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Si-ja

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A member registered Aug 28, 2021 · View creator page →

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Amazing tracks! Thank you! <3
Ended up using Groovy Saturday in my small game as background music to set the mood: https://si-ja.itch.io/my-lovely-office

This is an amazing assets pack! Thank you! As someone who views creating visual assets especially for the player character models a daunting task - this is a life saver, especially for something so important as player movement that needs to look natural and feel good while playing!

Hello, found this to be an amazing asset pack for music :)
Did end up using Ludum Dare 28 - Track 1 as the main theme/background music in my game Broken Knees. It was just a small free-to-play project done for fun. Did try to credit you as requested in the description. Will leave a link here: https://si-ja.itch.io/broken-knees

Found this to be really fun, especially in respect to the art and sound effect choices. However, though I like platformers, I found this one to be a bit tedious in terms of progression. Maybe it's because the checkpoints sometimes feel coming quite rarely, making it harder to progress or a bit confusing in terms of making me question whether I am doing and going where it was intended for me to go.  Or it is a bit confusing map layout. Since it is disjointed and it's not a specific world, where platforms can come here and there - it makes it harder to keep track of where I am in respect to everything else.

To make criticism valid and make a point, if in the future this will be developed further as you mentioned (and it would be amazing to see that, really), maybe adding of a simple map system that at least keeps track of where you were would be very welcomed and it would solve the confusion I ran into a bit. As an example of a simple yet effective map, I remember the game Untitled Story (similar art and gameplay direction). Map was just a separate screen that you could call and was just a set of cubes colored into the environment colors to make it easier to keep track of things, since that game also had a similar room-interconnected layout and could at times get random and confusing, but the map was a saving grace. But of course, it also would be great to see something new too that you come up purely on your own. What I brought up was just a small suggestion after playing the game :)

Really liked it!
This reminded me of the Legend of Bumbo. There is something charming about those styles of games that utilize what seems to be double space on the gaming area making it feel that you are playing two unrelated games because of their styles, but yet both come together complimenting each other.

I managed to confuse the camera once. When an imp died due to a 1 on a die I quickly pressed on stop rolling button before the camera managed to zoom out and show one of the minions being removed. The camera then went back to the dice board and got stuck there as the imps continued to fight. But as the fight ended, it all went back to normal and worked as intended. So even small bugs caused by enforced actions seems to not be of an issue here.

Okay, this one is just purely amazing!

Love the style, love the difficulty, love the concept. 

The style and the gameplay with the difficulty remind me very much of Hotline Miami. But not in a way of "huh, I've seen this before", but in a good "oh, darn, I love this genre" way. Really, can't complain about anything except that it took me a bit longer than I wish it has to figure out that you can use 2 chains (yeah, I got stuck for a bit on that level that has more enemies than land mines). And yes, I saw the name of the level...that had to help, but I guess - brain fart happened :D

Got to stage 11 on the first try. 

I must agree with the others that it really feels so simplistic yet very enjoyable for a short play through.

The only point of criticism that I can come with is that the buying/selling/production and generally math related rates in the game are a bit confusing when the game is starting to go fast, since on the first easy levels where enemies don't attack you, you really can get by without using the shop. So as soon as you need to use it, it's a bit too late to figure out how it works properly and you are just winging it. But that is solved with couple of play through when you get into the game more. I guess a tutorial in a form of forcing the player to use the shop in the beginning of the game when enemies don't attack could be a natural solution for that.

Not saying anything needs to be changed, just what stood out and maybe a point to consider for future developments to make your games even better :) Overall, the level of originality is amazing and the gameplay when grasped better over few playthroughs (which is not an issue as the game is short) make the game very good!

Had a lot of fun with this one!

For some reason running it at first there were issues with not being able to jump all the way up. Then magically it started working after few days and found it to be short but quite enjoyable!