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tevvven

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A member registered Oct 08, 2022 · View creator page →

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Finally beaten the remaining levels. This is a really solid entry!

The intertwined tidbits of story inside the levels are a great touch to the overall experience, as well as the overall console-themed style.

I really enjoyed this overall. The artstyle and music is great and complements the gameplay well.

Some of the powerups I haven't yet figured a good use for like for better sliding, since I only ever use the slide when using shortcuts. I'm also not sure if the game over screen ever showed me any other metric for how far I've actually gotten aside from the types of rooms visited  in the run (that is in endless mode).

I think adding some feature to reverse mutation progress would make the endless mode a lot more interesting (and actually endless in theory) as you could stack powerups for longer and I would've loved to know how that would've affected my controls and overall gameplay.

One of my favorite entries thus far!

I like the vision behind this, though thus far as you said, it doesn't seem quite balanced yet. I think I got the idea behind some of the powerups, but an explanation on what each does would be helpful if you decide to continue working on this project.

Solid entry!

First of all, the music is phenomenal!!! Menu theme has a nice moody feel to it, the arena one is a bit more energetic, it turned out great! The direction of the graphics and artstyle I liked too.

The gameplay and the combat unfortunately felt a bit frustrating as the melee attacks didn't feel very responsive (it wasn't easy to tell when I did land a hit aside from the number showing up) and getting the trident back from hit enemies felt difficult too perhaps due to the hitboxes. I generally liked the approach with having both a melee and ranged attack and they felt balanced damage-wise, but it was hard to make progress once enemies started to gang up on you. Thus I couldn't get a good glimpse of the powerups offered.

Still a solid entry!

This game has all the gameplay and logic to make for a great twin-stick shooter or survivors-like. It only needs a little polish on the assets, other than that I enjoyed it. Nice one!

Selling prices for plants are determined by its respective strain. The one you grew was simply not profitable and the idea was to use crossbreeding and mutation to grow a more profitable one. Unfortunately I didn't have enough time in the tutorial to make it more interactive and in-depth to explain this better xD

As for the bindings, it simply felt sufficient as every tool had just one use.

Thanks for playing!

Had to use the web build since I'm on linux. Couldn't get past the syringe part sadly. Nice visual style otherwise!

Good effort for a first jam submission. The tidbits of worldbuilding were a nice touch.

Beautiful scenery, great platformer design with the grappling hook and the centipede keeping me on my toes adds just the right amount of tension for me to pull me in! I'd love to see this fleshed out as a longer game!

haven't tried wine directly but am running it via the itch app on mint and it works just fine

Very creative entry. I love the inclusion of modern societal/political themes in the form of a Plague Inc. style simulation/idle game and the way you pulled it off.

I wish I could've played for longer but after a couple mintues of playing I was starting to experience lag spikes at regular intervals. I'm guessing this was due to the math involved with all the simulation going on in the background as increasing the time-scale would increase the lag.

Also the gameplay loop might need a little tweaking as it seems to currently rely on me constantly buying cores in order to scam as many people as possible in rich countries in order to bribe politicians in poorer countries to boost my infection counter. And having to go into the menu to buy a new core every time gets a little tedious after a while. But maybe there were other gameplay elements I haven't considered yet, not sure.

Nevertheless a really solid entry!

Thanks for the review! The branches I made by having a single log segment spawn copies of itself as a child scene. Apply this procedure recursively with decreasing scale and randomized rotation and that's about it. The growing animation was done with tweens and coroutines interlaced in the code.

Really solid entry! I wished there were a bit more levels at the end as most of them felt more like a tutorial (which is still a great addition on its own to slowly lead players into how the game works) than actually brainbusting puzzles. That is except for the last one that I couldn't fully master xD. Is it possible to beat in under seven days?

Though I didn't immediately guess how to properly play the game or how the controls work, I really like the concept. It coud lay a great foundation for a rewarding idle-game of some kind.

Hey, thanks for the review! Performance should be fine as the tree unloads the regions that the player isn't currently inside of. I did tweak controls a lot throughout development but didn't land at any conclusive point where I was fully satisfied with how they felt. Can you maybe tell what in particular felt hard to predict about controls?

Yeah, tape progress was intended. I think it allows for a more flexible playstyle. Yeah I think I only encountered out-of-bounds spawners like once during my playtests. xD But will be fixed!

Thanks for playing!

The game sort of just ends after ten rooms, although I'm not sure if the last one is even beatable. Yeah good point about the door, I wanted to add a sound effect or sth but alas, time ran out! xD Thanks for playing!

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Maybe that's why some devs include arachnophobia settings in their games xD. Thanks for trying though! Idk if you've left a rating but feel free to leave one based on your current impression , it'd help a lot! ^^

I somehow forgot about adding a reticle but yea, I fully agree. For many of the environmental assets I just ran some pbr material textures through a tool called SLK_img2pixel to give em that psx look, it's really easy to generate great looking assets fast that way.

Thanks for the review!

Getting the armor every second turn seems to have worked well as well as pincing when the enemy is camouflaged. Art is great looking!

https://emrane.itch.io/roach-reaper

I'd love to hear your opinion on my arena fps. I didn't end up including everything I wanted in time but am quite happy with the result overall.

Will give Chrysalis a try!

I liked it overall. Shooting was a bit difficult as the aim was slightly off-center and the crosshair was blocking the vision a bit too. The variety in environments was quite nice, as was the bossfight. A pause menu as well as adjustable window size would've been nice as I wasn't able to change my settings mid-game.

Got to level 10 which seemed like the last as it didn't go further up, though still challenging enough to make me lose points more steadily. I love the integration of powerups as special characters, makes for a very seamless experience imo. Great entry!

Great game! The only thing I felt was missing to really draw the player in was a bit of audio/sfx. The graphics are really pretty, were the assets handdrawn?

Yea more enemy variety had been planned for sure, and it's really easy to implement too. But alas, time ran out xD

Thanks for the review!

lol git gud

Thanks for the feedback! I had a similar experience with the cracks and instead relied on spotting where the roaches appear to find them, but perhaps I'll add a better indicator to improve game flow.

I always like seeing ideas around collecting being explored in games, like animal crossing: large variety of collectables with unique quirks, progress tracking, random trivia on the side, etc. Great entry!

I was expecting some kind of anomaly detection game with a focus on observation, but a version with puzzles/riddles like you did was quite fun to play too. Visually it looks really polished!

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Games that put a focus on studying its contents to thrive in it, be it roguelikes, soulslikes or any other genre have always felt especially rewarding to me, so I really enjoyed this entry for its focus on studying the fight as you mentioned in the game description, I think you pulled it off nicely. Art and audio compliment the gameplay well too.

Error: Couldn't load project data at path ".". Is the .pck file missing?

I think this can be fixed (at least for the linux build) by selecting Embed PCK in the export settings.

It took me a bit to figure out turret placement, and spamming those seems to have worked well. But melee combat seems to work in my disadvantage and doesn't feel quite responsive or satisfying to play. Music and sound design were quite nice as were the QTEs. 

Yea I agree, it's still a bit messy, I did the audio cue for taking damage literally in the last hour before submissions closed. xD
Thanks for the feedback!

This reminded me of one of those mini-games that they'd bundle with the mario ds games where you have to tap on the right character head. Nice entry!

It appears you got lucky, I got stuck at [6,-5] haha

Am in love with the style. Phenomenal art, music and writing. As was already pointed out, resource management felt a bit too easy, but other than that I really enjoyed it. Amazing work!

Nice game, made it to the end! It would help if the game told you in some way that crates can be put into elevators too, otherwise the puzzles were fun.

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Good thing I had a controller lying around, though it plays nicely on keyboard as well. It reminded me of A Difficult Game About Climbing. I could totally see this in VR too!

Thanks! Haha yeah, they were cookin with those backgrounds, they all look super pretty!

Love the concept, the art, the social media-themed rating system! One of my favorites so far!