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Sappir

163
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12
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14
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A member registered Apr 29, 2022 · View creator page →

Creator of

Recent community posts

This is a lot of game for a solo dev! The selling mechanics were the highlight for me because they gave choice. I loved the artwork. My favorites was the questionable water, the little transparent soul effect on the gardens, and the characters. The ui really fit the whole aesthetic you were going for. 
As someone who does solo dev, I know how much work goes into this. Very impressive scope and management!

Considering you won second place, you don't need me to tell you how amazing your game is!

Adding force to the stars near your light makes it feel like you're launching little light gravity planets, and that feels amazing. 

Making the descent for the stars be towards the player controlled object really gives your game a nice poetic quality. Something made by conscious designer choice, and that's really awesome.

Did you try out the right click? I call it a grapple but its just really pulling you towards the mouse. You can sling around with your momentum and do cool shots with your laser.  Maybe in like a space game?

I noticed this lol. There isn't a easy way to fix it without just adding more content like obstacles that periodically fly towards the sides or having you slowly get pushed back into the center, but constraining the player feels like a step in the wrong direction. 

Loved your level design.

The art and music fit really well. The present from the wizard king was a nice touch. 

The art and music and sfx is nice!

Your graphics look nice!

Fun! Great use of the limit. The interaction when landing and jumping felt realistic. Adjusting yourself was awesome. Best game I seen so far. I see lots of potential like adding speed boosts when you angle it just right, having speed lines, moving the penguin a little further down  to emphasize speed, adding different slops and ramps and cliffs, ect.   

I loved your art and having the options menu is great. I liked the progression in your game, like the red balloons and the green balloons and the purple balloons. I wished I had more flies to eat with the frog or had another type of reward system.

Thank you so much for finding it. I couldn't replicate it myself. It detects if you move out of the area2D and teleports you to the other side. Based on this I'm assuming its because you can fully escape the area2d once you get teleported due to moving at the perfect angle to not capture your collider anymore. Perhaps the solution would be use a distance check and teleport rather than a area2D.

In hindsight making the character white and the stars white wasn't a smart idea. I actually spent half my time trying to create a good inventory/upgrade system and ended up scrapping it.

I did notice, I also noticed in your tree that we could hit the screen too. I feel like that is a great concept to push further to flesh out the world.

Very nice! Good narration and story. Wished the ball bounced lol. I kept looking for things that wasn't there in hopes I could do more.

This was really well done! Loved the characters and how the story unfolded. It felt natural to avoid the loops and things that the player character felt bad vibes from. 

Loved the artwork and sounds. It was satisfying to watch the sequences play out. I enjoyed how the gameplay loop reinforced the mix and matching/discovery.

Thanks for taking the time to write this review. 
Sticking to a single aesthetic does make sense, perhaps I should've tried drawing a pixel space.
I was attempting to make the player character less distinct hence white instead of green or blue and I made them robed.
The player character a mage.

I really liked this one! The graphics were amazing. Shader really was a plus here. Some of the stars felt like they were in 3d space and I really liked that. The game gave me a feeling of mystery and wonder, if it was directed a bit more I think it really has potential in story telling.  I don't really know why some of the stars turned red though. 

I loved the concept! It looking the same but still has a little difference was a bit frustrating.

Loved the art and little juice everywhere. A interesting take on the snake formula felt a little clunky.

Loved your art. Wish there was more around the area though. I'm not sure but I think I can charge up the throw on the rings?

A tool tip and Icons for the guns would've been amazing

Getting into it was pretty hard but it aws fun once you started getting everything. It is really well paced and a lot of fun!

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Love this game! I had a lot of fun! I loved how you implemented this! 

Good puzzle game! I enjoyed moving the panels around! 

Good job on the game! I imagine the coding posed a pretty interesting challenge! Good solid sfx, music, and graphics!

The movement felt solid and the overall vibe was really good. I enjoyed the small touches like the transition effects. Would've been nice to remap the dash controls. I noticed the enemies had health bars which was a cool detail! The vision mechanic was interesting but didn't feel fully integrated into the core gameplay

Fun game! It was fun dodging lights! I liked that all the danger had the same look. Great tutorial! The sound worked well! Solid game loop!

Good game! I enjoyed the story and difficulty pacing the most! The graphics are simple but they really work for the style. The sound effects were solid too! Very charming and well made game!

Amazing game! I kinda wish there was more! The music was really good and the art fit well. The intro was great! I liked how you added more enemies and mines to increase difficulty.
Would've been cool to see what other ideas you had in mind!

Fellow roomba enjoyer! I have enjoyed your game! It is a Roomba game, doing roomba stuff. I wish the roomba had more roomba. The sounds were enjoyable. I particularly enjoy the sounds of explosions. It goes from a nice tile game to a mystery, puzzle, and command prompt game -- and I enjoyed it!

Thank you. Once you get past the initial set up for the puzzle frame work its pretty easy! 

Thank you! “Cost 1” subtracts the resource you collect per level!

Thank you for your feedback!
Yes, I didn't have an idea of what I wanted and just threw random ideas together for the graphics. I can see why you don't really know what is what.
Creating a tutorial stage for the player would have been amazing. I didn't realize how hard it was for others.

Thanks for playing my game!
I wasn't sure if I wanted to write down the mechanics of my game or not lol. I wanted to the player to be surprised at what they can do and cannot do in it but, I know it can lead to some frustration.

Ah thank you! Do you mean, like the resource counter on the top left corner didn't go down when pressing undo and undoing the pick up?

lol thanks for playing! Weird about the undo thing though. I saved both the ground and push block grids plus player position each turn and just restore the previous state when you undo. tested it pretty hard including edge cases like undoing item pickups. and yeah the levels are random but i cross-checked them against each other when making them so you shouldn't be able to get stuck, though maybe i missed something there. if you remember what happened with either thing i'd be curious to know. appreciate the feedback

Simple and enjoyable. Good job!
 Are we an amongus character? The upgrades make sense. The teleporting was jarring.
More variety and feedback would be nice.

Good job on finishing! The mechanic is simple and enjoyable. Adding more feedback, such as impact effects on weapon hits and enemy damage indicators, along with more content variety would be great next steps. I wasn't sure when the boss was going to appear

Thanks!  I updated the game. The pick ups were originally rigidbody2D because I used impulse. Right now I switched them to Area2D and changed them to a different layer. As for the player it was due to characterbody2d thinking the enemies were ground, switching to floating fixed the problem.

Combining sounds amazing. I'll try that! I think those are the main things making the game lag. The Z things are rigidbody when they probably don't need to be.