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Slyra

34
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2
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A member registered Mar 29, 2025 · View creator page →

Creator of

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Very Good audio and graphic, but the most I like that is the game feel, the feel of I stomp the bugs, very fun! and I can stomp many bugs at once, very fun!!

Great idea! It is very promising, but I think there are many things can be optimazied.

1. Audio: I think my headphones are broken at beginning, but It is real no aduio in this game, I think some simple sound effect are very helpful, It can improve game feel very much! It will not spend too much time.

2. Game Balance: It is too easy, increase the number of enemies and more poweful enemies should be interesting. When I overcome powerful enemies, more fun I will get in this game.

3. UI: You can hide the Tower Card when the enemies attacking, so that the card will not be overlay the buttom of board and players will not try to create tower in this time.

Overall, good job!

Nice idea, I like your waves interpration. And also your graphic and audio, it's fun.

But it has a little bit hard for me, I dont know how the indicator works, so I am hard to adjustment. I think you can add another one indicator: one for amplitude, one for frequency.

Good job! I like the graphic and aduio, espically the fire sound effect, very fun. And also very beautiful pixel art! 

One question that is it seems like only I use mouse clik the items so I can use them? It has a bit of operation sparate, as I cannot use Items when I combat with enemies, espically the hammer. I think it would be better use mouse left and right to fire, instead of "J" and "K".

But overall, Nice work!

The idea of black hole waves is interesting, I like it! The music and visuals are also good. However, you might consider adding a warning sign for the appearance of a black hole, because once it appeared directly in my face. A good game.

I love the sound effects! I don't quite understand the purpose of the various drops in the game, but I definitely feel stronger. Fighting off wave after wave of enemies is fun, but it seems the enemy difficulty doesn't gradually increase? If you want to make it better, perhaps you could take inspiration from Vampire Survivors.

The character can only attack upwards, which reminds me of Space Invaders. As for the controls, I think removing the character's momentum would give me a better sense of control.

I feel that the game's graphics still need a lot of polishing. There are even pixelated blurry areas, like that red thing—is that a flower? If you want to go for a pixel art style, I think consistent pixel size is very important. Also, if you don't want trees to block player movement, you might consider removing them, because running directly through trees feels really awkward.

A perfect interpretation of the theme! The music and visuals are fantastic; I love them. Especially the little dots that change direction.

Holding down the mouse to move is a bit tiring; perhaps WASD could be used instead. However, the gameplay seems a bit boring, as I'm just exploring and finding my way around. Maybe adding some puzzle-solving elements could be considered?

Well done, I like the music, it's really catchy. It would be even better if you could add some effects, like particle effects, when I hit the beat; the current feedback is weak.

However, I haven't fully grasped the game yet because I have to keep my attention focused on the bottom left corner to avoid missing any beats. The only thing I'm sure of is that hitting the beat gives me a benefit, but I don't know exactly what.

I saw a very complex results screen; I think you've done a lot of work on that, but I think it would be even better if you could refine the game's feel.

I like the music in this game. It would be better if it could be played in full screen. There's a long wait before enemies appear when entering each room, which seems pointless. I think it would be better to make enemies appear immediately upon entering a room. Also, the game balance isn't very good; after picking up a few attack speed boosts, I was practically invincible. Regarding the gameplay, adding some screen shake when firing and hitting enemies would make the rock music feel more pronounced. Well done!

The blurriness I'm referring to is that some of the main character's colors are the same as the ground, so sometimes they look like they're connected, especially when I'm looking at the road ahead and using my peripheral vision to locate the character. I think changing the character to a color that doesn't exist in the scene would be a better idea. Don't worry, your "perfect pixels" is perfectly fine! I also used "perfect pixels," although I'm using Unity.

Awesome! That's so cool! I love your pixel art and music effects, and the interpretation of the wave is spot on! This pixel art brings back memories of playing NES games as a kid. I love it! Even though it's a little blurry at times, it's still fantastic! The overall quality is also very high; I think you guys are a very professional team! Well done!

My only suggestion is that perhaps the main character's colors could be made more vibrant, making it visually clearer if it's distinguished from the background. Also, adding some checkpoints would make it easier to retry difficult parts and avoid repeatedly running through the map.

The screen-cutting issue has now been resolved, and I believe you can complete the game. I would be very happy if you could try playing it again, I'm sure it won't disappoint you!

The music is alright, but I don't see what it has to do with waves, and you haven't added any explanations, which makes it hard for me to understand. Also, the character doesn't react when you click on it. I think you could add some dynamic effects to make clicking more satisfying, like coins flying from him into my pocket.

I can't believe this soundtrack is AI-generated; it's incredible. I'd give it a very high audio score, even though it's AI-generated.

However, it's a pity that besides the dolphins, the sharks have no animations, and there aren't any other types of enemies. At first, I thought I wasn't running far enough, so I tried running further to find other enemies. I ran nearly 40nm, and it seems that's all there is to the game.

Adding some other items and enemies would make it more interesting. If you want to make multiplayer battles more fun, you could take inspiration from Mario Kart—that's my suggestion.

Also, I expected there would be waves, but there weren't. If the waves could help me get over the boats, it would better convey the theme (I tried to get over them, but I ended up getting stuck on them, my speed dropped to 0, and I couldn't do anything).

What impressed me most about this game was definitely the music; clicking along with the background music felt like playing a rhythm game.

Besides that, I thought simply clicking was a bit monotonous. Perhaps you could try incorporating match-3 elements into your game. For example, infected tiles could have different colors; swapping adjacent tiles to clear a sequence of tiles of the same color might be a good idea (just my guess).

A very innovative tower defense game, with excellent sound effects and art. The only downside is that I might need more time to place the blocks before the game starts; heroes start appearing before I can even place the first one. Nice work!

Nice game, the game's pacing was well controlled, and also music, dialogue. But I think the text(the upgrade menu) has a little bit small, and it is too easy. I have to say I love the effect of text when dialogue, it's very good game feel!

I can't add you as a Discord friend, it seems you've disabled that feature. I can give you my Discord ID (aemon_1453).

Thanks for your enjoyment!

Fantastic music! This game seems to be related to music? But even though I don't understand music, it didn't stop me from having a lot of fun.

Besides the music, what I liked most was the game's minimalist graphics. However, it seemed a bit difficult for me. The enemies were too small, and the bullets were too slow, making it hard to hit them, especially the teleporting UFOs. When I aimed at them, I had to wait a while before seeing the bullet hit them, but sometimes they would just teleport away, which was quite frustrating.

A fantastic game!

Creating a 3D game within a game jam is a bold move, and achieving such a high level of completion is clearly a massive undertaking.

I like the mushroom character, even though it looks alien. The game's atmosphere is fantastic, especially when the dinosaurs appear, although I couldn't escape their mouths. Honestly, this game has a lot of content, and submitting it within the allotted time is a miracle in itself.

Overall, well done!

I think a more detailed tutorial is needed. After the game started, I was thrown into the sea, which left me a bit lost, and then I got killed by a sea monster.

When I finally learned how to click on the boxes, I tried dragging them onto the boat, but they didn't seem to be movable. I used the blue shield attack; the effect was cool, and I was pleasantly surprised when I first discovered it, but I don't actually understand how I used it.

The gameplay is great, but I think it would be even better if WASD controls were available, as using the arrow keys on the numeric keypad isn't very comfortable.

Also, I think removing player inertia would be a good idea, it would give me a stronger sense of control.

Overall, well done!

Perhaps I should consider add some hints in those areas. Hope you enjoy it!

I'm absolutely exciting that you enjoys my game so much! Your suggestions are incredibly helpful. That attention to detail is exactly what takes a good game to the next level, and I'll be sure to set aside some time today to polish those specific points.

Regarding the brown benches: they actually started as a game mechanic. I developed several interactive elements early on—the "Nails" being the simplest among them. However, once I actually started designing the levels, I realized that the combination of just the one-way platforms, respawning blocks, and Nails was enough to support a solid 10-minute playthrough. I spent many time on those levels! I simply couldn't afford to spend more time integrating other mechanics; I had to shift my focus to polishing the game's visuals and adding environmental elements to make the scene look less barren.

So, the original benches were simplified and modified to serve purely as background props. Admittedly, I left them in a few early rooms as a subtle hint—suggesting players needed to stand on them to solve a puzzle. But you're right; it seems the hint didn't quite work as intended. It probably just stood out awkwardly.

Thank you so much again for playing the game and for all your valuable feedback!

Hope you enjoy it! If you encounter any bugs or other confusing points, please feel free to give me feedback; this is the most valuable things to me.

Wow, thanks for the fast feedback!

I just uploaded a quick patch with some fixes, thanks to you! Now, you can press 'M' anytime to show or hide the black screen, so that annoying bug won't be a problem anymore. I also added a little sound and a flash effect for when the hammer is fully charged, hopefully that makes timing a bit easier!

The resolution problem is a bit tricky. I built the game around a 16:9 screen, and it looks good on my end, but I can't be sure what happens on other types of monitors. It's definitely something I'll need to look into more.

It sounds like you were about to beat it! I'd be really happy if you gave it one more go. Thanks again!

Hehe, this is my first time participate in a game jam, and it's been so exciting! I literally finished this in the very last hour.

It's a platformer where the main character can't jump... but she can launch herself into the air with a giant hammer!

If that sounds cool to you, you can play it directly in your browser by clicking the link below! Of course, if you're willing to listen to me ramble a bit, I will be grateful.

https://slyra1453.itch.io/shockwave-vault

I've designed quite a few puzzles in the game, and honestly, designing puzzles is exhausting! My original plan was to have many different types of enemies, and hoping they would interact with various level mechanics to create some emergent gameplay. Unfortunately, level design took way, way more time than I ever imagined. Just combining the simplest enemy with a few basic mechanics take over a dozen rooms to design. I really want to add the rest of the enemies, but I just ran out of time. Maybe I'll do it in the future, but... who knows when "the future" is, right?

As for the story... let's just say it's about a little girl with a broken leg who uses a hammer to launch herself to the heavens... I guess. It sounds absurd, I know, but that's pretty much it. Why collect the red triangles? The reason is very mysterious, a secret that cannot be told. And why can't it be told? Well, that's probably because I couldn't make up the rest of the story.

Ermm... anyway, that's it! I hope you all have fun playing it!

Nice!

 Can I open-source my project's code but keep the rights to some of the art assets, specifically the main character? In other words, am I allowed to use a dual-license model to protect a small portion of my art assets?

I just tried search for some information, and 320 * 180/640 * 360 is a good choice because they can adapt well to 16:9 screen sizes when enlarged by integer multiples. However, 320x240 is also worth a try. 

I suppose I'll decrease the internal resolution. Thank you for your reply! 

Hi, I want to ask some question about screen size when making a pixel art game.

My character sprite is 13x20 pixels in width and height. I set the “Pixels Per Unit” to 16 when slicing the sprite. But now I’m confused — what screen size should I use in Unity to make everything look right?

When I run the game at 1920x1080 resolution, the character looks way too small, especially after I enabled the Pixel Perfect Camera. I feel like I don’t understand how to properly scale or adapt the screen anymore.

I’d really appreciate any advice or suggestions on how to handle this!

Nice animation! If it's possible, I'll use it on my game