Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

quadape

45
Posts
41
Followers
22
Following
A member registered Jan 04, 2017 · View creator page →

Creator of

Recent community posts

Insane level of polish for a jam game, art style is very cohesive and cool, I could easily see myself buying a commercial game that looks like that. I especially like how you made arms, the only thing that looks like it has depth in the entire game, but still works very well with the rest of the art. The only thing I could ask for is for you to go a bit crazier and more actiony/violent and snappy with the audio, both the music and sounds feel a bit tame in contrast to your energetic movement options and constant running and gunning. Also (and this is totally a personal preference) I would remove the use button entirely, opting instead for shooting/dashing through doors and exiting the level upon contact. I feel like getting close to doors and pressing a button and then waiting for it to open slows the pacing a bit. Anyway, amazing entry!

(1 edit)

I love absolutely everything about this game. Feels so authentic like it could be an actual "Wolfenstein clone" released at the end of their popularity wave, except a very competent and original one. I really wonder what's your process for creating sprites, they look great! Different groups of enemies and room layouts create different fight scenarios so it doesn't really get boring. I actually had to pop a vein on my forehead coming up with a suggestion, but I think the only thing that bothers me is red yokai's attacks are taking a bit too long, and with them almost always being in front of everybody else you can't really switch targets and have to wait till it ends before you actually can do something. Amazing entry!

I feel like there's quite a bit of Quake DNA in this one, got flashbacked immediately from getting damaged by the sludge, to the point where I started trying to strafe jump. Good enemy variety, good weapon variety, there's quite a bit of game here. Audio could use some work and some later enemies don't flash when they get hit, which was a bit confusing, but other than that - great entry

you didn't have to write a whole-ass software renderer but you did, kudos

Hey, thanks! If I come around to finishing the song I'll make sure to post a link here

Thank you! You cannot drop babies off to dad if you’re chased.

Cool idea and great visuals and audio. I love that you can sort of speedrun and strike down knights without a correct lure, if you position yourself right. 

Levels feel a bit too big, but a very cool experiecnce otherwise. Great job, as always!

Cute and creative spin on the theme. Good job

You can play the game with OperaGX on gx.games

https://gx.games/games/qiyvdz/sewer-level/

Have no Windows PC, only source code for now, sorry :(

Thank you for playing our game and for your feedback. We're glad you liked it. 

Answering most of your points will come down to the fact that it's a ludum dare jam game, made in 3 days, so we weren't able to finish everything to our liking. That's our excuse :)

Seeing how it's a jam game, I don't think we're going to update it, other than bug fixes and quality of life improvements. In our heads, it's a finished product displaying what we're capable of making in a short amount of time. But, I do have plans on making a game based around similar mechanics.

Unfortunately, we weren't able to put in a tutorial in the game resulting in a lot of players not figuring out mechanics that are core to fully enjoying it. 

The slide mechanic that you found and were confused about is our substitute for sprinting, as you can slide jump, gaining momentum this way. You also can wall jump and chain wall jumps and slide jumps one after another to traverse the space. It's required for obtaining some of the treasures and stamina bonus potions.

That's about it, thanks again, seeing people even outside of jam space enjoying our work is an amazing feeling.

Thank you! We did a poor job explaining all the mechanics so you actually never discovered all the movement we implemented. There are a lot more options for going around the level than just running around, so outrunning the curse shouldn't be much of a challenge. Finding treasures should. Thank you for playing and making a video out of our game!

Thank you! You actually can check the level out mostly without encountering the curse if you never pick up any items. Red curse in left and right wings will always be there though

Hey!

I just bought the game hoping to play it later, because I only have 64-bit mac myself. 

I'm running Big Sur 11.4, trying to run the downloaded app still gives me "the package is damaged" message. 

BUT, when running from within the itch.io app, game works perfectly. I played for about 10 minutes to test things out and everything seems fine.

Wow, that’s a lot of quality feedback, thanks! I’ll make sure to get to it again in the future.

There are a bunch of problems with current balance and execution of some things, yes.

To address some of what you said - bugs not eating fungi is actually a bug (ha), as well as, if you noticed, a bug that constantly appears from the right side of the screen. Those aren’t supposed to happen, and overlapping sounds bugs produce actually telegraph them eating fungi. So I didn’t fix overlapping sounds, since it wasn’t the highest priority, as in my tests this amount of bugs would never appear at the same time.

I want to expand on the game in the future, but for now, if you just want to play the game, I’ve created a fixed version, which can be found here:

https://quadape.itch.io/crawlers-hotfix

Thanks again for your feedback, I might consider some of the things you proposed in development!

Thanks! I wish your dog well!

Thank you

Thank you!

This is a very nice idea! Platforming part is nice, and I think it would be overall a lot better if there was only platforming and some puzzles with an arrow. Combat is very simple, and it's ok, but there's too much encounters, so I thought I should note on that it's a weak part of the game. 

Anyway, you did a very good job!

This is a very nice game! I like the idea and how it plays out. These holes are so simple but look very effective, and Space Jam arm is just hilarious. Good job!

Thank you very much! I'll be sure to check your game today!

A very fun and engaging little game! Good job!

Thanks!

A very fun idea and great execution! I really enjoyed playing this game!

Nice idea. With this audio and visuals the game feels very unique and weird (in a good way). For the feedback - it's not very clear of what to do from the start, and, probably, the pixelation filter is cranked a bit too much. Otherwise it's a very nice little game!

Nice idea and great execution!

Fun and engaging little game. Very well polished, and visuals are very nice!

This is a very nice game! Great job!

I really dig the art style of this game! The combat is a bit hectic but feels nice too.  Good work!

Color or lack of it plays a big role in the gameplay, as you can move between filled areas and destroy specific enemies only on white or on black. But I agree that the theme isn't fully explored here. 

Anyway, I'm glad you enjoyed the game, thanks for playing!

You can pause and unpause with ESC or Start button on controller. But I forgot to add an exit button, so it's alt+f4 for now, sorry :)

It was ok, since there were more puzzles ahead ( which I though I solved, but I had no key) !

Very nice little game!

I didn't read the description, and ended up at the end of the game with no key, but redid everything, and regret nothing!


The art style and music are outright psychotic (and amazing).

Simple and fun gameplay-wise

Nice cute character, and physics seem to be pretty reliable.

I'm not sure if being able to walk around adds a lot to the game, but definitely had some fun with the game, good job!

Blasting through the line of enemies feels very nice, and the game itself is pretty addictive, would love to see this project grow!

The art style is amazingly good, and I liked how you made things ramp up with small touches later in the game, like camera moving to the beat. 

I'm not sure if my reactions are bad, but the first bit didn't really feel fair, and felt like I had to memorise it. Especially when I saw the attack, and wanted to move away from it, but moving tile was too far away, and I basically waited to get hit.

But, anyway, this is a solid submission, great job!

Thank you! Unfortunately the game is not particularly designed around the theme, more so inspired by it, but I'm really glad you liked it! It looked more fitting on paper :)

Thanks!