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TheFinnigan

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A member registered Aug 08, 2019 · View creator page →

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This was a really fun game, the controls were tight, and the idea of your most powerful weapon limiting your space was very smart. I also really appreciate the addition of a volume slider. A shame that so few people have rated it so far.

I did find that while the camera zooming out when you're moving faster helped, that meant that if you weren't moving at top speed you really couldn't see anything coming. This does motivate the player to stay at high speed, which is fun, but just feels really bad any time you slow down even a little. I think zooming out the low speed camera would help a lot.

Some kind of audio/visual feedback on damage would help (besides the red circle changing), as it can be hard to tell when you take damage. Also it would be nice for your selected sub-weapon to remain the same between runs, instead of needing to click it again.

A fun game once you figure out that you can charge the attack, I really liked the audio design. If the game was longer it would be cool to see battles against multiple opponents at once. Btw, if you get into a battle right after a warp, you'll be forced to go back after finishing it.

This was a really cool game, one of the best I've played so far, and I only have two critiques. One is that if you have to restart frequently, the music restarting as well can get really annoying as you hear the same notes over and over. The other is a visual indicator that shows where the player will go after launching (like a curved/dotted line the width of the player) would help a lot, as I often had to restart because I'd slightly clip an edge that I thought I'd miss.

This was extremely good once I was able to properly play it, but I spent around an hour wandering the first section, as the audio seemed to get stuck on the delivery point and I couldn't manage to navigate the loop points to it. I even partially decompiled the game and found your tilemap that shows where they are, and only barely managed to stumble into the right path after trying a ton of times. After that I managed to get through the rest quite easily using that tilemap, because I had spent so long at that point I didn't want to bother making my own. This leads me to my suggestions/criticisms:

  • The sprint speed should be the default one, or move the sprint button to shift, as holding ctrl hurts your finger after a while.
  • There should be some kind of built in mapping feature, footprints that you leave as you walk, or at the very least a compass to help get your bearings (The instruction to go north only made sense because I had the tilemap).
  • I think a better way of doing the first section where you follow audio would be to have the audio player on a path that it moves along as you get near it, instead of jumping to set points. I found that even if I could tell exactly where the audio was I would often be on the other side of a wall from it, then have to find another way around (Granted it would be a bit more complicated due to the teleports).

I was promised a 4D Hyper Torus, but this is only a plebian ordinary torus!

Jokes aside, this is a solid gimmicky platformer that was fun to play, although the physics can be quite janky at times.

Extremely creative concept, I don't know if  it was intentional, but the login screens fading in/out looked glitchy and was excruciatingly slow, making it hard to tell if things were working. Also somehow I duplicated the music for a bit, until alt-tabbing removed it. With a bit more polish I think it would be extremely good, although the jank does make it feel more realistic lol.

A simple but fun platformer, the timer feels mostly trivial on all but the last two levels, and while the rooms do reset at the end of it, it ends up feeling like a standard death timer rather than anything to do with a "loop". The art was nice though, and I appreciate it having some amount of story (uncommon in jams it seems).

(Also if you try to climb a ladder while pressing against a wall, the hitbox size difference destroys your ears lol)

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A very unique concept, but with only rudimentary knowledge of circuitry I had to figure out the solutions mostly through trial-and-error, so a description of each component would help a lot.

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I wanted to try it, but unfortunately unless you select a specific option Godot games need both the .exe and .pck files in order to run, and only the .exe is downloadable.

Try and contact the organizers to see if they'll allow you to edit your submission to include it (ideally with both in a zip file), I had something similar on a previous jam and it really sucks when it happens. :(

Simple but enjoyable puzzles executed well, my only critique would be to have objects stick more to moving platforms so they don't bounce or slide off.

An good concept, but it could do with some intangibility on respawn so the previous selves actually follow their paths instead of colliding and getting desynced (and so that you don't get stuck on them).

These problems were all described in the description, unfortunately the fixes weren't able to get into the finished build in time.