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ShadowLT

101
Posts
A member registered May 17, 2021 · View creator page →

Creator of

Recent community posts

Thanks for sharing your experience with the game! Glad you liked the concept :) I'll definitely consider implementing your suggestions in future updates!

The concept is great, the art style is also pretty nice. The difficulty should be a bit more balanced, and I think the player should be able to influence the towers' attack properties for a more dynamic gameplay loop. Overall, it's a pretty cool game!

Thanks for the feedback!

Thanks for the feedback!

A neat little puzzle game! The art style is really cool, and there's lots of potential for a future release! Since the game is heavily reliant on mouse input, I'd suggest to add a mouse sensitivity setting for more precise controls (or perhaps add keyboard support). Anyways, good job!

The concept is very creative, and the puzzles are fun to figure out. Well done!

Really fun game! The visuals are stunning, and the mechanics and overall theme of the game are also really nice. The music is pretty catchy, too. There are a few small bugs, but they don't affect the quality of the gameplay too much. The controls are also pretty intuitive once you figure them out. An amazing entry overall!🌽🐦

Thanks for the feedback and kind words!

Thanks for the feedback!

Thanks for the feedback! The tile movement mechanics will be changed if I do a post-jam version.

Really fun game!! I got to floor 12, but then I accidentally made a card disappear by clicking it off the bounds. Anyways, this is easily one of the best entries I've seen in this jam so far! Keep going, I'd definitely be interested to see a full post-jam version!

Had a lot of fun playing this! The puzzles are creative and well designed. There should be an option to slow down the game after pausing to have more time to think about the solution, but it's a great game otherwise!

The concept is good, but the gameplay could be a bit more balanced (there should be more incentive for the player to make the enemies shoot). Nice entry overall.

Cool concept! Definitely lots of potential for a post-jam version with more difficult puzzles!

Great concept, the game is really dynamic and enjoyable! Really well polished for a 48 hour jam, too. Well done!

Cool concept. The character models and animations are nice. I found the mechanics a bit confusing to understand though.

Thanks for the feedback! At first I planned to make more puzzles and map areas, but there wasn't much time left for playtesting and level design after implementing the main mechanics on day 2, so I had to cut some ideas.

Nice concept! The levels are creatively designed and fun to play. Also, new mechanics are introduced really well. The difficulty needs some balancing at times, but it's a great entry nonetheless. Would love to see a post-jam version of this!

Really cool concept! The game makes you carefully think about your decisions - if you don't like the current character, you can give them a weaker card so that you're able to defeat them next turn. The visuals and story are also nice. The fights need some balancing, but it's an amazing entry overall!

Amazing game! Really well polished for a 48 hour jam. The levels are challenging and well-designed. The double jump and wall ricochet mechanics are easy to miss, but a quick tutorial would fix that. Anyways, I had a lot of fun playing! Definitely one of the best entries I've seen in this jam so far.

Cool idea! I got a high score of 4680 satisfaction (Event boss rating). The mechanic of buffing/nerfing combat abilities in between fights makes the game more dynamic and has a lot of potential for a future release. If you plan to explore this concept further, I suggest to sometimes allow choosing an ability modifier where a buff isn't necessarily tied to a debuff (or vice versa) - that way you'd have more control of your strength.

Cool game! I've never played XCOM but I really like the concept. Had fun playing this, although the game is a bit laggy on the web build (the fps got really low after I scouted the whole map).

Had a lot of fun playing this! My high score was 9.

Cool concept! An endless runner where you have to avoid the shiny, yet deadly coins (couldn't stop myself from making that reference lol). A bit laggy but still fun. I got a highscore of 1196 points. Nice entry overall.

The concept is pretty creative, and the game is really fun to play. The best strategy I've found so far is staying in the middle (works well against double frogs), not jumping and changing the traffic lane to left or right only when absolutely necessary. I managed to get about 120 points with this strategy. Anyways, good job on making this in 48 hours :)

Amazing concept and execution, and really fun to play too! I'm impressed you made this work in only 48 hours :) Definitely one of the best entries I've seen in this jam so far!

Cool idea, but the objective of the game could be made a bit clearer.  Other than that, well done! The fear mechanic definitely has a lot of potential if you plan to do a post-jam version.

Cool idea! I got a highscore of 5500 points. If you plan to update the game after the jam ends, I suggest adding a combo feature (i. e. you get more points if you hit multiple birds with one button press) and more powerups. Also, as others have already mentioned, there's a bug where the right arrow key doesn't work on your second round. Anyways, good job!

I'm not familiar with TempleOS, but glad you enjoyed the game!

Thanks for sharing your experience with the game again :)

The pink slider controls the strength of the gravity affecting the player. The green slider controls the player's speed, but it's probably impossible to reach it in the current build the "intended way" due to a misplaced tile (it might be possible with the pink orb, but I personally haven't found a way yet).

The game is beatable (although the exit sprite doesn't render due to another bug). The orbs help you reach the exit, and unlocking the green slider is optional.

Again, thanks for taking your time and providing useful feedback! ^^

The concept is good, and the presentation is nice too. The game is a bit short, but there's a lot of potential for more levels in a post-jam release.

On the first section of the game, I thought to myself: "Oh hey, cool, this could be the next WarioWare or A little to the left-inspired slice of life game! I wonder, why did the description say it's so short? Oh.. That's why..."

Yeah, the second section of the game has a completely different tone. The simplicity and contrast between the first and second sections really enhance both the story and gameplay. And yes, the game should definitely keep its original style and length - don't listen to my thoughts in the first paragraph :)

An amazing entry overall :)

Really enjoyed the concept! The puzzles are fun to figure out, and the powerups open new pathways you couldn't reach before. The overall theme of rock-paper-scissors and creative level names (previous game jam themes!) also add to the fun. If you do a post-jam release, one suggestion I have is to nerf the up/down movement powerup - after getting it, the game can sometimes feel like a top-down platformer with inverted controls. Good job on making so many levels within 48 hours!!

Thanks for the feedback! I should have probably clarified it better, but the signs are not really "solid" - they just stop the player's movement, but you can move them around like any other tile, and they can pass through solid objects. Also, every tile's movement is constrained to a circle, so that might explain the glitchy interactions. I hope that helps if you return to fully play this game! Good luck on your quest to complete all "Metroidvania"-tagged games in the jam :)

Thanks! I'll keep working on it, and the combat mechanics will definitely be a bit more balanced in the post-jam version!

Very chill game. The puzzles are creative and original, and the simplistic design works pretty nicely. It'd be cool if there were tiles you could walk on 2 or 3 times. Overall, the game is very fun to play and could definitely be expanded into a full release after the jam ends :)

Thanks! Glad you liked it :)

Thanks for the feedback! Glad you liked it :)

Thanks for the feedback! I'll change the shooting mechanics in the post-jam version, so be sure to check it out after the jam ends :)