Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Serius Games

17
Posts
18
Followers
1
Following
A member registered May 23, 2018 · View creator page →

Creator of

Recent community posts

Thanks for the feedback, glad you liked it! While it does have the "upgrade to unlock new areas" mechanic, to be a metroidvania I think you'd also need backtracking, but the progression here is pretty linear.

Nice, thanks! Yeah I thought it would be fun to unlock new parts of a large map by simply upgrading your abilities. I agree there are situations where a respawn key would be handy, maybe I'll add that.

Regarding "Space" for jumping, I was going to say you can use any key, but then I noticed that the keyboard is not actually working here on itch. It works well locally, so I'm not sure what's going on with that. Maybe some change I made in the index file.

I usually disable the sound tray because sometimes players mute the sound by accident, and then don't know why there's no sound. I also feel it clashes a bit with the style of the game.

I see, so even if a branch is barely touching a square with water, it's the same as if the branch goes through the whole square?

Of all the jam games this was the one where I had the most fun. I really like the concept, it's fun to strategize, and the upgrade choices are great. I like how there's usually a way to get to water in more difficult places, but also some randomness involved in the angle of new branches. I wasn't really sure if it mattered how much of a branch was touching a square, some instructions would have helped, but I understand there wasn't enough time. Still, a very solid entry.

Thanks for the thoughtful comment, I'm glad you enjoyed it! It was fun to see the "this music is too peaceful for a game with sawblades" reaction on stream followed by "oh now the song changes" 😆 I was very unsure of that music transition, I was going to try to improve it (especially since the metal music part is really badly played), but I ended up not having time. Glad it still somewhat landed.
Guess I'll have to make a second part to expand on the lore, where the Gods are angry at the rabbit for stealing their Holy Carrot and unleash their wrath on it 😄

Thanks! I never set out to make a rage game but I guess I couldn't help it 😆
Indeed, I was very unsure about the music transition. I thought some contrast was needed since the beginning is so calm but then it gets intense, but maybe not as sudden and intense as the music suggests. I was going to try to improve it (especially since the metal music part is very badly played), maybe building on the piano melody as you said, but then I had to fix bugs and ran out of time. A music/sound rating seems like a good idea to me 🙂

Thanks for the feedback! I  agree it gets too hard at parts, I'll try to get someone to playtest it next time.
 

(1 edit)

I've actually been working on G-Switch Creator, a new G-Switch game where you can create and share your own levels. There is a link to the beta available in the G-Switch Discord server.

There aren't plans to add content to G-Switch 3 at the moment, but it's being considered.

Thanks, have a nice day too :)


Thanks for the feedback, it is much appreciated! Glad you liked the new levels.

Sorry the fullscreen option isn't more obvious, you need to press Alt + Enter on Windows, or Command + Control + F on Mac, to switch between fullscreen and windowed mode. Hope this helps.

Also I'll put music/audio slider option on my todo list for possible future updates, along with a fullscreen button.

The plus version has 6 new multiplayer levels, and also includes the multiplayer levels from G-Switch 1 and G-Switch 2. It also has more multiplayer options, such as choosing which levels to play and in what order. The single-player content remains the same.

Also, compared to the web version, this version has higher-resolution graphics, full-screen mode, and runs more smoothly.

Let me know if you have more questions, happy to help. Cheers!

Although I did get a bit frustrated with the difficulty and gave up before the end, I wasn't actually bothered by it, nor the "cheap deaths" (they felt deliberate and give the game some personality in my opinion).

What did bother me was the control, the character feels heavy and floaty (if that makes sense). More specifically, it takes too long for him to start moving, and to turn in mid-air, while on the other hand he stops very suddenly. This may be my personal preference, but if the control felt better I would have gladly stuck with it to the end.

It was still fun and the animations are great!

I really like the "space golf" idea, I could see this being extended to include things like several "courses" (solar systems), maybe a limit on the number of launches, moving obstacles such as asteroids, etc.

Anyway it was fun as is, and felt really polished!

(2 edits)

Glad you liked it! I'll see if I can make a post jam version, with all the features I originally intended for the jam.

Thanks, maybe I will!

Thanks for the feedback. I ran out of time before I finished the enemy behavior and could focus on gameplay, so it is quite unfinished.

Yeah, I ran out of time before I could finish the enemy behavior and add more interesting gameplay elements and situations. Thanks.

(2 edits)

Haha, I was wondering if this "strategy" would be found. Thanks for sharing!