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TwoWolvesInside

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A member registered Jul 06, 2023 · View creator page →

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I played both versions (including the one with ghosts). When driving fast, I often fell off the track and flips over. Additionally, sometimes the camera was able to go underground.

It's a shame that there was a bug with ghosts, because without them, power-ups don't really matter.

I think that with a few improvements (better grip and more varied obstacles), this game could be really fun to play.

I really liked the fact that it was a one-button game.

Simple, enjoyable, with good sounds, allowing you to relax.

Finally, I found a game concept based on music. I really liked the game. What I didn't like was the small number of songs, as I would have liked to play longer.

From time to time, I mess up the combo because I wanted to change direction on the half beat. 

I liked the idea of the shop mechanics for Minesweeper.

However, I would like to see a few more options to choose from. Maybe an extra life, a one-time use per level to check if there is a bomb in a given field, or other options that would help deal with 50/50 scenarios. I only bought the map and the radio, so I don't know what other items can be purchased in the game.

The first time I hit a bomb, I jumped because the sound was definitely too loud for me.

It would be nice if the grass in the background was slightly darker than the board so that it would be easy to distinguish the board from the background.

I remember that there were mainly two pixel-perfect jumps. One of them was at the very beginning (jump number 7 counting from the start). In the third level, this jump changed into a moving platform, which I found easier. It is possible that the problem was that this jump was impossible to perform if you did not have a good running start. 

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Thanks for the kind words on behalf of myself and PaperTuna.

When it comes to the boss arena, I was aware that it was “hidden” and wanted to somehow indicate to the player which direction to go, but I didn't manage to do it in time (you can see that the islands are terribly empty, which I was going to change :P). In fact, the arena being so low was a quick solution to prevent the player from escaping it (but the truth is that I should have set it up so that the arena was visible when leaving the church, with a jump down to the arena from the side).

As for the music, these were the first songs ever created using DAW (professional music creation tools instead of the simple “press blocks” like BeepBox) by PaperTuna. I think it turned out great.

I liked the concept of ghosts repeating your movements, but I reached level 40 and I don't remember there being even close to 40 ghosts. In addition, the ability to quickly kill ghosts meant that they weren't much of a problem. Maybe if the ghosts appeared at specific intervals and were immortal, it would make for a more interesting game.

As for upgrades, I think I would prefer them to improve the stats of specific skills rather than give one-time skills. I felt that choosing the life upgrade twice was better than choosing a one-time skill.

As for the graphics (I don't know if you didn't have enough time or if you're not a graphic designer), you could have tried to make simple rotation animations and use more basic shapes (stars, diamonds, etc.).

To sum up, I liked the idea, but it needed some polishing.

I liked this simple platformer, but I wasn't a fan of pixel-perfect jumps. I liked bouncing off enemies. Maybe using flying enemies to bounce off to skip some platform jumps would be a cool idea.

I don't know what to think about the increasingly longer levels. Increasing the length of the level didn't give me the impression that the level was getting harder. Maybe shorter levels but more of them (introducing new mechanics) would be better.

i'm doing fine, thanks for asking :3

I tried my best to give Satan the most aura.

I had an endless number of ideas for player skills, weapons, and enemy attacks. Unfortunately, I didn't have an endless amount of time to implement them. 

At first, the player was supposed to get new skills after defeating a boss, such as double jump or wall jump. These skills would then be needed in subsequent battles.

I had to limit myself greatly because writing all the scripts, finding sounds and models (which I then had to texture) for the weapons took a lot of time to complete.

I tried my best, and I hope it was enjoyable enough to play.

I remember that it was said that sharing links to the game files in the comments is not allowed (probably so that people don't change the game after the game jam ends). But turning a blind eye to this rule, the game is simple and fun.

There should be more types of opponents (maybe one that walks but bounces off your loop?).

Unfortunately, mistakes happen, and it's sad that you forgot to send all the files.

A cool puzzle game. At first, it seemed a bit boring because the first levels (STA) only involved moving blocks to one possible place. In my opinion, this part should be shortened or made more challenging. But then the new puzzle style made the game much more interesting, especially when you had to use the previous mechanics. 

The end credits surprised me a little because the screen didn't move at all during the entire game up to that point.

A very cool tactical racing game. At times, I had trouble clicking on the field I wanted to go to (especially on the line above another snail). Other than that, it was fun to play.

There is no wall jump or wallrun in this game.
To get through the section with walls, you need to use a weapon that shoots spikes that stick into the wall. To get this weapon, you first need to obtain the first part of the chyrograph (in the church using a grenade launcher that you receive after defeating the boss once) and then defeat the boss again with first part of chyrograph. Unfortunately, I didn't have time to explain this section of the game in more detail.

I know what coyote frames are. They would definitely be a good addition, but I didn't think about it when I was quickly making the character controller..

There is no wall jump there.

To get through the section with walls, you need to use a weapon that shoots spikes that stick into the wall. To get this weapon, you first need to obtain the first part of the chyrograph (in the church using a grenade launcher that you receive after defeating the boss once) and then defeat the boss again with first part of chyrograph. Unfortunately, I didn't have time to explain this section of the game in more detail.

There is no wall jump there.

To get through the section with walls, you need to use a weapon that shoots spikes that stick into the wall. To get this weapon, you first need to obtain the first part of the chyrograph (in the church using a grenade launcher) and then defeat the boss again. Unfortunately, I didn't have time to explain this section of the game in more detail.

An amazing idea that I really liked.

Unfortunately, there are very few levels.

I liked the concept of looping to buy upgrades and become stronger and stronger, but the game was unfortunatelybroken for me.

Enemies did not attack me and could not be killed in some cases. In addition, the teleport did not work at various points, preventing me from continuing the game.

Thanks a lot for this comment. I didn't expect that someone would like my game so much. I will try to fix bugs and add some new things (including a save system). Unfortunately I can't say how much time it will take me because of my busy schedule.

Thanks for the comment. 

Actually, the speedup button was added at the end when I realized I wouldn't have time to balance the game. I was aware that the game was terribly slow so I tried to save the situation :D

Thanks for playing my game. I wanted to add a tutorial explaining the concept of colonizing planets and setting up transport routes between planets but unfortunately I ran out of time.

Thank you very much for the kind words. Unfortunately, I didn't have time to balance economy and find all the bugs (especially bug with discovering new planets). 

You can use Debug option (press ctrl+F10 or ctrl + F11) to get resources or discover more planet.

Thank you so much for the feedback. This was my first game jam I participated in and I had a lot of ideas to add to this game but had to abandon many of them to fit in 48 hours. I wanted to visualize the rooms along with the hero and all the active attributes and items he can get (44 in total) but didn't have time to do it. I will consider updating the game in my spare time.