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Serdjuk

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A member registered Jan 13, 2020 · View creator page →

Creator of

Recent community posts

Ran a small playtest session recently. One thing became clear: the text-based hints for rune connections weren't working — players didn't understand the mechanic just from reading the text.

Thinking about switching to GIFs (either GIF + short text, or just GIFs alone) to show the mechanic directly instead of explaining it in words.

Curious what others think — does visual-only explanation usually work better for you as a player, or do you still want some text alongside it?

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Hey everyone! Just released a demo of Kajeti - a reimagining of my earlier game Yanga, now set in ancient Georgian mythology.

20 levels, portals, fire/water tiles, and a light narrative. Currently focused on level design and mechanics - art is placeholder for now, final visual style is still in the works.

Would love feedback on difficulty and pacing! 

Kajeti



Done.

You can use the game project "Yanga" and "A World of One-Way" under your USB.

Thanks for the feedback :)

1) Increased the movement speed, but initially the speed had to be collected with coins. Removed this ability from the coins and now they are useless.

2) In the camera, I made scaling on the mouse wheel. But for some reason in the web version the mouse wheel behaves incorrectly. I also understood what you are talking about. Such cameras were implemented in early 2D games.

3) Used ready-made assets.

4) I watched a video of the walkthrough of Mole Mania on the Gameboy. A very interesting game, thanks for the tip :)

If I understood the question correctly... The wall block is removed after a combination of button presses. But the combination will be incorrect if the "2" button is pressed 3 times.

(1 edit)

Hello. 

Can I do use st2u with remote addressable ?

I don't understand where and what path to the texture atlas I should set after remote loading.

Good idea !

Nice!

I definitely like it.

Cool )). Reminds me of this game from my childhood.



It's great. ...but there is something scary.

need pass ? why ???

Fun ))

I finished )) Me Like it!


Has it broken?


I like it !

You can see original ))


Space key for open/close backpack. In backpack use up/down key for select item. 

About the camera, I planned to do as you described above, but I did not have free time (

The desired item is located on the left side of the level, you need to fall on top of it.

Timer broken on second start.

Looks great!

Funny game, very good!

Cool))

Looks good!

Very good quality, nice to play.

Very good quality, nice to play.

This is a clone of the 1989 game. All graphics and animation are taken from it with the slightest changes. :)

Management is as close as possible to the original version of the game. Yes, people suffered in the 1990s)))

поначалу нужно ждать. Дальше, прокачавшись, нужно на них "орать". Они становятся управляемые и бегут в сторону голоса.

Странно, прыжок фиксированный. Возможно вы пытаетесь прыгнуть на верхнюю платформу со стороны. Просто встаньте под платформой и нажмите прыжок.

Во всё играю )

Ускорение не реализовано. Мечь не имеет смысла. Визуализация вертикальных препядствий... да. :)

В свободном падении можно прыгать если не было прыжка с платформы. Должно помочь взять 'волну'.

Я все-таки выстрелил себе в живот.

Атмосферненько.

Котики :)

Где то я пропустил комбинацию включения этих штук :)

Упарвление: с одной стороны для одной руки не очень удобно :(

Графоний приятный.

В данной версии игры в мече нет смысла. Но взять можно. Не буду говорить как, так как хочется довести проект до ума.

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Управление нужно прокачать :) Основная задача заставить зайти роботов в лифт. Иногда можно просто подождать.

Забыл указать что геймпадом тоже можно управлять.

Cool.

0.3

Fix some bugs.

Круто :)