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A member registered Jul 25, 2025 · View creator page →

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Excellent concept and execution. I would absolutely love an expanded version of this game (more levels, more novelites/novelknights). Very cool!

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I really wanted to like this game but it was one of those things where I really lost enjoyment after so many tries. The hitbox is just a little too unforgiving. I get that its by design but the game crossed into 'wasting my time' kind of gaming.  Also the music is way too loud with no way to adjust. With that said, the game concept as a whole is really good and cute graphics to boot.

As others mentioned, a counter would've been useful. Doom token was pretty hard to use/time. But this was a really cool idea and the graphics are top notch. I would love to see a longer/fleshed out version of this.

I need a bigger room, just like in real life. Genius concept and good execution. I'd never been so frustrated mistyping "chattini" before.

I totally dig the idea, but it feels a touch undercooked. I do get where you were going though, and I would love to see this concept really fleshed out. Like as of now, losing time just causes a reset, but nothing really is at stake, nor is there real motivation to collect the clocks; I'm interested what you had in mind.  Either way this was a solid build that I did enjoy. The Kronii sprite animation is silk.

This game is adorable and very well done. I like how the tasks change just enough to keep it from being repetitive. The inbox jokes were perfect.

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I will accept fault for the insta-deaths. I failed to implement i-frames that were sorely needed.  The way it's suppose to work is that if you take damage again while still under "Danger" on your health, you die regardless of health left. Problem is, for beam weapons if you didn't leave the hitbox before the next frame, it registers another hit. So hence beams can literally instakill in two frames when I didn't intend it to. This doesn't happen to regular bullets since bullets self-remove right after dealing damage. Sadly I only figured this out AFTER the grace period.

The blank spots before the bosses were meant for a little "Warning: Anomaly incoming" graphic thing that I had planned, but didn't get to implement on time, among many other things.

Thank you for checking the game out though!

Actually  it's the lack of pause options. It's that I couldn't tell how loud the game was on start and I couldn't pause and adjust it after starting the game.  Again, just a nitpick, the only actual 'problem' I encountered while playing.

Let's say it this way: I'm mad I played this game for free.

Cute little flying game, I feel like the punch could've had a deeper hitarea (being a split second too slow negates using it), but it works overall.

Well put together and very challenging, definitely had me keep going back.  I will say though Dash being where the cursor is kinda tripped me up a lot, but it's not dealbreaking. Biggest nitpick is the main volume, of all things. And the Kronie picking up the powerup you bought, beautiful.

Competent shooter platformer. The bosses definitely aren't pushovers. Well done!

Putting Dig mouse click WITH direction is a seriously horrible flaw. Multiple times I would dig down because my cursor was just a pixel too low (despite holding Left/Right) and softlock myself. I wanted to really like this game but the ability to lose tons of progress because of a cursor slip is not forgivable. The art style is very good though.

Honestly not bad for a first platformer, great excuse for the dialogue. Like the others mentioned, the floatiness doesn't help, but I managed to clear the game nonetheless. I will say, the 'running ramp jump' could make for a good mechanic with some tweaking. Something to think about if you choose to continue this project.

Nice proof of concept, physics are on the wonky side but I managed to beat both levels. Art style is already great.

Despite the rough implementation, the art and humor shines. I would love a full version of this.

Neat Hades-like, it kept me persisting. Everyone else mentioned my nitpicks already though.

I dig the concept, execution is a bit rough but I get what you were going for. My biggest complaint would be the maps get so big you waste more time walking than fighting.

Yeah I went with old school shooter rules for this game in particular, I figure the health bar instead of instant death would've been a decent compromise; with that said I might add more health and/or health pickups.

Thanks and congrats! I messed up the game time calculator but didn't notice it until after the grace period, so your actual game time is probably about 1/4 of that. Happy the bosses didn't come across as dull!

I'm not gonna lie to you, the Browser version was basically an afterthought, I added it during the grace period just to increase accessibility (glad I did, there was another Godot bug I didn't know about before). I use Brave for my dev accounts so I didn't even notice the CTRL+W problem. I'll likely rebind Special to F when the jam ends. Thanks for checking it out!

On Keyboard, both left and right CTRL and Shift work, so you can two hand it, if that helps. Honestly the smart move would've been to tie regular firing to special weapon recharge, but I didn't think of that until now. Given me lots to rethink, thank you!

Thank you! Yeah, I spent most of my time trying to make the levels actually playable/interesting, but I still ended up cutting all the story content (dialogue, cutscenes, etc.)

I never knew a spot the difference game could have such grave stakes.  Love that some of the differences are crazy subtle. I'll probably be able to draw the rooms by memory at some point.

Game was weirdly buggy but I get the idea. The art and writing are what really make this game.  I would love to see the complete version one day.

Frustrating at first but I got the hang of it.  I like that it requires a bit more planning/forethought, that you really have to start building later units for when the difficulty ramps up.

Concept is actually really cool, the whole alternate map thing makes for good puzzles. Implementation is rough I'll admit but I would definitely play a fully cooked version.

Very well done runner, even for just 1 level. Had me keeping trying and trying. 

I will guess this is your first jump into game dev? It's a good effort! Functional platforming and an interesting gimmick. Hope you pick up on this later on. 

Ran into the same distortion bug, but overall I really like. I felt the same tension from the original Observation Duty, so mission accomplished.

Neat Hades-like but with Biboo. Just a single stage but the idea works.

It took several attempts to get the hang of the mechanics but I eventually got it. That first pit really is unforgiving, especially in Hard mode. With that said I did enjoy it. So many Pebbles lost to the waters... :stack:

Neat idea, very Defender-like. I dig  the pixel art.

Love the concept, definitely needs polish but I would play a finished version again. Art direction does put it together.

Fun game, challenging enough to be annoying (in a good way). Feel like the bats are hard to see on my monitor but that's a nitpick.

Very fun Wario Ware-like, the typing twist makes it interesting.  Love the sprite work. The Driving minigame is the absolute worst though.

Definitely just a proof of concept, but I like the idea. I wanted to solve it despite the many soft lock parts.