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svenar

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A member registered Apr 19, 2020 · View creator page →

Creator of

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Thanks for playing!

While creating this game I felt like it was too easy and skipped out on implementing a life / checkpoint system, but looking at the received feedback I see that that was a mistake and that the dev always plays it the best.

I'll take this feedback to future (jam-)games to improve the quality and user experience.

The slime on top of the player should’ve killed the player. But I forgot to add a collision box on there XD

Thanks for playing! A bit of story for a game jam was hard but fun to do :3

Amazing game to play, loved every minute of it.

The death animation is so smooth.

It can be hard at times when walking in between bullets.

Thanks for trying out Propelled. I appreciate your feedback!

I wanted to make it a bit harder by giving the player only one life. But for a jam game that was a wrong decision.

Thanks for playing.

The “rock” is supposed to be a slime. It should’ve killed the player when it landed on top. But I didn’t implement that :,)

that’s indeed an issue. The player fall from the world and won’t be able to return, slight oversight ;)


Thanks for playing!

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thank you for playing!

The slime on top of the player should’ve killed the player. But I forgot to add a collision box on there XD

This was quite the challenge but fun overall.

Tip for future jam submissions, make it easier than you normally would. This will allow people to see more of your game.

Fun take on the fast&slow theme and I enjoyed playing it!

Your screen size and the rotation of your sprites does not follow the jam rules.

Fun game to play a few times!
Note: on your score screen, the text has anti-aliasing which uses colors outside of the two provided ones.

The concept of this game is amazing!

One of the best things about this game is that it strikes a good balance between being challenging and enjoyable. It can be challenging at times, but it's never too difficult to the point of frustration.

Overall, I enjoyed playing this game. It's not often that I come across a game that manages to capture my attention and keep me engaged from start to finish.

This is the first time I tried Stream integration in a game and learned a lot about in during the jam.

As for a transparent background, it was planned but due to time constraints I decided not to add it and just use a basic interface with buttons, which isn't ideal for streams.
The second game (word guesser) is currently unfinished but will be a series of dots on screen where players will need to guess a word and points are awarded based on that the person who guessed the word.

Indeed I intend to continue working, but I say that to every project XD

Great concept, really enjoyed it.
But it requires some more polish, especially with the player movement at walls and while standing on boxes.

Moving the box around in it's platform is a nice mechanic but with the buttons it is a bit hard to play, maybe a button panel is better suited for that.

Due to Twitch OAuth access requirement, this game will be streamed regularly on https://www.twitch.tv/svenar_nl where you can just join instead to experience the game.

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I know. The goal is to move cities (pause menu) which will increase the cps of buildings allowing you to get them faster

the game auto saves. But the web version might not work due to cookies

Thanks for playing! I'm glad you enjoyed the game :) The small resolution was really limiting, but also added the possibility for nicer effects.
Thank you for playing my entry :) I get many comments on the shop and I should've shown the multipliers at the beginning or changed game-play to earn more if you place more crates in a single run. I spent the most time on polishing the game and didn't have an idea on how to make replay-ability better.
Nice video and thank you for trying out my entry!
Thanks for playing! I've tried to make the game fast to play and able to get all shop items in minutes, but after reading other comments about it I should get back to the drawing board. The x2 & x5 earning multipliers either got unnoticed or wasn't high enough.
Thank you for playing! Amazing score of 47! I'm actually happy you didn't fill the whole screen with boxed because I found out that I forgot to add a win state and the game would soft-lock XD. The dust particles are actually a 3-frame animation that is played, but indeed adding tile awareness would make it feel a bit more polished.
Thanks for playing my entry :D Since this is a relatively easy game I worked more on polishing elements, like: player movement, crane animations, and particles.
Thank you for playing! Many people didn't like the shop as much, so it's probably not skill related :) This was my first earnings-based shop game and I've learned a lot from it so the next time I'm doing this it will be better :)
Thanks for playing! The shop could indeed be better, I thought it was okay with the x2 & x5 earnings multiplier at the end of the shop, Maybe those were better at the beginning of the shop and with better balanced item prices.
Thanks for trying out my entry :) The crane hanging over a spot before dropping a crate used to be a bug XD But it added a slight challenge so I added a timer to "force drop" the crate, so it became a feature. As for the shop, I should've spent more time into it to balance it out more but with the x2 & x5 earnings options it felt okay-ish IMHO, I've noted it for the future.

Thanks for trying out BoxZone :)
The crane has been tweaked a bit but requires some more love.
I've used the Godot Game Engine to develop this simple game.

Amazing game! It's a really nice game concept and I would love to see more of this!
The music was a bit too loud and repetitive but wasn't that big of a deal.

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Thank you for trying out BoxZone :D

Glad to hear you enjoyed it so far :)

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You have two colors available, #c7f0d8 and #43523d. Any other color isn't allowed. However, you can play around with dithering for effects.

Using transparency, like changing the alpha of the colors to make different shades, is not allowed

After trying to look it up and not getting results from the revised one. I still have no clue, I know it wasn't high due to the amount of LCD ghosting.
Since that isn't an restriction 60fps would be fine. I stick with 15fps to give it a more 'old' feel.

Anything you want to do to try and make your game more accurate to the original Nokia 3310 would be better.

Thank you for playing!

A bit more juice and in general more polish/consistency is planned as post-jam update.
I'm aware of a zoom bug that can happen sometimes, however it isn't resolution bound. I develop on a 2560x1080 monitor as well.

Thank you for your feedback!

I've made the game easier than originally intended because it's a jam game, I don't want to frustrate others.
People have mixes feelings about the dissolve colors, some really love it and others find it meh at best.
There is camera shake, but barely since I didn't want to over do it, but I'll look into it after the jam. Adding more particles is a good suggestion tho.

This was so enjoyable to play.
You've made such simple game concept really enjoyable, great job!

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The fact the the game is so dark (see picture) might have to do with an issue with wine. I'm running the windows version on linux. The darkness stays with every quality option (low, med & high).

I had to play on low anyways since my GPU can barely keep up anyways :P

This feels like the cake joke about Linux "Happy birthday Linux, go and compile your own cake".

I like this concept but it could use a bit more polish, like using the left&right arrow keys to navigate in the already typed command, also the help command is fun until you actually need help.
The art looks great overall and I enjoyed playing it.

Thanks for playing! The boss was kind of implemented last minute, but made it in the game nonetheless :)

Thank you for the feedback!
I'm aware that the hitbox needs more balancing and that it can be hard at times, but it isn't meant to be frustrating and I'll work on that as a post-jam update.
The mage sprite is made by someone else and all other 2D sprites are drawn by me, which explains the style issues, This is also something i'll keep in mind for the post-jam update.