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SirPapageno

16
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A member registered Jan 04, 2021 · View creator page →

Creator of

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This was a really beautiful experience. Thank you!

Thanks for playing!

Thank you!

Thanks :)

Man this game is brutal. I couldn't stop playing even though i got so frustrated by each and every trap and having to read "you dead..." over and over again. I really liked the background music and the limited vision one had. What i could do without is the fast fall and instantly being able to move while going out of soul mode. These were the most frustrating deaths.

Also don't get me started with those spikes on the ceiling. That is fair game though as that could have been avoided by scouting a bit more carefully. 

Honestly i don't know if i would have kept playing that long with checkpoints since i'd beat it faster, but since this reminds me of dark souls, how about a bonfire in the middle as a checkpoint? :D

In the end i beat it and i lost track of time, filled by my rage to master this game. So thank you for making this game.

Praise the sun!

Interesting game. This would make a great mobile game with touch controls. At first i thought it's too hard but then i figured out the pattern where i was able to get through the gap with the right timing. After i figured that out, there was no incentive to play further though. I think i only reached a score of 5 or so, but i think some people would actually enjoy the repetitive motion you have to do and i'd say this would make a good game to relax and concentrate.

This is my favorite game so far. I really like the eerie tone of the game. The sound effects, the music and the visuals really fit together. I haven't even played ibb and obb but that reminded me of that game for some reason, if that game were set in a dark world.

Sadly i don't have any critique left other than that i want more levels!

Great job!

I really liked the concept and the visuals. Although i experienced quite a lot of bugs which led me to game over on level 2. 

The first things was that by having world switch and arrow shooting on the same button, i completely missed the red key in the first level and it took a while for me to beat the level. There were some parts where i consecutively lost a lot of lives because of this mechanic, especially where there were angels and demons on the same spot.

There is some strange bug where i had a hard time jumping to the left from those tiny corners that stick out as if the input was being swallowed.

On the second level i had the most bugs. I was suddenly invincible, was able to walk on lava and walk through the locked doors. I didn't mind because i wanted to get past all the enemies and see how the levels were designed. Although i ultimately ran out of arrows and suddenly was mortal again. I had 3 lives left and they were quickly gone because i couldn't shoot anymore. 

For my own gameplay, i didn't even notice the world balance bar and it didn't have any effect on the way that i played. 

Hope this helps for fixing some of these things because i liked the appeal of the game.

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Thanks! 

Even with the low scope i set myself, there was a lot to do and i  was aiming for the simplest thing possible because this was also my first game ever. I definitely agree that better music and adding sfx would make the experience better.

About the game design choice. I honestly was out of ideas how to make the fox catch up to the rabbit. The game evolved out of a totally different idea and things just came together like a puzzle. The rabbit copying your movements was the only thing left to resemble the theme of duality. But your idea actually sounds like the simplest idea that i didn't think of... Would need to try it out and see how it plays out that way.

Also i'm glad to hear that you enjoyed the level design. I was afraid that i wouldn't have any levels at all as i quickly did them the last few hours of the jam, but i really concentrated on making you have to choose between a few paths, possibly backtracking and trying my best to not have a level where you just get stuck and have to reset the level as that frustrated me the most.

Thank you for your feedback and thank you for playing! This game jam has been a blast.

Very nice. Considering that this is categorized as a roguelite, i think it's fine that it needs some time to get the hang of it and learn as you go. The rpg mechanics were understandable, just the first snapshot of the entire screen was a "woah" moment.

Also thanks for the advice and good luck to you too!

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The concept is definitely worth exploring and i played for quite a bit. I couldn't really figure out what was part of the intended mechanics and what not. When i didn't get the very first hurdle with a normal jump, i tried stacking both parts on top of each other and that's when i discovered what i call the "hyper jump". I don't really know how it works but what i do is jump multiple times with one side and then switch while jumping and the other side does a really fast and high jump. Still couldn't cheese the levels with it and i had trouble on some parts getting out of low spots.

Only played Level 1,2 and check out 10. I feel if the movement were a bit more refined, i'd have stuck around a bit longer.

Also i can't stand bloom for the life of me and i was really happy that you had the option to turn it off.

Good work!

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And here i thought i've seen them all in terms of new tetris ideas. The mechanics function really well. There were about 3 aha moments for me when i realized how the mechanics changed my normal understanding of tetris and those were the highlights for me.

I would have wished for more visual clarity between the background and the playing field and a bigger size of it as well. Also the music didn't loop so i was left with silence after the song ended.


I quit at about 19/30 lines but i think i would have kept playing if the bar was set a bit lower for the first level.

Anyway good job!

Cool concept.  Would love to see where you will take the project if you keep continuing to work on it. This might just be me, but i became a bit impatient with the perceived downtime while waiting for the rotation to line up and just generally moving through the map.

Wow thats a pretty ambitious project. For the first few minutes i was absolutely overwhelmed by what was coming at me. But after about 5-10 minutes, i understood the core game loop and the fighting system etc. I definitely like where it was all heading towards. But i feel like a little less scope and more focus on polish would have been a better experience. Unfortunately I didn't really get to appreciate the two worlds system. That must have been a lot of work.

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Really awesome design and idea! The negative score made me feel kind of bad though :D.

Thank you very much!