Skip to main content

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

Qwarith

49
Posts
1
Topics
5
Followers
1
Following
A member registered Jan 19, 2020 · View creator page →

Creator of

Recent community posts

This was very fun! Don't know if the red thingies popping up indicate mistakes, but it showed me 0 errors with 52 average WPM.
One thing about the font: lowercase o and lowercase a look way too similar.

I really liked this game

Cool!

(1 edit)

I like this game.

I think camera should more focus on where i'm going.
After first death restart, the length stops increasing.
The gun sprites rotate incorrectly when going horizontally, i think.
Enemies sometimes spawn with and gain absurd speed.
Enemy spawn is conconsistent; 1-2 enemies on screen followed by a sudden 20 speedy enemy spawn.
I think the enemies should spawn farther from the player.
AND/OR regen feels too slow with how randomly you can take damage.

I really liked this game.
Trust meter did not reset when i clicked restart after getting the ending though.
And skip time button would be nice.

Even though i don't know much about books, the game feels good.

This is fun.

Cool.

Very cool sokoban. I really liked it.
Last level took quite a while, though. (~30 minutes)
Some faster movement would be nice. Also the space inputs are sometimes ignored.

That's a fun game. I like it.
Music doesn't loop though.

This is hell. I love it.
Couldn't complete first level after the triple output ones which has 2 outputs but first does flipping and then the bomb.
Would be cool if the game rewarded you for typing complex words because it's kinda RNG based.

The acceleration and inertia are things to get used to here. Fun concept anyway, the "you can stand on flag barrier" and "the flag barrier is not actually strapped to the flag" are nice eureka moments.
Also yeah, the sound is glitched.

I liked it.
Some coyote time and R hotkey for restart would be nice.

That's a good one.
My highscores are 261, 400, 313. Not really sure what affects the score but it seems like the sooner you catch the error and press stop, the better.
Also, didn't know Marty Armstrong was a pianist in his youth.

That's a cool game. I really liked it.
My endless highscore is 98.

Space has some weird cooldown while UP arrow key does the same thing with no cooldown. Also would be nice if you could hold UP arrow key and not spam it, just like the LEFT/RIGHT arrow keys.
The oxygen tank hitbox is uncomfortably small.

I wish there was an easy/god mode or checkpoints so i could see all the game. Didn't get past the first spikes.

(1 edit)

Really polished sokoban, i really like it.
Though on the last level, if you press buttons in clockwise order (so left -> top-left -> top) and make the 1st dude just push the crown to the right for, like, 10 turns, then when pressing the top button on the 4th dude, the 1st dude just won't appear.
It doesn't happen if you press the buttons in counter-clockwise order though, 1st dude appears and pushes the crown to the exit if you go for the left button last.

6. When the program is long and interpreter finds an error somewhere down when you edit first lines, it would be nice if it scrolled down to the error place.

Very cool "thinking outside of the box" game.

(2 edits)

This is torture, i really feel like that one servant tasked with arranging utensils
[-] Arrangements are hard-coded, seemingly valid arrangements result in full miss
[+] Arrangements are hard-coded, you can bruteforce solutions by putting utensils one by one (used that on the last level, stuck there for full 10 minutes)

I didn't get what does "counterpart" mean in the last level.
Also that global rule about meat utensils being between salad and fish ones. I thought it meant that meat each utensil should have 1+ salad utensil from one side and 1+ fish utensil from other side, so FISH - MEAT - SALAD - FISH - MEAT - SALAD would be valid. Looking at the solution... I don't know?
Also the slots area where you place the utensils is very, very small.

Overall very original idea, just like "A little to the left" but with a 4 pound rulebook.
I like this game.

I didn't expect i'd jitter click the right and down arrow keys in a coding game.

While this game is very original and well made, it has some problems:

 - Home and End (go to first / last slot in the line) and Ctrl+End (go to last slot in the file) support would be nice.

 - ^ Though i imagine 60%/75% keyboard users would also need key remapping.

 - Why are tabs separate caret slots?

 - Correction menu would use some cycling, so pressing UP on the first option would go to the last option.

 - Easy mode option resets after each fail. I think it should reset only at the start of new level.

 - (minor) Would be nice if console scrolled to the current interpreter line when it throws error if it doesn't happen onscreen.

 - Moving caret vertically while on the last slot in the line works inconsistently. Sometimes it goes to the last slot and sometimes it doesn't (last level lines 10 -> 11).

 - Trying to use 'fallback!' in the last level feels awful because you have to scroll all the way down to the loop function for one and only empty caret slot. Like, why can't i replace the comment after the loop function? (Now when i think about it, you could maybe put 'fallback!' directly after the id > 0 if statement but i'm not sure)

 - ^ Which leads to: you can't say what tokens are replacable and what are not just by looking.

Overall a good prototype.

Демка вышла добротной. Интересный шаг в сторону от типичного для Helltaker и Examtaker сокобан-геймплея в сторону тех двух боссфайтов и в принципе боёвки.
Очень рад видеть новую фан-игру по Helltaker.
Жду продолжения.

Thanks for playing, these are definitely good suggestions to implement after the gamejam.

Thanks for playing, i haven't really tried playing through shield stacking.

Thanks for playing!

Great job, very polished game.

Awesome, very polished game, completed easy and normal mode. That's cool there are tricks you can utilize, like throwing the wrench between two lanes or using the storm end to kill all enemies.
The hard difficulty is where lightning RNG really hits hard. My best is third storm.
Realizing that you can just stomp on slimes is really a gamechanger.
Great job!

good job

Well done!

I think turning around should be faster, and jump feels a bit heavy. Otherwise cool game.

Well that was fun

Very cool.

Actually very-very cool.
Completed the game 3 times: with x8 damage, with ~100% stun and speed/hp only
1) x2 damage is OP when you have a gun
2) Roundhouse kick is a really fun mechanic to take out crowds, some invul during it would come in handy.
3) Speed/HP only was the pacifist run. +50HP sounds cool but really you never drop below 50%.
I would say stun duration is the least useful one there

Morning visual effect + music gives off hotline miami vibes tbh. Pixel italic font looks PERFECT
Great job!

Good quest game, great job.

cool.

Great visuals, great sfx, and very fun. Good job!

Very cool and cute game
Noticed minor sfx bugs
Good job!

The concept of rebuilding the skill tree in real time while in battle is really creative, feels a bit overwhelming at start tho
 Visuals are pretty and consistent
Good job

(1 edit)

As a precision playformer enjoyer, i didn't enjoy this one
The lack of view hits hard, every jump on the upward section with springs feels like luck, i have no idea where is the next or previous platform is past first two.
No checkpoints also makes the whole level 2x more frustrating to retry.
The visual looks fine tho

The way stacking animals affects your movement is fun and creative, good job!