Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

sleepl

46
Posts
A member registered 87 days ago

Creator of

Recent community posts

Congrats, never actually got to play this game though cause there was no linux build :)

Thanks for the feedback, I never heard the merchant part before, I will make sure to add indicators to where the merchants are across the map if that's what you mean :)

Yup! Loved the cryptic story, also I believe unity should let you customize the colliders per tile somehow like godot does because it's a basic feature a tilemap should have. The quality of life changes sound good, I don't think the grappling should be nerfed because it's a thing you continually get better at as the game goes on and it's feels rewarding to master it.

(1 edit)

unironically one of the best games in this game jam (relative to what i've played so far)

The good things:

The attention to detail in the story is great, I love how you've linked the story to one of your other games. I also like how cryptic the story is, not intentionally, jeff and jefferonious speak to the main character like it's another regular day on the job, which is how they should behave.

Overall, the game doesn't feel like a game jam game.
The gameplay is fun, but I will have to admit, I couldn't find the secret level in 1-3, which I will get to now.

The bad things:

The difficulty is really off-balance. 1-2 was overall difficult, finding the secret level as well as finishing the level itself was really hard. But, the level right after that, 1-3 was much easier (I still couldn't find the secret level though if there even is)

The spikes were very unforgiving too, their hitboxes are larger than they actually are.

The music, though, does feel like it's from a game-jam game. Sometimes the main map music would play in the levels, also, there should be atleast 2 songs that alternate between the levels, the main song can get repetitive. Though I know making songs takes alot of time.

Overall:

 the bad things are results of time limitations probably, but it's impressive you got it done in a week.

The story is really interesting and creative and love that you take players to an entirely new game to continue (or end) the story.

I will reiterate that it REALLY doesn't feel like a jam game.

The game crashed for me on the 4th room but here's some feedback:

First, the crates block out most of the screen so it's hard to see when picking it up.

The spring pad was weird, it didn't really feel like a spring pad and it was hard to reach the moving platforms with it.

BUt otherwise, interesting concept

(1 edit)

Naah, weeble's good.

Fun and actually took me 30 minutes to beat?? Though I felt myself losing interest around the ice area, maybe add something around there to keep people interested.

also collisions on the head are wonky, and you should get extra points for doing a flip B)

Very creative idea but the catching doesn't work very well.. It works when it wants to, would've been more fun if the catching was more intutive

Fun and fast-paced, double jumping is very hard though and hurts my hand difficulty could also be reduced a bit :)

Fun, and some chest gave me all I needed to end the game :D

Thanks for playing, chests are a very important part of the game, you can find chests around the map commonly and they will provide you with the high prices the merchant asks for. The most amount of G you can find in a chest is 10,000. Not sure how you didn't find one

Thanks, i agree with the hold to mine aspect and will definitely have to implement it after the jam.

Yup, it seems like components have a sort of precedence over each other. Good luck on future development aswell!

Well, I'm always getting the block the mouse is hovering over, which is kinda inefficient.

It's only when the game encounters a mouse click that it starts to damage the block, it's coded in such a way that no UI elements can stop it D:

If i continue development after the jam I'll fix all these issues and hopefully make the code more efficient, thanks for the tips though!

1351, fun and I like the graphics, forgiving but the difficulty is well balanced

Controls are odd, but still fun :D

Yeah I got to a pretty high momentum but didn't manage to destroy any enemies.

Fun but very unforgiving

The idea is nice, but the implementation could be better I thought if i could destroy blocks with my momentum surely I could destroy enemies aswell??

(1 edit)

it works for me on the binary and webgl, idk what's wrong with your game :/

You can also hit W to jump, have you tried that?

Edit: It seems like you can't jump if you hit W while walking to the left, idk why

Thanks for playing, I was gonna make the blocks underneath the merchants unbreakable but it didn't work for some reason. Idk, just last minute  code :/

(2 edits)

If you look at the game's icon you'll find something like what i'm describing.

This is possible in real life I believe, as you could hook up a switch to most things to establish a circuit.

Edit: actually, I see what you mean. I guess this isn't an issue at all

What i was describing was a chain of a gate, switch, and bulb but it doesn't seem to connect for me :/

Nice one, I expected a longer journey to get to the "legendary" book though. But still pretty fun experience

The artist definitely did their job well.

You could actually turn this into a full immersive sim game, it feels like prey / system shock

The enemies definitely lack a moving around and death sound, that would add alot to the atmosphere.

Also the walking animation doesn't fit honestly, could be better.

Nonetheless had fun playing, which is what matters in the end

That was an experience, the music really added to the mysteriousness to the whole situation. It all felt alot like metroid.

The movement felt snappy and the sounds added to that feeling.. I loved shooting the gun to boost myself.

The final boss was hard as expected, but the overall difficulty of the game was really well balanced.

Nice game, really enjoyed it.

You're right, I had all these in mind while play testing but unfortunately didn't have time to fix them.

The jordans in the code add to your jump height variable, but since in godot engine minus is up, the jordans just decreased your height, I made them in a rush so they didn't turn out well :/

Thanks for the feedback anyway!

(2 edits)

It plays like a mouse maze game.

 the heart lags behind your mouse alot (atleast on webgl) and that can be fun to play, as you have to plan ahead for the heart to catch up with you.

the thing is though, you don't seem to be diving deeper anywhere.

As for the audio, I liked it, it's relaxing, but it lacks sound effects.

Just have to say, really underrated entry here. It's a nice relaxing game

Sorry about that, basically, it explains that you play as a miner named bob, who goes to an infamous cave called spectral cave.

I should put this in the game's description aswell.

Tends to happen alot in game jam games :/

Nice game, I would've liked it if you could hook up more than 1 thing to the components (like hooking up a switch to a gate, which is hooked up to a light bulb)

Also would've been great if the switch or bulb had sounds, with some chill music in the background.

But fun to experiment with gates and such.

It lacks audio, and it needs it honestly.

I found the UI to be nice.

(1 edit)

"You are not based, infact, you are very cringe..."

Nice game, however you should add more sources of money.

Killing enemies for money is hard and shooting the ores is slow, even with an autoclicker.

also add more upgrade options because the enemies deep below are way too hard even when everything is fully upgraded.

 Thanks for playing, I thought your game was cool too.

If you had made it so that you click the corresponding letters on your keyboard rather than numbers for the piano segment, it would've been easier to do imo :/

For me on webgl, I couldn't flip through the pages on the books aswell.

Other than that, I still had fun playing.

Looks like a beginner game and not bad for one.

Graphically, I would stay away from stretching my images like that, use individual tiles or something like that.

Gameplay-wise, I say make the camera a little bigger so I don't have to do blind leaps into the abyss :D

Also the character should fall down faster, it feels unnatural for him to fall down that slow.

Also maybe add fall damage to punish skipping down all the way to the end of the level.

Yup, webgl isn't known for it's performance..

I can tell the guys voice acting are probably slavic :D

I can't rate the game because when I got to the inside of the coordinator's head, the game was too laggy and I don't have a windows PC, so couldn't download the executable either.

Very nice, really creative while most submissions are about oceans or caves or such.

Only complaint was the game was too short, but still fun.

I got to the bottom by spamming space and grappling hook while hugging a wall and got out the map...

Nice game, feels and sounds a little like the terraria dungeon.

It was fun, but it gets repetitive because there's not alot of bullets besides the laser and fireball.

I would consider adding enemies that shoot different bullets at you for more variation.

One last thing is I think the last boss was too hard, but maybe i'm just bad at bullethell.