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Pyrious

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

Creator of

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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?