Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

shtobar

14
Posts
10
Followers
6
Following
A member registered Feb 23, 2020 · View creator page →

Creator of

Recent community posts

At the very end, where I needed the last fourth shrine. I even got it once, but I died before saving and I was confused if that was really the "thing" that I needed to collect. The game doesn't explain that you loose the item after you die. Don't get me wrong - it does makes perfect sense, but I just kinda forgot about it ^^"
Because of it, I traversed the map few times and managed to get the "Notes" item with binary code, which made me super proud :D

Really enjoyed the mood, the jumping puzzles and escape sequences. I've almost given up at one point, but managed to get to the end after investing almost 2 hours on my gameplay. Luckily I encountered only small bugs that weren't game breaking.

Super fun game! I was curious how the gameplay will end up after seeing your twitter posts

Things like that are easy to slip out during the jam, don't street about it too much ;)

Characters were cool I really like their design, sadly tower defence is not my favourite genre. I tried couple of times but I still die on the day when a single powerful enemy appear. I had funny bug where He walked through oogi once.

Thanks for exhausting review, I really appreciate it! The info dump is fault of adding tutorials at the very end, literally minutes before the deadline so they're incorrectly configured in the game. Levels were also rushed at the end, which is why they're not as balances and visually pleasant as we would like them to be. We will surely address all of those things in the after-jam version.

As for the section that you got stuck - you need to move the block in the opposite direction. If you look closely at the tiles below - they appear a little different to indicate where the block can be moved.

The idea is super simple and yet challenging. I noticed that the points and obstacles are random, which must've taken a lot of time to implement. I'm not sure how I feel about generated parts in a rhythm-based game - I usually expect that the gameplay is closely-tied to the played music. I managed to get to the first  "speed up" segment but even getting there wasn't easy for me. The visuals are impressive, but the gameplay doesn't feel rewarding to me.

I loved every mural on the wall, it was a great idea to put them there, they add so much charm to the game! Softbody physics on blobs were amazing, certain elements slowed down the gameplay - like moving platforms but every little puzzle and jumping segments were amazing!

I loved possum designs. Shotting little ones that you carry were also super cool. I managed to get under the collision a few times and see bulky red colliders, but there are even worse bugs in my game, I know how easy it is to miss those things during the jam.

We made pretty similar games :) Both in terms of the concept and mechanics.

Lowpoly 3d looks really good, and the choice of music was really fitting. I got the feeling that the collisions were not alwasys working properly as I stood next to the coffee machine and nothing happened on `q` keypress. I was also surprised when I gave coffe to an employee that not completely empty bar and it haven't went to full. Those two things were a little furstating but the game was still fun. 

Nice entry! I got strong Celeste vibes during the gameplay (and perhaps white palace from hollow knight). Gameplay-wise it was pure platformer 2d fun. If I were to add anything - a button to make text appear faster would also be a nice addition.

Nice approach to the theme. It could be interesting if player would be damaged by his own blacks holes as well, to have additional difficulty.

Really fun mechanics, I had a lot of fun playing this. It would be fun if  player character would following moving platforms.