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Tcrakman

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A member registered Sep 25, 2014 · View creator page →

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Almost time for voting to end, I wish I had more time.

I managed to get to the part with the coyote boots, neat ability btw! And tried to return to base but got blown up I think by one of the explosive drones.

Graphics, sound effects & environments are cool.

The combat I feel could use a bit of polishing, the standard enemy runs toward you, and you just need to keep spamming the attack button, these enemies are too tanky. However the soldier with the vest with X, those are hard BUT I feel its the most fun as far as I played, it required quick movement and positioning because it was no pushover.

The drones are cool, the explosive ones give you a sense of urgency, shoot them down or you´ll be blown away (just like me haha).

I enjoyed the game.

Once I got the explosive Gel, I felt really good, finally being able to fend off  the flying heads. EXCEPT that one, that big one that I just couldn´t figure out if it could be destroyed or interacted in some way haha.

I got to the final part of the code. The 4 pillars below serve as platforms in the huge shaft. I was really frustrated cuz I tried to jump below those pillars, but my dumb brain didn´t realize until the end that I needed to use the gravity abilities in the pillars to form a bridge, which was my highlight of the demo.

The graphics are simplistic and minimalistic, of course but well done, the enemies' explosions are awesome.

Nooooo! I was just fighting the final boss I think? (In Graveyard) And I was shooting and then the game kicked me out or it was a bug?...Its my fault for not reading the web version message ><

It´s one of my favorite 2D entries that´s for sure! The mechanics, the BADASS MUSIC, The Graveyard area oh man, I really had fun with this one, might give it another try later with the downloadable build.

Getting to know mechanics and learning what you could do with them hence opening new paths was really interesting, . In total I found 4 abilities, Anchor, Boost Cannon & Submarine. (Im not sure if it crashed at the end with the final boss, perhaps theres more content after that boss).

I just think for feedback the Anchor Bounce could be more forgiving in its input (Letting you press it with more time after the acnhor hits the ground).

The aesthetics of the game are farily unique, I specially loved... those suprises in the Graveyard haha.

I couldn´t made it to the endd!!!!

Got really frustrated at one of the courses, the bell was just there and I fell...and it kicked me back a BUNCH of rooms haha.

That´s my main feedback lol, just to be more forgiving with checkpoints, and also the priestess attacks which also hit and send you back to the last checkpoint just like falling. I feel that these attacks should just take life from you instead of resetting to the last checkpoint.

The artstyle, & Heavy MC are amazing...

The jumping main mechanic, I think it's an interesting premise that managed to hook me for quite a while, the attack takes quite a while to charge up just like the jump but I think that also adds to the positioning and strategy of the game. (& only found the attack ability, and I think the shield one too).

A REALLY mysterious game with one of the best art styles I´ve seen in the Jam.

It took me a while to play it, perhaps compressing the executable in a .rar or .zip in the future (not because of the game size, REALLY impressive how the game size is so small!), but so downloading it doesn´t flag it as a virus. Running it also gave me a defender warning,  but I'm not really sure how that could be fixed.

I couldn´t complete the game, however...Sadly, I needed to go out after getting the dash ability & returning to the tram.

The game intro tunnels are REALLY DARK, I kinda was frustrated here, but after a while I managed to reach to the outside, and that´s when the setting really shines.

Abilities-wise wise I managed to get two: the wall kick and the dash. I found it interesting how the dash can be used in ramps to slide upon them. All the time I was using the dash, I was thinking this ability could just be spammed to dash roll around silos, etc, and gain speed to get out haha.

I felt the character could use a bit more definition it its features, perhaps a helmet or a suit, but dunno how that could affect the game size.

Overall in the graphical part is a 9/10 from me, could use some more sounds, but the crunchy sounds already present are really well done.

Really cool visuals! I enjoyed the dithering aesthetic and the music & game sounds. For some reason, it reminded me so much of Megaman Legends, one of my favorite games, with the blaster sound effect as well as the sliding doors you have in-game.

That final jump using all the abilities, dash & grapple, I finally made it to the final capsule, then I jumped to just grab it...Except I jumped too far and fell and died haha, grabbed it the second time.

I think momentum is a bit strong when jumping? Many times I fell because I kept moving after a Jump, just tweaking the momentum should do the trick but Overall I enjoyed my experience with this small demo!

Also, two things I found: the platform afar at the start of the game, getting close to it makes the whole world disappear :o & I couldn´t open the bars after getting the dash upgrade, there was a gold mechanism nearby, but I never managed to know what it did (I think it opens the bars).

Game completion: 11:09.

 

Very cool!

I couldn´t complete all the demo cause I got a nasty wrist cramp, but I'm leaving my review with what I played. Collected 3 of the main orbs.

Overall I enjoyed collecting the bullets and how I could use them to progress. Some sections were difficult but manageable once I got the rhythm.

The bullets propelling you upward or backward were an interesting mechanic, but I had a really hard time controlling them. I was using keyboard,  and my brain couldn´t quickly connect button inputs for some of the harder challenges (an input example for a challenge I remember being Z-X-DOWN to jump & shoot down, followed by LEFT OR RIGHT and X to shoot yourself backwards, and then another Z-X-DOWN to propel yourself up again, all of this followed by LEFT OR RIGHT inputs to steer yourself mid flight). 

Maybe it's easier with a controller. I might try again with it once I get my controller back.

Also...CUTE CAT SECRET ROOM 100000/100000 (Does it have a name :o?)

Played the Windows version.

This was the most enjoyable 2D Jam game for me, as learning the mechanics comes naturally as you progress, the clever solutions to puzzles, etc, I honestly don´t have feedback to give except congratulations for such an amazing design, experience, and minimal game! Took me a while to get the last block but...hehe that was so clever :D

Time: 00:44:24

Deaths: 56

Secrets Found: 2/2 (Although I only remember finding one, I think I forgot how I unlocked one of these, haha).

A fellow Lizard protagonist, hell yeah!

I had fun with the game, although I didn´t complete it. Perhaps when the save system is ready, I´ll give it another try.

I didn´t manage to get any keys, but reached the top of the pyramid. ("the way to the sky has been blocked" part)

My feedback:

-I feel the character takes too much time to reach its top speed when moving, making some jumps require additional momentum.

-Tendrils, Swinging ability. This one confused me quite a bit. I was expecting that at the end of the swing, you´ll have a speed boost depending on how fast you´re swinging, but after releasing from swinging, the character just comes to an abrupt stop? It still jumps a bit, however, which helped clear the courses, but I think this ability would feel better if it slingshots you far, depending on how fast the swinging is after releasing.

-Crouching submerges the character on the ground as well as sliding.

-I love the vibes the world gives! kind of a megastructure, ancient realm with bits of sci-fi and HUGE robots in between. I feel some textures didn´t quite fit the aesthetic (some cartoony cooblestone for example)  but nothing too out of the theme.

-Character model and animations are great, I especially liked the kick.

-Getting Upgrades by removing your armor piece by piece is such a NEAT IDEA. Perhaps you could lose some of the benefits the armor gives you as well? (hazards are more dangerous, enemies hit harder, etc). I didn´t reach the end of the demo, so I dunno if there´s a surprise at the end which expands upon this idea.

(1 edit)

Just reached the end of the game! after the big final door and the message -THE END (for now) Thanks for Playing! Altermist-

I quite enjoyed my time with it, was looking forward to the combat but found it's just some WIP dummies for now!

Even as a WIP, my recommendation is to increase the size of the attack hitbox since it seems to be too small (missed some hits even when standing next to the dummies).

The platforms you can activate, I think a blinking on-off or, better, a gradual color change could help signal they´re about to disappear.

When I got the dash, I tried dashing in the air but found out it could only be used on the ground, which is okay, but perhaps just signal to the player that it only works on the ground.

I'm gonna go against most of the feedback here since I think the movement is Okay (talking about the wall run & jump). Perhaps just small tweaks in certain movesets combinations (talked below), but I appreciate it best when I have full control of the player's velocity instead of losing some of it to momentum. 

As it is right now, I can aim my wall-jump after wall-running by just being next to the platform I wish to jump. 

Talking about wall-running, many times I triggered wall-climbing instead making me fail jumps. I really like wall climbing as a mechanic and haven´t seen it be used that much in platformers recently.

But Im not sure how to improve the activation of the mechanic since it's based on input direction and that is used in combination with wall-running & wall-jumping for certain courses. Maybe I just needed some more time with it to get accustomed to the combination, haha.

Overall, it was a fun experience and, since you told me before we thought of similar attack mechanics for the players, I'm interested to see how it evolves with combat!

EDIT (Completion time about 21 minutes)

Thanks a lot for the feedback! Overall yes I´ll be weaking the enemies difficulty and firing rate of the flying ones!

Of course, I´ll be rating your game today too! 

Thanks a lot for playing and for your feedback!

-About the boss, I did a final change (V.0.0.4) before submitting, which should have nerfed its attack times and also made its stun state last quite a while. If it's still too fast, it might be related to the same issue as the rotating tower (below).

-If the rotating tower was moving too fast (the one with the moving boxes), I think my solution for a bug that made some elements move too fast was not implemented correctly, and I need to check that again (This same issue could also be related to the boss attacking too fast and having little stun time for the player to attack its weak point).  

-Other issues present, just like flight by spamming attack & roll, mouse recaptured on enter & general tweaks to enemy behaviour are on the list to be fixed. (Aiming the projectile, too, still thinking how to make it more satisfying to use)

BTW, mouse not being recaptured, I experienced the same after pressing ESC to go back to the game after a pause, but if you press ENTER instead, it should be recaptured again. I will be checking this issue too.

Overall, I also want to keep experimenting with the player tools and weapons for ranged encounters, since these parts have been the least favorite part of the game so far.

My idea for this world is that it takes place in a sci-fi environment where advanced machine weaponry, such as lasers and explosions, has an advantage over the more robust tools the character tribe uses (swords, lances, or even bows). I think exploring the gameplay & tools available for the player is the way to go from now on.  

And yep! I plan to continue developing this game, first working on the issues present and then expanding upon a solid base.

Thanks again for playing!

Thanks a lot for playing and for your feedback!

About the mouse not being captured after pressing pause (or returning), I found the same issue a while back, but it only triggered when pressed ESC to return to the game from the pause menu, if you press ENTER instead, it should be normal again, weird bug indeed, I´ll be checking that along the cyclone & roll + air attack spam flying.

The flying enemies seem to be the least liked part in the demo, they attack too much indeed (need to tweak their firing speed) & they can stunlock you in the air! (a thing I ABSOLUTELY will fix).  The player Character (Char), mostly being a melee-based character, I think I could explore more options for him for these ranged encounters. Perhaps a type of blaster or cannon that can aim freely & fire multiple shots, although I still want to encourage the player to get close and personal with enemies.

Giving my idea for this world is that it takes place in a sci-fi environment where advanced weaponry, such as lasers and explosions, has an advantage over the more robust tools the character tribe uses (swords, lances, or even bows), I think exploring with the gameplay & tools available for the player is the way to go from now on. (of course, I´ll not be updating the game now, only after the Jam voting ends)

Thanks again!

Thanks for playing!

Agree about the encounters, some of them could use better placement and a bit more polishing. Also yeah haha the progression is kind of linear,(with just one extra path you can take for an extra item). 

I also think I went overboard with the designs so some of them have too much detail, could use polish there and subtlety as well in that area.

Overall thanks a lot for your feedback!

Hey! Just commenting that the new options are available now in the new version 0.0.41. I added many new ones apart from the most requested ones:

-Invert Aim.

-Mouse sensitivity Slider.

-Enable/Disable individual HUD elements.

-FOV effects Slider.

-ScreenShake Slider.

-Enable/Disable Headbob effect.

(1 edit)

Absolutely! Will update soon with an option to reduce/disable screenshake as well as an option to invert mouse controls. I´ll post a new comment here to let you know about the update. If you have another request/suggestion, please let me know! EDIT: Fov changes and more as well.

Thanks a lot for the feedback!

Super glad to hear the ending was satisfying! I worked really hard to give a strong final impression for the demo, and it's been amazing to hear the compliments about the last section!

3/4-Talking about the difficulty, yeah, the combat is pretty simple at the start, it will get WAY more complex as the game progresses...There are also a few upgrades to your weapon by using Machine Cores (Use Terminal) but I think I made those Cores really hard to find. (I´ll see how to make these more accessible)

Those upgrades help a LOT with fast-moving enemies.

5-I don´t know why I didn´t put destroyable sections after getting the Boost upgrade. I agree it would be so good to show off the ramming at that part, that´s a quick fix/level integration.

6-I´ll see how to mitigate the issue of dialogue overlapping, Im thinking the best solution would be to Log (hehe) all the dialogues into a list so the player can check missing ones.

7-The firing on the Mech could use a different sound or some extra particles when the bullet hits.

8-Glad to hear about these two! Their stories and backgrounds I'm planning to be revealed as the game progresses.

Thanks again for your feedback and for playing! I´ll update the game soon with some new patches and some extra funsies too.



 

Thanks a lot for the Stream man! it was super fun!

1- Yup, fixing that one too.

2-I so want to implement the Xbox gamepad! I did worked on it but still haven´t implementetd it fully, will work on that as well for another patch.

3-I kinda want to leave that one there lol, just so players don´t feel cheated of their powerup if they just logged off for a moment to do something else.

Glad to hear you got to that chest! I´ll upload soon a hotfix for the deleting save and stuck on Mech issue on point 3.

Thanks a lot for playing!

1-That´s a bug yeah, it should be destroyed completely.

2-That´s the end of the demo, a dialogue should trigger congratulating the player for finishing the demo and some closing thoughts, but it didn´t fired for some reason... had the same issue with other playtesters, Im so sorry for that! I´ll fix that on the next update.

3-Yeah, same as 2.

4-Right now they dont react (so you could techincally just shoot them from afar forever), but Im planning to make them aggro when being shot from afar.

5-The prologue is supposed to be overall easy, but the planned aggro new behaviours should make it a bit more challenging.

6-I need to think about this one, a reticle for both the player and the mech, it could also change depending on the weapon you´re holding.

7-Yep! (I will not say too much else to not spoil too much).

8-Thanks a lot for your thoughts and feedback! I´ll work on an upcoming update that addresses most of the issues present and expands the end of the demo so it's not just a dead end. 

Thanks again for playing!

Thank you. Soon!

Hello!I have a couple of questions regarding Visibility & Access of my game page.

Im about to do an alpha test of my game and for this reason, im setting
the page on restricted for this first alpha demo (its a downloadable game).

My first question would be when setting a link with a password for restricted access, (maybe im just dumb) but
where do i put the password so people dont need to type it in?
Also, can people comment or create threads in the landing page if i set the page in restricted mode, accessible
via a link instead of a key?

My second question as to do with generated keys. Are there specials keys for a demo? i mean since its not a finished
product, will the keys generated in for early access, grant permanent access for the final game, even
when it has been officially public released?

Thank you for your time and i wish you the best for this new starting year!