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RienKT

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A member registered May 03, 2021 · View creator page →

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I enjoyed that the platforming hit a sweet spot where it felt challenging but still fair. Every time I died, it was clear to me what I did wrong and how to better perform the jump next time. There was also a steady progression in difficulty along the way which is great!

The sprites and environment are lovely! It's fun going around collecting foraged goods. I wasn't sure if the exact order of the plants impacted the cauldron, but it still encouraged me to try out different patterns either way!

Incredibly polished and a lot of fun! It has a satisfying game loop and a lot of replay value.

Thank you!

As of now, I'm uncertain when I'd come back to this project. Architecturally, there are many parts of the code I'd want to fix before building on top of it. I coded as I went which meant that I had to refactor a lot, and when it was finally time to implement the chat system, I only had a few hours left (so I just settled for clicking on choice bubbles to switch the state of the generated dialog tree).

It's my first finished Godot game, and I think I learned a lot! For my next project, I would definitely make use of an event bus, and I'd spend more time in my initial planning document considering where and when data and events needs to pass so I can hopefully stamp out surprise bugs earlier. 

Despite being short, the levels presented are all fun. The game manages to teach the mechanics with each level along with ramping up the challenge. A great experience all around!

Great atmosphere! I liked the exploration focus. The game doesn't outright tell the player what to do, but it still does a good job at communicating how to proceed. It makes for a fun experience.

Even though it's unfinished, the concept itself is cool. The art is charming. And, while unintentional, I did think it was fun that the monster latched onto the player character and traveled around with him while picking objects up LOL.

There's a ton of content in here! It's great work, especially considering the jam deadline. I enjoyed the cutscenes and mechanics/puzzles a lot! 

My only suggestion would be to have the player do more damage. Most fights weren't worth it given how much health enemies have. The green character, too, shoots too high to hit most enemies unless they're on a higher platform.

Other than that, there was a minor optimization issue that caused lag when switching characters. But otherwise, it's a fun game!

Great concept! It has a satisfying game loop and a lot of replay value.

Fantastic game! It's short and sweet. I like that you used the concept of 'burden' for the theme. Having multiple endings, too, makes it satisfying to replay in order to watch all of them.

Cool concept and overall art direction! I love the idea of taking on animal forms to help traverse the world. It was a nice spin both on the Metroidvania and shapeshifting themes. As far as feedback goes:

  • The controls are initially frustrating. It may have been nice if the down button didn't reset the form the character back into their base form and instead let the player shift freely between shadow and the current animal. It made accidentally hitting the down button (or pressing the analog stick too low) force me to backtrack.
  • Some forms — like the armadillo — were a little difficult to use. Getting him to stay in ball form proved tricky as he seemed to want to revert immediately and his base form wasn't too useful. That said, there was a good variety of animals so there was incentive to find a new one.

Beyond that, I still enjoyed playing the game. It felt unique while still fitting the theme well as there were a lot of sections to explore and new abilities to find.

Thank you for playing and giving feedback! I'll look into fixing some of the bugs in a new build once the voting period ends :D

The story, art, and music are amazing! I was immediately drawn in by the setting, and each piece of dialogue gave the world a more lived-in feeling. As far as feedback goes:

  • It was difficult to discern the foreground from the background, and I often found myself confused as to what was a door, what could be walked on, what could be jumped over, etc.
  • I ran into a few bugs — one of which left me trapped in an area. There was the elevator bug that restarted the animation upon moving, and later when I reached the red area in the slums, I wasn't able to take the door back. There was no prompt and even spamming 'up' and 'A' everywhere didn't help. 

I'm excited that you're still working on this project though. It doesn't fully fit the Metroidvania theme, but it's an incredibly enjoyable adventure game. I'd like to play it again in the future and learn more about the story.

Challenging but incredibly satisfying! The platforming controls felt perfectly tuned. Even when sections were difficult, I immediately knew what I was doing wrong and what to adjust so I felt like I was learning as I was playing. As for some feedback:

  • Checkpoints would've been nice. While the difficulty is part of the appeal, it would've been nice to get to replay right after unlocking a new ability instead of restarting from the beginning. 

Another thing I really enjoyed was the music! It felt very Castlevania and made the experience even more enjoyable.

Incredibly well-made and fleshed out! This was a lot of fun to play — both due to the general look of the game world and due to the sense of progression. Little things like finding and chasing the pet to unlock a new feature felt like Ori and the Blind Forest — but a new spin on it. With that said, I do have some feedback:

  • There was too much delay between the attack input and the animation/hit. It made combat feel unresponsive, and I eventually just jumped over enemies because it was more of a hassle to fight them.
  • I played on a pad, but never figured out the interact button so I ended up switching between each (mostly spamming buttons on my keyboard until something happened). It would've been nice if the inputs were explained in-game or if the interact button was listed on the main game page.

The sense of exploration was what really sold it for me though. There were a lot of places to check out, and I would've liked to see more!

I really like the Ancient Roman theme and the unlockable abilities! It will be cool to see what new areas are added in the future. Here's some feedback:

  • The movement/jumping is kinda wild. Jumping at the end of a ledge either does nothing or it propels the character violently into the air. It made the platforming a lot trickier.
  • It would've been nice if the controls were listed. I ended up playing by switching between keyboard, mouse, and my gamepad because I only knew how to shift into rat form on my keyboard and didn't initially know I could throw a bolt from my pad (until I wasted my last one by accident).
  • Was there a way to progress from the room with the first save? I tried attacking the door next to the save and I was already out of bolts by then. I tried to traverse up to the upper blue door, but the jumping proved too erratic.

With that said, it's still a cool concept. The background especially is well-drawn as are a lot of the level assets. 

The overall look and feeling of the game is great. It's pretty brutal, but I assume that's intentional. I would've liked to explore more but was swarmed by enemies. Some feedback:

  • The controls of the game were never clear. It took a few death until I even knew I could attack. I checked the game page, but never found a confirmation of what was bound to what. I picked a fire ring early on, but never figured out how to use it.
  • It would've been nice if enemies were knocked back after being hit. Even if combat is meant to be hard, I found the combination of the confusing control scheme and lack of knockback to be more frustrating than fun.

That said, it looked like there were a lot of areas to explore. It would've been nice to have figured out what the fire ring did and if there were more hidden items that unlocked more features.

Thank you! Which area was there infinite falling? I'll squash a few bugs after the voting ends so the game at least has a more stable build.

Incredibly fun! It's a very satisfying deckbuilding game with a clear progression. Fighting enemies is made more enjoyable by the card unlocks. And each new card has its place and adds to the strategy. Some points of feedback:

  • It would've been nice if there was more visual feedback for dragging the die onto a tile. At first, I thought it was broken until I realized that it's not meant to move when dragged.
  • While I personally love this style of game, it really didn't fit the theme of a Metroidvania. The progression was mostly linear. One could technically choose which enemies they wanted to fight first, but it all served to unlock the same area.

Despite that, it was still a solid game. If more features were added in the future, I'd like to try it out again!

Aesthetically, it's great looking game. There are a lot of unique visual elements that make it look like a Japanese watercolor painting. I do have some feedback though:

  • Combat felt a little slow — maybe due to the animation speed or the lack of visual feedback.
  • It's not clear what Metroidvania elements will eventually be added. Will there be abilities or new types of weapons in the future?
  • There was an odd graphical bug where what I assume was a ceiling asset would follow along with the camera and float mid-air.

While short, the look of the game alone gets me excited for what will be added in the future! 

I really enjoyed the concept of slowly building up the character by unlocking more body pieces. It was like Spore meets Metroid. Some feedback that I have:

  • The lag/lack of optimization reduced the enjoyment somewhat. The assets could have maybe been more compressed to save performance/reduce the download size. 
  • A menu screen on start-up would've been nice. It's not a deal-breaker, but it felt less polished and there seemingly wasn't a way to quit without force closing the game.

But I generally thought this was a great take on the metroidvania genre. It took the concept of exploration and power-ups and made it feel satisfying. Some jumps/areas were tricky, but in a way that made success feel meaningful.

I don't know if I played your game or dropped acid, but I had fun either way. Incredibly unique and entertaining — I like how the game breaks the 4th wall immediately and sets itself up to be full of jokes and goofy antics. Some feedback that I have:

  • The exploration was cut off early due to what I assume was a bug. Once I entered the ice cream shop, I wasn't able to return to the rest of the casino which was a shame because to check out more and wanted to try to get the elevator to work.
  • It felt much closer to an Earthbound-inspired RPG than a metroidvania. While that did help the game to stand out to me, it also made me wish there was a level-up system or items that led to unlocking new regions to better fit the jam's general theme.

That said, it was still a fun game. I'm excited too because it looks like you're still working on it. I'll check back in the future to try out new updates!

Very cute graphics! I really like the general art direction and character animation. I'd like to see how this game evolves in the future! A couple of points of feedback:

  • There were few graphical bugs like the character would shrink in scale when jumping and the water pistol don't flip properly when facing the right so the protagonist holds it upside down. It wasn't end of the world, but it was a little trippy to watch haha.
  • Granted it was a placeholder, but it wasn't clear what the white rectangle was before I jumped into it and died. It may have been nice if the character had some health so players aren't immediately sent back to the start.
  • It's an early build, but there wasn't any indication of any metroidvania elements. So far, it feels more like a platformer with some future combat.

The look of the game alone is very pleasing though so I hope more will be added to it. Conceptually, I like the idea of a kid on rollerblades going around with a water pistol. There's a lot of potentially story there!

When uploading Unity games, the entire build folder needs to be compressed and uploaded. The executable will search for a UnityPlayer.dll file and data folder, and in this case, it won't find one and won't run :(

From the screenshots alone, this game looks cool though. If you upload a version with the required files, I'd like to check it out in the future!

Great game — I liked that it was unique for the jam, and it was feature-rich (the upgrade system was cool) and polished. I have a few notes of feedback:

  • I'm not sure if it was intentional, but the Telekinesis boss is easily exploited by shooting him from the ledge.
  • When killing bosses, I collected matter, but it wasn't clear what the matter upgrades were. I unlocked Spectrum and Outburst, but couldn't tell if they were new abilities or something else. I really wanted to upgrade my gun, but never found the right materials.

That said, I enjoyed that this game was an FPS. It made it stand out although it maybe felt like there were too few Metroidvania elements. Although, that could have been because I didn't fully understand how some systems worked.

Beautiful game — the protagonist immediately got me excited to play this because they're so cute. And the environment design made exploring all the more enjoyable. As for some feedback:

  • The attack animations are quite slow. It maybe would've felt better if the sword had a slow wind-up but huge damage and the spear was quick but took more hits to kill enemies. Instead, they equally felt slow and did seemingly the same damage. I also felt the timing between the animation and the registered hit felt off.
  • Gravity feels a little over-tuned. The protagonist drops super fast which makes timing jumps trickier.
  • More checkpoints would've been nice. The healing orbs help, but I found myself replaying large stretches after dropping down a pit of thorns and enemies which became more frustrating than fun.

With that said, the world alone was enough of a selling point for me. Hopefully there will be more added after the jam because I'd like to see what'll be added in the future.

I love the artwork and overall feel! Especially because I have a soft spot for hand-drawn animation, I was really excited for this. It'll be cool to see where it goes from here. As far as some feedback:

  • The camera in the boss room was a little disorienting. It zoomed in way too close which made the platforming more difficult. It would've been nice if it remained zoomed out while the character was on the higher platforms.
  • More mechanics for the boss would've been nice. Granted, it's the first fight so I understand giving the player time to learn the controls. But maybe as they get to the highest point, they could've shot out a projectile or something to add a little more challenge.

It was a satisfying demo regardless. Given the concept art, it looks like there's a lot planned for the future so I'm excited to see what will be added next.

The level of polish and attention to detail is amazing. It's small things like the flounder/dab only having eyes when facing one direction that all worked together perfectly. I do have some feedback though:

  • There were some input issues at times. I tried on both keyboard and pad, but found that not all inputs were mapped for pads and I had an issue where sometimes (usually upon restarting) where no inputs were registered at all.
  • I found the fish frustrating to fight because they'd swim above me (above my character's attack hitbox) and get in free hits. This did add to the challenge, but the lack of checkpoints made me less enthused to restart.
  • It felt more like an action platformer than a metroidvania. Granted, a lot of metroidvania games are also action platformers, but the sense of "explore and unlock new things" was missing due to the linearity. 

Other than that, the artwork and world is gorgeous. It's clever that all the the octopus's weapons are thing found on the ocean floor (rocks, sticks, etc). Picking up each item was initially cool — I just wish enemies gave exp or items too.

Beautiful game! It's a great concept — I was immediately intrigued by the premise and wanted to learn more (who is the mysterious mage who traps the protagonist underground, etc). As for some feedback:

  • It would've been nice if there was a way to heal. I found myself at an impasse on my first playthrough because restarting leaves the character at their previous health (one hit until death in my case) so the rest of my run became a no-hit challenge.
  • While I was able to use a pad for the most part, I'm not certain if the shapeshift form was mapped? I had to switch between keyboard and pad to play.

Other than that, it was an incredibly responsive and aesthetically pleasing game. Despite the disclaimer that it didn't have all of the content you planned, I actually found it to be incredibly feature rich and enjoyable.

Very much in the spirit of Super Metroid! Immediately, the high level of polish and smooth controls stuck out to me. The ship movement is tricky to master, but in a good way — it adds to the challenge. 

As far as feedback goes, a few things stuck out:

  • The tiny ball things were damage sponges early on. Granted, the point is the unlock more power-ups to move on, but they did initially slow down the pace for me.
  • When using a pad, I wasn't able to tab between menu panels. I had to switch to a mouse to click the control panel.
  • The puzzle before the damage boost power-up with the red laser and the sandworm thing was cool, but after passing it, I was blocked by a wall that I seemingly could damage but not destroy. I assume I needed the missile power-up still, but it did feel anticlimactic to get through the puzzle, get a new power-up and then... just backtrack — through the blue laser which was one of the more difficult areas no less.

What was especially cool was how the game was both clear in what to do while providing freedom of exploration. Areas progressively got harder, but there was always something new to unlock too.

Yeah! I'm not able to upload anything during the voting period, but once the voting ends, I'll release a linux, mac, and web version. If you could let me know how the linux version runs when it's available, I'd greatly appreciate it! 

Very cool concept! I liked that this was a different take on the metroidvania genre. Finding new power-ups and solving puzzles was the most enjoyable part. I do have some feedback through:

  • When I first started the game, my character immediately died before I could do anything. Enemies spawned in the first room before I picked up the beam. I respawned quickly, but it was a little disorienting. 
  • The beam itself is very slow. It's the first ability so it's kinda understandable, but I found that it's too slow to fight anything with. Granted, the turret gun can be picked up early.
  • When using the turret, there's wasn't too much feedback that I was hitting enemies (damage numbers, pushing the enemy back, etc). I think they flashed red? But it was hard to tell because there were already a lot of flashing lights.

All in all, it was still fun to play. The performance was a little laggy when I initially loaded in, but after that, it ran great!

Great game! I enjoyed the overall design and vibe. The general gameplay was a lot of fun too... although I got stuck at an impasse fairly early.

A couple points of feedback:

  • I was only able to get the main menu to work by pressing ALT+TAB. And I read here that just TAB works too, but the red flashing doesn't work properly just pressing TAB only.
  • The jumping felt over-tuned. I got used to it after a while, but the platforming was made more difficult because there wasn't a way to make shorter, more precise jumps.
  • I tried both keyboard and pad controls — the former felt very cramped up while the latter was great!
  • Some buttons didn't seem to work? When I got to the clock, I tried both the buttons prompted (and just spammed attack, jump, etc) but I wasn't able to save.
  • Maybe intentional... but can that spider cluster thing even die? I was attacking it for what seemed like minutes before moving on. Every area was blocked off by them though.

All in all, a very enjoyable game. The damage text and hearts gave me a dopamine kick. 

Oh no! That's a really weird bug. What OS/specs do you have?