or fully transparent background.
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Fun game! The interactive environment is a nice and important touch. I feel like a little more friction for the earlier levels might have been nice while learning the game, since you can’t move the cannon yet so there’s a lot of leftwards sliding when the pieces land.

Also a couple of tiny nitpicks:

  1. Retry should reset the camera position (I went really high and then had to wait for the camera to come all the way back down)
  2. Z-index seems to be slightly off for some things in relation to the cannon:

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So the number of ratings is actually based on how long your run lasted (in minutes, clamped to at least 5). But it might have been interesting to round the scores to multiples of 1 / ratings, I hadn’t considered that.

EDIT: As for score being lower than raw score, that’s true. But also kinda unfair how itch does that lol.

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Yeah if you made it to INFINITY you beat the game, congrats! Synthwave is my favorite too :)

Cute game, well-designed puzzles. Good job :)

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Probably just not my type of game, but I felt like the puzzle aspect was somewhat missing. Connecting the threads without overlap was easy (which is reasonable), but figuring out which evidence was linked to each suspect+victim was too straightforward. At first I thought I would have to do some critical thinking to connect victims to suspects, but it was just connecting victim+suspect to the listed evidence.

Right click / Shift right click was buggy for me on Linux + Firefox. The gameplay was kinda uninteresting, but I loved the graphics and the music (and the Pepe Silvia reference).

Cool concept, would be great with a little more polish (sound effect when a grave / portal spawns or timer ticks down, and some pathfinding improvements). I had fun :)

I wanted to spend a lot more time on the combat, but I ended up having to work on a lot of other things to get the game to a finished state. Turns out it's hard to build an RPG during a jam, lol.

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Nice game, well-polished! I love that the last place you rob has a computer in a room that's only accessible via vent. Also I rolled out of the top left of the building on level 1, which was funny but I had to refresh the page.

Sorry about that! Glad you enjoyed it up til the crash, though.

Interesting concept. I couldn't figure out how the cat decides which wall they want to stick to after jumping, but it worked out anyways.

The music is great, and the side effects are good, but the player is really hard to control, which is kinda annoying because it interferes with the precision required by the game.

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This is probably not intended, but I can pause the physics and then hold W to accelerate for a while, then unpause physics and go flying.

Got it. I completely didn't notice the treasure chests the first time I played. In my mind I guess they were an obstacle to avoid like the driftwood. There should probably be some indication that the treasure chests are good and you want to bump into them, like a glow effect or an animation, or something.

129 :)

Nice pixel art.

I feel like the game is way too slow-paced, but it would be fun otherwise.

Clean. Would be better with audio.

I won :) The final boss's `z` should probably be lower than the doctors'.

I starved to death because I couldn't find any tuna. There should probably be more tuna, or some guaranteed tuna, or some other food source -- otherwise you can get an unplayable map due to bad RNG. Fun concept for a survival game, though.

Clever game, and nice graphics / music. Just one small feedback: some of the early puzzles were completable through trial and error without understanding the mechanics / actually trying to solve the puzzle, so the player (me) has to figure out some game mechanics during the harder puzzles.

Thanks! The performance issue isn't just you, the web build's performance degraded as I finished up the map at the end of the jam, because everything in the world is loaded at once. I couldn't figure out how to upload native builds in addition to the web build on itch.io, but I'll do that when the voting period ends.

I really wanted to add checkpoints. If this wasn't a game jam, each of the confrontation chambers where you're forced to kill a gnoll would have been a checkpoint! The graveyard puzzles are genuinely hard. I know the solutions and I still struggle with them.

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174 points then I sailed into a boulder with full health because I wasn't paying attention. I thought the game was too hard because bullets were impossible to dodge, but I figured out a strategy. Fun game, but I didn't get how the theme comes into play.

It feels kinda strange that the spell upgrades are actually downgrades, and "take damage" seems to be the best side effect by far (because it doesn't permanently weaken you). Nice concept though.

Fun, but seems to become too easy once you get a few turrets up.

Cool concept, with a good balance of risk and reward. Unfortunately the game becomes grindy, as you can only deal a little chip damage to the spawners per mushroom, and mushroom drops are rng per slime, and then every once in a while you have to roundtrip all the way to the bottom of the map to restore HP.

Not published?