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Terrokgor

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A member registered Jun 10, 2020 · View creator page →

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I really liked this game!

It creates a inmersive atmosphere and the fusion of 2d and 3d assets is really well implemented. I found that for me, text were a bit difficult to read because they lacked a plain or "shadowed" background, and maybe a checklist or something to help me track the annomalies that I already discovered. At first it was a bit difficult to know what I was doing, but I don't think that is wrong in a videogame like this. The player needs to discover what is wrong and what is the objective. But following that, it was a bit off to have a huge text telling me what door to pick, I think maybe somethin more subtle like using different colors for the doors.

I really loved the spooky ghost desing, at first I thought this game would be scary but it was a nice surprise! Congrats on your game, its a very nice experience!

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Thank you so much for your review!

Those ideas are really cool, and we sure are implementing them in the future. We just couldn't find the time for them in these 10 days. We even tried some of them in a little experiment, but it didn't work well with the shape of the sphere and the visuals we had.

The randomly selected reviews were also a decision made for the jam, so we could focus on other parts of the game instead of adding code and testing for that part. In a future update we want to make that work as you say. On the other hand, I am writing that down for future jams.

We are still learning Blender too, and we didn't take into account player's immersion so thank you so much for the tips, they mean a lot to us <3

I like your idea, we will implement it and maybe add something like a "slow motion"  effect when you are going to press the button.

Thank you so much for giving it another opportunity <3

Its a really nice base for an iddle game! Its a pitty it does not work on Firefox, but I just played it on Chrome and it works fine untill day 11.

It would add a very nice touch to have some animation of the villagers, maybe in the footer of the page or something like that.

As for the gameplay, I do reccomend to make "needs" visible when you click on them (or to have them displayed all the time), not only when you hover your mouse over.

I liked the music and the nice touch of increasing the speed to match the moon speed level!

Yay got it on the second try! I really like this game, it has a very clever way to tell the player what to do without giving a real answer, like in scape-room games. The use of the UI is very original and they made interactions intuitive. I liked the use of the battery as a way to meassure how much time was left, providing that need to rus, instead of a timer.

I even reccomended it to some friends :D

That cliffhanger really got my attention, are you planing to expand the story?

You managed to create an inmersive atmosphere with a very interesting puzzle mechanics. At first I thought that everything resetted with the clock, but you made a very good job showing the player what to do whithout really telling anything.

The only tiny advice I could give is that I could not change camera sensibility. If you decide to continue with this project (which I encourage) it would be nice to have a "settings" option to configure that and the game music/sfx volume.

Congrats for your project, its a very nice one!

I enjoyed this A LOT!

I first thought that the theme had to be with the mechanic of reseting every death, but then I won and I got the REAL theme interpretation. It was on the story all the time!

I liked the intro animation a lot, and then the ending animation and song played and I liked them even more. Gameplay is challenging, enemies are cute, and music fits really well, with that lovely ending tune <3

The game is very good as it is, so I don't think I can reccomend anything (maybe a web build?). I want to warn other players that stumble uppon my comment: Please, give this game an opportunity and try to finish it. It deserves it. You may find it difficult but if you move on straight line it gets easier.

On the other hand:

I think I may found a little easter egg, but I'm not really sure... Does it have to do with the "2" key shortcut?

And what the initial score of 927300 means?

Thank you for sharing this project, it made me smile C:

I had the opposite experience of the rest of the reviews. At first I was scared to break my mouse for trying to get the first upgrade by clicking, but then I found out that I could set up a little tower that brought me a lot of "shards". Then I spamed towers untill I got tons of shards, upgraded the mask a couple of times, and decided to upgrade one of the towers to max level. Then the UI stop responding and got stuck.

This is what I achieved!

I think the game needs to be polished in this aspects: UI, background sound (as it is an"active" iddle game), and, for me the most imporant part, progresive stat scaling. The second I learnt how to set up towers, no element could hit me ever again. 

I may suggest something like locked areas that you need to unlock by paying shards, branched  power-ups instead of linear ones, or the need to have a minimum number of towers to unlock a new max level for the artifacts. Maybe you could also pay to reorganize element areas in the field.

But I must admit something: not much tower defense games give you the oportunity to set up such a big number of turrets, and I enjoyed that. It is a good sensation to fill (almost) all nodes  in the screen.

If you ever decide to continue this project, I would be glad to play it again!

I took a similar strategy as CrudeForge, first time I got killed by the first mob, but then sprinted and dashed through the rest of the game very easily.

I found the aesthetic very attractive, I love sci-fi scenarios and this was quite nice.

I have to give you extra points for working on UE5, I tried some time ago and got very frustrated, but you managed to get a full game in just 10 days. I hope you keep polishing and updating this game, it has potential!

It's a nice demo!

You accomplished a good  driving and drifting sensation, and visuals are fantastic.

I wish you had the time to set up more levels and a a more polished structure, like menus and sound controls.

Good job!

I find the idea quite simple and enjoyable, but I found out I could exploit the mechanic by keeping the pipe closed. Maybe an energy bar or a timer to prevent the player from spamming it would make it more of a challenge!

I like the idea of the loop making you come back to a point, but letting all the rest of the things as they were. I would like to use it more to my advantage, like lure slimes to make them trapped in a room.

Another suggestion is to not put hostile creatures that cannot be controlled or outsmarted inside of a puzzle, as it may make the player feel unskilled or unprepared.

On the other hand, I liked player movement and slime animations. Maybe you could use slimes to solve puzzles as a pet instead, following the puzzle-like atmosphere you created!

I like puzzle games a lot, this one had challengin ones  and thats a very positive point.

On the other hand, I had to experiment a lot to try to figure out what part of each map did, and what parts were hostile towards me or were just a platform with a strange texture. I think this was because of the lack of visual hints and different textures applied to the same concept of platform.

I think that with more polished textures this could be a very nice and challenging puzzle game. Maybe even a base for a sandbox game where players can create and share their own puzzles!

I like the game's loop mechanic, reminds me of a plant puzzle on a Golden Sun game.

I may suggest a more scalated or divided group of stages, so the path does not seem so long and tanking notes is not needed (like more "memory" oriented game), or maybe an in game feature where you can take those notes.

I liked the music, it matches the game aesthetic!

This game is SO well done.

At first I was sceptic because It was so similar to Patrick's Parabox and I find it difficult to create something so complex in the little time we had. But then I read through your devlog: It is well explained and referenced, as a carefully planned lesson from a professor that loves what he does. This game shows your experience and dexterity in a field you love, and also serves as an encouragement to keep learning and experimenting for beginners like me.

Thanks for this valuable lesson and I hope you keep making great games!

Tried it on my phone and it runs flawlessly from the browser.

I love the background music, and the game mechanic keep me playing for a while!

I may suggest a little upgrade for phone users: To make an optional one-hand control style for big phones. Moving the controls to one side of the screen to let players control the game with one thumb or without having to strech it a lot.

It's a nice game, congrats!

Thank you for all your compliments, we tried to pay attention to all the little details that could make a more unique game <3

As for the theme, we apologise for not expressing it a bit better. From our side we thought of doing a literal interpretation of it, as we represented the accelerator as a loop that had to be broken to release the particle. We made a mistake when we described it as a "slingshot" and not a "sling (weapon)" as English is not our first language, and that may have made our explanation not very clear.

We hope we could express it a bit better whit this message!

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Thanks a lot for your thoughtful reply!

This project teached us that a good tutorial can change the point of view from players a lot. We are definetly adding some indicators in the future, and maybe some surprises like buildings, obstacles and as you propose, location specific messages. We decided to keep it as it is now to not overscope the project and make it fit in this 10 days, but all of your comments are filling us with energy and strenght to continue it and make it a bit bigger <3


Glad you liked it! Hehehe the easter egg it's a reference for a popular pop-punk band's song too.

I think it's a very good idea to implement that in the furute, it may help players more than our idea of the blue rings. Maybe mixing both...

Thanks a lot for your feedback!

Thanks a lot for your review!

We understand that our literal interpretation of the theme may not fit everyone's point of view. We responded to Kobato Games with a drawing of what we interpret as the loop that the player has to break. Maybe with that explanation the theme is more understandable.

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You are completely right on the tutorial reviews, we learnt that we should make a more "learn" oriented tutorial so the player can try until getting a good feeling.

For the position: We tried to make a phisics based game, so we used the circular speed of a particle in a loop movement. When the loop gets broken or cut, the particle gets launched with the direction of the tangent of the circle it was describing, with the same linear speed it had inside of it.

Something like this:

Just think of it like a toy car spining in a circular track that gets broken, and the car gets launched straight forward.

Thanks a lot for your review! This feedback means a lot to us.

Thank you so much!

We will definetly add something like that to future updates :D

I did get the basic mechanics of identifying which player is currently on the level, but I don't quite get how can I input my guess. I would like to play again knowing this so I can enjoy it a bit more.

Graphics are cool! They feel smooth and colorful.

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It's a very nice concept, I hope you update the game after the jam to bring us some more content!

The UI did not escale properly in my browser, but that didn't keep me from enjoying the game.

Good job!

I like the disturbing atmosphere that its created using those colors and clock-ticking sound. And I also like the robot's voice, it fits very well.

I got a bit dissapointed on the last part because I was expecting something to happen in the first minute exploding bullets, untill I gave up  to see what happens. Couldn't find how to break the loop yet, but it must be somewhere arround there.

I think you can achieve great things with this project, it is a good begining!

Its a cool game!

I had a bit of trouble changin tools as my hand went directly to the toolbar to click them, and I did not get that "breaking the loop" feeling. Maybe If the tools were given in a slot machine or you could see them in a roulette it would just suffice.

On the other hand, I like the puzzle style and the huge quantity of tiny cone people that appear on screen.

 Very nice work!

Well I know you said not to, but I tried it anyway.

You got a 3d game, nice camera controls, and managed to create a room loop. Thats way more than I could do months ago!

You can be proud of what you achieved, don't let yourself down. This is a solid base for a future project.

I like the approach to the theme you picked here. I think it has potential to be a little puzzle game. If you would like to take some ideas: you could add some more pieces of information to gather, "locked" doors or pathways or items to collect, that can only be reachable once you get information from other previously played cycles.

I really loved the tweak on the music once the loop goes on, very well executed!

Thank you so much for your review!

The issue you are mentioning might be due to a lack of explanation/guide from our part: Its the main characteristic of the game. It uses the tangential speed of an object cycling in a loop, as a slingshot. As the target gets progressively further away, you need to accumulate more speed, and the launching point gets more difficult to pick. We made a devlog explaining the creation of that mechanic if you would like to read it too :D

As for the theme, we aimed for a more literal approach: We have a loop and we break it.(Maybe we need more than an explosion to represent that...)

Thank you for playing, and we hope you had fun with the game as we had with yours!

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I like the control feeling, and  the use of the background color to indicate the difficulty of the level.

(Also played utill I could no-hit the game :D)

It's a nice work!

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I love when breaking the game becomes part of the game itself. At first I got a bit confused, but then I understood what had to be done to pass the most glitched stage (I first went though the roof way and got stuck).

I like the cliffhanger, are you planning to expand it to a 3d game? That would be SO nice.

I feel this game has a lot of potential to be more than a jam game.

It is engaging, sticks to the theme and the idea is clean and very well executed. I miss some QoL features, as numbers under the health and attack piles, or disabling dice clicking when you still have things to buy or to select in the right menu.

Congrats, its a very nice work!

(Just so you know, I came back to play it 3 times already, I'm excited to see the future of this game!)

Found the game quite challenging, but I think its the level of difficulty you can expect from a game like this. Music, colors and patterns fit perfectly.

Good work!

I think you got the comment on the wrong submission hahaha

Simple and clean, its relaxing to play and easy to understand. It feels more like a little experience than a game.

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Fast and cool, a bit sussy enemies, and an incredible good taste on colors and lights. I don't really feel the sensation of a loop in any way, but apart from that the game feels incredible.

I liked the game!

I had fun playing arround with jumps and walls, and found some secrets arround (found out that you can "fly" if you spam jump on certain walls), and the running part surprised me in a good way.

My friend had trouble winning againist the final boss and asked me to try it... FIRST TRYYY! I would suggest to add some "pushing" out of the enemies heads to avoid "damage boost".

I like the mixture between the combat and the puzzle kind of thing. I felt it to be a bit punishing to have so tiny health bar in comparison with the time you have to spend on the level and the damage enemies deal. Its also punishing that if you loose a box you have to let yourself be killed to restar the level. I believe whit a bit of tweaking this game could be more fun. Keep up the hard work!