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speedchuck

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A member registered Dec 26, 2021 · View creator page →

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My apologies, I was not clear enough. I mean it would be helpful if the controls were either gradually introduced as you play the game, or if you had a HUD with the controls. This game feels very Risk of Rain 2 -- take a look at how they handle abilities in their HUD.

Yeah, I probably should. :P It's a common failing of mine.

I don't have the type of keyboard that allows me to hit enter without moving my hand from the arrow keys.

I highly recommend letting people click things.

I like how many touches were put into the environment. I wish that time had been focused on the gameplay, though. I love grappling hooks, but there wasn't a consistent way to use the grapple to get on top of enemies unless you were already above them. I could grapple into an eye at a low angle and just fall.

With some good gameplay/movement, this could be a fun combo-chaining game of bouncing on eyes and goblins.

Speaking of which, all my goblins just gathered in a tiny area. And the eyeballs spammed so many bullets at me that I could not approach them without tanking the damage. It's just... rough, which is to be expected from a jam game I suppose.

I did so, and played the game a little more. You have a neat idea here! I like how the custom rooms follow you around.

Unfortunately, the game was still way zoomed out, and it began to hurt my eyes after a short time playing. it looks as if you have some well-made graphics for the characters, but the background was harsh and it was hard to see everything. The music was also a little overbearing. Personal preference, I know.

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You can't export Game Maker Studio games as .yyz and expect people to be able to play them. Those are game maker projects. You need executables or zip files.

Also these files have not been altered in two years, so I have to assume this was not made during the Jam timeframe.

The game doesn't have much connection to the theme. Although the graphics are quite polished, I will not be awarding the game any points unless I can somehow be assured that it is actually a jam game and not an old game submitted on a whim.

I did get the balanced ending. I am saying that it should have been more difficult to do so! :)

I really like the idea here, and I think the dialogue is, in general, implemented well. I enjoyed the plot.

The actual gameplay, outside of the mechanic, didn't offer much. Just press the correct key at the correct spot. Combat was spammy. Either I alternated between light and dark as enemies neared, or (for the boss) I was able to spam the appropriate attacks so quickly that I never saw multiple phases.

I only saw one ending, and I am sure there are others where the player is less balanced... but I never felt pressured to be unbalanced one way or the other.

I was unable to get through the cutscene without just randomly mashing buttons. Maybe the resolution was messed up, but I was only able to see half the text and could not tell what was happening.

The game itself was an amusing and fun idea. The sound was satisfying when I clicked on objects, and I liked the freedom to accelerate in every which way. Unfortunately, trying to trace objects with the mouse was kind of janky. The game would feel better if the mouse locked onto the nearest target within a certain range, and then had the player perform more precise puzzles.

I received an error when trying to play this:

"The code execution cannot proceed because UnityPlayer.dll was not found. Reinstalling the program may fix this problem."

Did you make sure to include the entire exported game? Or just the exe? (I don't use Unity so I can only guess at the issue.)

Going fullscreen actually scales up the view so I can see way more. This is probably a balance issue, because that means people with higher resolutions get to see more game.

The control scheme is crazy. Mousing over items then pressing space to buy them? Repeatedly mashing up arrow makes you go WAY higher? I'm having to move my hands from the arrow keys to the mouse to the spacebar, and I only have two hands.

Respawning coins right next to the pad removes the incentive to take risks, but without them, the game would be impossible. Also I can hop in the ocean to make then respawn?

Note: Pressing down when not on the pad makes the menu flicker.

There's a good game idea in here -- reminds me of Motherload, an old flash game. But it needs refinement. Discoveries in the sky, platforms, better controls, etc. Go play that game for inspiration if you need it.

I explored to the top of the skybox, and visited the sides of the map before deciding I had seen everything in the game. I do really like the simple pixel art, by the way.

I like how the wind/momentum physics make it so that I move much quicker up and down than I do forward. It makes for an interesting control scheme.

I don't like that it takes me more than 10 seconds to move at all. It feels like a glitch.

I also don't seem to be able to get my momentum again after hitting something. Once again, that feels like a glitch. Maybe these are glitches. Not sure.

I collected the Gem of Strength and then died to the unidentified block behind it for some reason. This caused me to respawn unable to move.

I like the idea of the enemies being magnetic. When I first accidentally pulled one into the spikes, I thought it was cool.

The jump is indeed bad. It's not wrong to have a jump that holds momentum, but you have to commit. This jump allows you to start moving in midair, and change directions, but not stop. That's annoying because I have to zig zag to land where I want to land.

I have played a fair number of Bennett Foddy-style games. Jump King is not one of them. That was intentional. I do not like the idea of the Jump King mechanic. I did not like it here either.

I think your implementation is fine, and the level is designed around it. I just don't like the mechanic.

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I ran this game and it did nothing.

Edit: Tried again the next day, game worked. No idea why. Fought and completed the first boss on wave 10.

I love the art for the enemies and the protagonist, and all the attack at play. My favorite was throwing the sword. You might want to explain controls in game somehow.

I'm not sure why the default speed is not running. There seems to be little to no reason to walk, and holding down shift forever is a pain. I also would like controls that force me to contort my left hand less often. It's hard to spam sword throwing and move right at the same time. Use right click? Spacebar? It would not be a problem if I was not spamming attacks constantly, but this is that kind of game. Custom controls would go a long way.

Obviously this game needs background graphics, better enemy variets, more SFX, but I liked the pieces that were here. Especially the graphics and the boss battle. The way the trash can enemies acted worked well with the player's abilities.

This was a fun game! The movement patterns kept things interesting... not too difficult, but not a walk in the park either. I especially liked how the nearly symmetrical levels made me struggle to desync my movements with my clone so that we could both avoid enemies or push boxes without the other undoing a previous push or running into an enemy.

I do wish that the enemies and players interacted with boxes/spikes differently in some cases... having them move through boxes, for example, was strange and sometimes resulted in unexpected box movements. Like sometimes when the box was in a corner I could get on top of it and move it. Sometimes not.

Overall, nice job! The mechanics may be simple, but most of the level design took good advantage of what you built.

https://imgur.com/a/fF6awLT

I completed the first room. This lava is impassible. Closing and reopening the game does not fix this.

I also find the graphics to be way too zoomed out, personally.

I like the idea of buying rooms, but I did not get to play much.

Maybe it's just me, but it's hard to tell what this game expects of me. Is the strategy literally just to move around and pray for weak enemies in weak areas and to get critical hits? Otherwise I just get destroyed.

I leveled up and it did not restore my HP, so I dwindled down to death regardless.

I like the idea, and I'm always addicted to seeing numbers go up, but I need a little more volition.

I'd have to agree with FroggyWad, this game is kind of luck based. It's entirely possible that the planets don't line up for me to have a path forward. Using boxes can help, but it's not enough every time. The platforming also feels a little sloppy.

It would be cool if you could actually build up some orbital speed to slingshot around planets to get a little more distance. Maybe zooming out and providing some skill-based avenues to get some more distance would be cool.

I do appreciate the memes, for the record.

Yes, not having to go to the door is intentional. Thanks for giving it a go.

Good luck with your game!

It is hard. Annoyingly so, given the lack of checkpoints. Not great design. When I was testing this before uploading (it is a decade old game) I almost quit here.