Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

SurWeaver

120
Posts
21
Followers
32
Following
A member registered May 23, 2017 · View creator page →

Creator of

Recent community posts

Yes, I agree, this is not the best system. I realized this fact myself after the implementation. Towards the end of the jam, I passed levels with average bullets and lowered the level of passing by points and time, so that it would be at least more or less adequate.

Somehow completely missed such a thing as a combo. This was definitely worth adding!

Thanks for the feedback!

Just a collection of my enthusiastic emotions (because it doesn't turn into coherent text):

  • Shooting rubber bands at cantaloupes to make them burst is a brilliant idea :D
  • The looping of the game is a really cool detail. I also really liked the camera behind the hero's portrait, it's quite a funny thing.
  • The rubber band shooting in the face is awesome :D
  • I really like the overall style of the game with the hero's comments. The voice fits perfectly!

Well done!

I think your game could be awarded with epilepsy warning at the beginning of the game :D

Flying all the way to the start of the game can cause something like this.

My coordination is fine. The last time I felt something like this was in VR, but now I feel like I'm seasick from your game :D I don't want to say anything bad, everything plays very juicy! The biggest impact was the shaking of the screen from the shot.

The controls in the game are very responsive, I liked stepping on enemies and shooting. I didn't expect to see the Mario mechanics with stomping opponents, but it is very appropriate here!

The visual style is very cool, I like the change of palettes. In my opinion, it would be cool to lengthen the sections with one palette a little, so that the change is not so frequent. And you could also add some environmental effects, unique enemies to your palette, then a certain color scheme would evoke their own emotions in players, which would be quite interesting. Again, this is my opinion, you have your own vision, it is very cool!

This was a pretty good platformer!

The boss fight was quite challenging, but with the help of time tricks I figured out how to detonate the bomb next to the boss. It was quite fun!

Very creative!

I liked the loop stabilization concept, but I got frustrated with the 3 celestial bodies, I couldn't figure out where to place them... *5 minute check* Well, now I checked the game again and realized that, as it turns out, you can move more than just one celestial body in the game ._.

Because I was sure that I could only move one, because in the first two levels I only controlled one planet. I think it would be worth adding levels with balancing of 2 controlled planets, before those difficult ones with three planets, so that the player is forced to touch both planets.

I barely noticed that the small planets, as it turned out, had an outline.

Or somehow else, but still inform the player of the necessary input data to complete the level.

Otherwise, very nice design and a great idea!

Cool puzzle! Also very good visuals and audio for the game.

The puzzles are very good, but I will note that I lingered on the switches for a long time, since rather small sprites change on the screen, and it was difficult to notice when the door/piston opens and where on the screen. I think in such an environment it would be possible to add dust particles flying off the changing object to increase the visibility of the change.

The iterative complication of the same level is done quite well! Well done!

This is a very interesting concept! For me, in the middle of the game, I had an epiphany when I realized that I can move around the 2D arena with W/S and dodge enemies and projectiles. It's very nice when a game makes the game feel smart :D

I want to praise the upgrades and the fact that the game is moderately difficult, providing a challenge, this is very good!

P.S. BIGGER SWORD - one love :D

Very good game! I liked the switching of the color palette and the visual style, which is somewhat reminiscent of Tony Hawk's games.

I would really like to know what the thermometer in the corner of the screen means? Perhaps there is not enough feedback, I did not have time to look at it, since I was more focused on dodging the balls. And therefore I somehow could not connect any action with a change in the current value.

I would also like to note that sometimes holding LMB did not activate the charged strike. I just wanted to say so that you know.

But overall, the game is very juicy, well done!

This is a sooooo cool game! It has so much going on! It was really cool, the narrative is a solid five! I knew that on the topic of Loop, such a plot is a pretty obvious interpretation, but your execution is beyond praise. There are no questions about the visuals, it is clear that a lot of attention was paid to the whole plot, the sequence of events, a ton of mini-games, a lot of madness (in a good way).

I really liked how each iteration added new details, new mini-games, the grotesque humor is amazing.

ATTENTION: Next part is a spoiler for other players, do not spoil it for you, plz!

In principle, the transmission is one of the good hints about the cat (to the piggy bank of grotesque humor).

The breach of the 4th wall is done very well, exposing the player as an entity above the god presented in the game. You have amazing ideas!

Bravo!

The EN/RU button in the bottom left corner switches the language. I should have made it more obvious 😅

Great ideas! I would definitely like to do something like this! I had more interesting ideas for bullets than the ones in the game, but I couldn't implement them. For example, a bleeding/poison bullet or a bullet that buffs the next bullet, which would be more strategic and help with "deck" building (or barrel building 🤔).

Thank you for playing and your kind words!

I tried right now your advice and, wow, it really works ._. Not an obvious behavior but now I know more, thanks a lot for this :D

You did what I couldn't, bravo for that :D I was really excited about the idea of bullets synergizing and combining their efforts. It reminds me a bit of Noita with spell casting, only here it's all spinning (haha) within a drum.

Very cool intro animation and menu styling. Well done!

Thanks for the advice!

I had this option in mind, but it came too late, I had already implemented it differently. And I rejected it, since moving the mouse in the web build is not allowed (via the warp_mouse function). I assumed that fixing the mouse in the center of the screen would not work either.

I will definitely study this point in more detail, thanks!

Unfortunately, it is. This is the only jam game of mine that does not have a web build due to technical limitations. I really wanted to make a recoil mechanic, but the web platform does not allow changing the user's cursor position.

Due to previous experience on jam (2 downloads vs. 64 browser play) I would rather make it on fewer platforms than make a cut version that is strikingly different from the others.

(1 edit)

That's a funny game!

I really like those exaggerations like a horse flying back to the cat :D

A very good and interesting puzzle. True, at first I doubted that it was safe to walk around the cactus. Games taught me to avoid cacti :D

Nice one!

Very clever execution of the theme!

I would like to have more precise control over the rocket launch. The rocket angle setting is not tied to a fixed value. It would be nice to be able to click the mouse to set the initial angle of the rocket, as it is very difficult to visually match the rocket to a very distant obstacle.

Your game looks and plays very nicely!

A very juicy game! The sounds and visuals are great, the game has a very cozy and pleasant atmosphere.

The items that enhance our disk are pretty funny.

Because of the game balance, my numbers quickly flew off into space :D Although I understand that this is not an easy discipline. This is, in principle, better than if the players could never achieve winning values.

I would like to comment separately: it would be nice to try to make a limit on the round not by the amount of health that is spent from collisions, but a limit on time, because when the disk gets between two closely located bricks, it simply explodes and the round ends (successfully, of course).

You are very cool, well done!

I see! I aimed for a larger scale and also didn't have time to do a lot of things :D Would like to see continuation if you plan to update it

Really awesome game!

I adore those walking animations, looks fluid and alive (he-he). Particles and sound effects added juiciness to your game!

The whole game looks in the same style, very good art. But I always confused the cursor with a corpse and tried many times to pick up the cursor and take it to the base :D

I had a lot of fun playing it, thanks for your efforts! That's a ton of work I see here.

Interesting novel!

The art is very nice, you have a good style!

I'm not very familiar with Ren'Py, so I don't know what these hints on the top left mean. At first I thought that these were unlockable dialogues for the next playthrough. But do I understand correctly that these are just side comments from the main character?

For some reason I thought that in the next game, the next cycle, we will know and remember more, so the plot will somehow develop more, and I will be able to influence the outcome of the game in some other way.

The music sets a very pleasant atmosphere. The overall artistic design - my respects!

Very stylish game!

I love all these stop-motion animations. Freeze frames during shooting give SSS-rank style to this game :D

It's really cool that you made a leader board, it spurs you to sit in the game longer!

Definitely will do repeat runs after the jam!

Interesting concept!

I was glad to play a roguelike on jam! I am very glad that there is a character progression system. It kept me in the game!

Also a very good mechanic for choosing the next room. I exploited it completely :D The player can see where the arrow is, and also the circle is always filled in order. So, I put the segment I needed closer to the arrow and quickly pressed LMB 2 times so that the arrow stopped on the desired segment :D

It would be possible to add a confirmation of the collected parts of the circle, and then the game would mix their location and launch the arrow from a random place. That would create a bit of challenge.

The animations, sounds and visual design are very neat and pleasant, really nice!

Almost, almost! :D I had $250 but some server or a cook took them from me at the last second :D



That's a cool game!
I really like that node path system for servers. I guess I need to optimize a path mid-day so I can feed guys at the end of the loop, though I didn't try it. Probably, will try it later. It was like the classic situation in restaurants where you see other people who came earlier being served food before you 😅
I like the art style. Would love to see a post-jam build!

This is a very cute and meditative game!

The visuals, sounds and the overall feel of the game are very nice!

I spent some time figuring out how the character moves relative to the position in the loop. Luckily, it was a very good idea to create a starting area where you can touch the character without dodging obstacles.

I would like to have the ability to switch control modes. The current "relative" causes some problems. When there is a second reaction to dodging obstacles, for some reason I instinctively press the direction relative to the character. It would be nice to have a similar "tank" option, where there is only left and right to the character.

I really like the idea that you can push the bubble away from the obstacle. It is very clever! Bravo!

(1 edit)

Quite a cute game (in terms of drawing), I really like it.

Very beautiful and neat pixel art, I really like this style.

I would gladly replay it if you increased the resolution of the game! The browser allowed me to increase it only a little.

The idea is quite simple, but the execution is not bad. Everything is done cleanly and quite polished.

P.S. I downloaded the windows version, I liked it :D Here is some feedback - it would be nice to remove anti-aliasing, this is pixel art after all 😅

P.P.S. I completed the game twice!

P.P.P.S. I'm waiting for the boss :D

Very good and responsive platformer!

The art is very cool, reminds me of Edmund McMillen's games, like Super Meat Boy and The End is Nigh. The passage through the different layers itself reminds me of The Binding of Isaac. I really like how the music changes and sets the tone of the level.

I think the game would do well if the camera responded more actively to the player's movements, since when using jumping platforms, the player's character flies off the screen, and he becomes exposed to hazards that we do not see. So, I died several times from flying skulls, into which I was shot by a spring.

It would be nice to more clearly display the hazard with shooting projectiles on the 4th layer. I saw 2 projectiles, dodged them, and then on the platform above I was shot right at. You could put a barrel to show the source of the hazard. It's pretty funny that the random generation on the last successful run generated it in such a way that I didn't need to cross these projectiles.

I laughed a lot, it's a great game! (and educative also)

Hey, Zik! Better take care of your health. It will be sad to know that a project goes into release and the developer is not celebrating it, but treating its consequences.

I will wait for Crikeymas as long as it takes! Good luck with everything!

P.S. I hope I understood everything correctly with browser translation

I loved it! Although I don't play tower defense at all.

I avoided the game description on the itch page and started the game without it.

First I learned how to put up towers, and then I learned how upgrade them with a random click :D

A cell highlight when hovering would have been very helpful, so the player could immediately understand the interactivity of clicking without needing to click.

Also, maybe you know, the cells at the top and the cells in the top right corner are hard enough to interact. The pop-up menu is covered by the edge of the screen. And in the corner, the pause and speed up buttons also overlap the purchase/upgrade menu.

Every level I felt that I was on the edge of defeat and could lose, but I managed to beat all the waves. Very pleasant feeling, and a lot of defeated dice, giving me coins, multiplied the pleasant feelings :D

Sometimes I didn't understand which turret was going to fire at which location. And it was a bit odd when turrets covering 2 roads would fire at those dice closer to the turret, rather than those closer to the end of the road (and the potential damage to the main tower).

But other than that, it was an enjoyable game!

It was a very enjoyable game!

Good enemy progression. I also pleased with the mechanics with random enhancements when combining paired dice results. At first I tried to do it on purpose, it didn't really work. However, with a large number of dice, I was trying to just take the dice that weren't outlined already. And recieve good buffs as a nice bonus.

Toward the end of the voting, it's already a little hard to play a lot of games, but this kind of thing makes you enjoy the moment!

Good luck with that!

That kind of golf is pretty interesting!

I like that in addition to the usual rolling into the hole, it makes moving the dice a secondary goal (although for me both are primary) in order to give the next dice more steps.

When I was trying to get through a level with buttons and two bridges, it reminded me of golf on the Nintentdo Wii. I kept getting so many moves that I couldn't put another dice on the button. It reminded me of the perpetual misses past the hole when trying to make the final shot. It was funny :D

I think it's nice to have a simple input to influence some not-so-simple mechanics.

There's no hassle to control, you know which domino to drop to affect a certain thing or several things. The domino principle is really appropriate to mention here, because you're not just hitting enemies or defending yourself, you're also affecting the skills you execute.

It's indirect control, and it's pretty good here.

I'd love to see your game with everything you've learned!

That's a very clever puzzle with smooth animations!

At first I was afraid and tried to solve this fast enough because of cracks in the ice :D

Also, maybe it could be easier to play with camera at some angle. At least I could see 3 faces instead of 2.

Some levels had so many tiles that I just stopped guessing in my mind the first few tries to complete the level and just went at random. I just suggest that smaller levels are better for this game.

All in all, that's a solid puzzle game!

Whew, I'm getting a little sweaty from this game.

This is a great idea. However, I was too nervous when I could already see which face I needed to put the dice on, but even a short press on the directional button would turn the dice away too much. Maybe some kind of slow mode could have been added with holding the ctrl button. The game is similar to golf, so it might lack its putter.

Also, I later found out that the game waits until the cube remains at a 0 angle to the floor. My current angle is wrong, but the face of the dice is the right one. Usually developers wait until the dice stops and then look to see which face is closest to the top. Although you could have avoided this if the answer box was a simple outline rather than a square pressed into the ground. 

However, I would love to play a reworked version of this game.

Nice game!

I really liked the idea of more open to the player fishing mechanics. 

I remember with horror the hours of fishing in Terraria, although it was fun.

Your game isn't particularly big for multiple scenes. Changing the fishing scene to and from the store was a bit laggy in terms of background music. You could have had a short animation and sound stop when you pressed the button, and then do the scene transitions already. 

Or you could have everything in one scene, just off screen. Especially the player can quite often move between scenes. These are just my suggestions.

It would also be cool to see, instead of drag'n'drop cards with fish, how fish flounder, hanging on my cursor :D

(1 edit)

I really enjoyed your game! Usually people said that to me about my game, but here I understood why they said that, that the game opened up to them in a new way when they learned new mechanics.

At first I was just picking my offense and defense. After a while, I noticed that the things I choose (in which there is no word) turn out to be abilities in the upper left corner. And I have to choose attack or defense to activate them.

Initially I was just looking and didn't understand why the character was doing some extra action.

Oh, correction. Read it in the comments. Turns out fullscreen takes away the text display. However, for your game, you could call it a plus. I was able to navigate without text :D

So, I interrupted. Perhaps when doing an attack/defense, it would be worth doing some sort of glittering line fly through from left to right in the background of the skill. And if the skill is completely full, you could make that line bigger for the player to notice. You don't have to make the interface stay within its zone. These lines can cover the center of the screen a bit so that the player pays attention to it. However, this is just an example.

The gameplay is very addictive. With very little health, I made it through a few more floors on the shields only. Got to some floors with no background wall, just columns. Again, was without text, don't know which one is which :0

In general, you can seriously try to practice readability of the game with the erasure of the entire text from the game :D

The game is very interesting, addictive strongly.

Thanks for your kind words!

I read it and realized that our action on 6, for example, an attack, won't be maxed out and have 12 damage ever if we defend player from repeating all the dices. But, I realize, in that case I don't have a choice of action at all.

It's a risky decision, I'll think about it. Thanks for your feedback! 

Thank you for your response!

I've dealt with turn-based arithmetic games where you solve an example with non-repeatable answers. Such a problem is familiar.

The rolls are random and can be repeated anyway, but I think I can protect the player from too much repetition of the same values.

The action list tied to the values might also be fixable for a neater and/or more careful distribution. It might be a good idea to make a system of forbidding certain actions for certain positions.

What caused you most frustration? The throws themselves, the complete change in the order of actions, or the instability of the number of different actions on the list? Or maybe you can tell for yourself?