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YamiGeist_PB

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A member registered Mar 07, 2019 · View creator page →

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As there's no server or what so ever I felt like sharing progress over here :D

2 days of jam, NO AI at all.  Also, everything is from scratch from the jam's day one.

Yeah I work like a machine. It's like this for now...

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Thanks for playing! Glad you like it!

 Yeah, once the countdown shows up, you are caught... That was literally me in doubt of the gamedesign choice after having some coffee after midnight lol So I didn't remove it nor let the player escape.

I tried to enter it and it says it's invalid...

Boring. You pass through 3 sections the scenery is the same. The jump stops once you release the button which is completely odd. And there's no acceleration for the main character so even a small hit on the WASD will make you walk too much. 

Graphics were ok.

Audio was repetitive.

Gave up on first puzzle. Not worth at all.

Not fun at all. Sorry.

Ok. Yeah it seem the wrong audience. We've assumed the fact our game is experimental and not for every player at all. Some will like it, love it and some won't. And that's normal. :D

Thanks for playing! Glad you like it! 

We actually thought it was unnecessary to consider CPU power of the NES as the game was made with Godot and making it limited would hinder our gamedesign idea. We trying our best for resolution/pixel perfect and graphics/colors though.

Yeah, the yellow aura is definitely OP.

If they flickered when there were a lot on screen that would conflict with their death animation, in which they flick and split in half, but I get what you mean.

Thanks for playing! And thanks for the feedback!!

We've designed it to feel like NES in graphics and resolution, not CPU hardware power at all, which we didn't think it was necessary. 

The auras are like that on purpose too. The game was designed with the intention to make the player get 'wrong' auras on purpose to force a different strategy. xD

Nice game idea! I liked the digging mechanic + ladder. It was simple but it works very well with the gamedesign. I only thought the upgrades were a bit expensive.

Surprised to see an RPG in the jam! Nice!

Nice! I liked the track changes.

Thanks for playing! Glad you liked it! 

Graphics were good and NES-feel was also good!

The audio could be a lot better. And the gameplay felt it needed a bit of polishment. Specifically on the screen transitions as they felt slower than expected.

The tutorial part was nice! But I felt unmotivated by the lack of a banger soundtrack/proper chiptunes unfortunately.

Rapid fire no GB so se eu reduzisse a velocidade de tiro. Porque tem limite de projeteis na tela, se voce testar com um botao turbo vai atingir o limite e vai dar nisso de ficar sem atirar por um tempo.

I can't seem to find in GB Studio 4.2 the option to enable actor gravity as it seems to be bound only to the player. Was this plugin able to turn gravity on to enemies/actors too aside from the player before?

Wow I loved this "8 bit EP" vibe!

- GAME FEEL: Starts slow, but gets faster once you get the upgrades, playing with the gun with high attack ratio is satisfying! The small time stop effect/feel when killing an enemy is also nice. 🟢

- FUN & CHALLENGES: Offers a good challenge, I couldn't finish it if there's a proper ending, but I defeated the first mage boss. For a jam game it is great. 🟢

- STORY/IDEA: It's great that it has a story! And it's even better because you mixed it with the gamedesign + theme. ⭐

- MUSIC/SFX: The title/menu theme is ok. But feels a bit lacking on the music side. The SFX were good/ok. ⚪

- GRAPHICS / ART STYLE: Enemy colors are distinctive, once you see its color you know what is coming and its pattern, which is nice. Art style is consistent. ⭐


(there were a few things to fix maybe: there were some invincible enemies out there, I don't know if they were intended or not.)

(when you get an upgrade you move the character while choosing the upgrade and you can take damage this automatic movement happens)

I thought of adding vikings, aliens and robots first on the first day. The tower defense idea came in a second brainstorming session on the first day of the jam also. Yeah. I spent about 11 hours at it during the first day. I wanted to also add ninjas but time was short.

I tried my best on these 3 days! Now I'm sick :(  (I'm serious hahaha) But I had lots of fun creating the pixel art and game too.

Thanks!

It isn't fun, bad presentation, couldn't even learn how to play properly and got a Game over / Try again scene. 

Best part are the graphics and they aren't good either.

I've played a second time and got to the music game.

Gamedesign-wise it doesn't make sense. You gotta use MOUSE for getting the bullets, then you switch to ARROWS for the music minigame? I would rather discard one of those and focus on only one :D

Seriously? LMAO

The game's flow work very well alternating from combat to shop. I got to round 11 and gave up because the difficulty got stale there. Overall good game. My favorite part was buying the charms + rerolls. Maybe having more charm rarities could work well too.

I liked the premise, the title and the base game loop. There could've been a bit more polishment on some details, like when the mobs that follow you get all around you and the player's hurt box bugs and you can't even move. I liked the powerups, the explosive shot upon error is good and the walking revolver was nice too.

Score: 5700. Nice role reversal, it was quite funny. The art and presentation is good.  However, I believe that if you raise the enemy HP a bit and increase the player shoot frequency it would be more satisfying.

I liked the part where you load the bullets, it's a really nice touch that changed the gameplay pace and focus for the better instead of a regular duel.

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Interesting take on the chess concept and horse movement + timer. I've found it quite fun!

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Thanks! I really enjoyed creating the story art and lore.

Thanks!!

Thanks!

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I've fixed this already for the next version. I just can't upload it right now because of the voting period... Thanks for the feedback!

Thanks! I'm happy that you liked it! I'm trying to play more of the jam games too, I just need to go faster, because my current pace of ~4 or 5 games per day won't let me finish all of it.

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Very good! Beaten all of the levels here. The Reindeer was harder than the last one though. 

It was the most engaging game I've played until now from the jam, it's quite solid.

I'd only put the time score after you complete a level on top of a gray/black rectangle so it would be more noticeable, since I only saw my time score on the last level. 

Also I didn't pay much attention to this detail, but I do believe the music stopped looping at some point, I'm not 100% sure though.

I'd recommend adding a "X" input to the right mouse button so we mark where there shouldn't be squares. It would help a lot.

Overall awesome game! Picross is always nice to have.

I know this bug, this is already fixed in the next version that I'll be uploading after the rating period.

Thanks! Yeah, I tried not to add anxiety inducing mechanics/features like timers or such so it stayed in the "cozy" theme.

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Beaten. With more polish you can achieve a nice puzzle/challenge game. The mechanic where you jump on the head of the other snowmen is quite simple but works nicely.

I'd recommend setting the music to loop correctly later and maybe adding new backgrounds or more shades to the sprites, because the colors were very bright.


The gameplay based on the goggle reflection is creative but the collision hitbox didn't feel alright for me somehow.

Getting to higher speeds was satisfying.

The spin effect on camera is nice.

The slides were a bit long. I got to the middle of the second stage and fell... I couldn't continue or restart the level (black screen).

I think it would've been nice to focus on making only 1 slide with more SFX, VFX and maybe more colors. The chicken thing being the same color as the rocks is kinda confusing at the beginning but I got used to it.

The story sequences were nice.

The bear was named Kibo as in "Kibou" from Japanese right? That means "hope" and it's a nice detail!

Glad you like it! I actually made it in GBC style, using the GBC color palette, as it would be if it was a GBC game basically.