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vgel - they/them

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A member registered Aug 31, 2018 · View creator page →

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Glad you liked it! I see the message as defining the parameters of the game, and the act as the actual input. Sort of like picking a level, and less like acting within the game system.

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Thanks! We based the game off a class we took on the development of the Abrahamic faiths  from 500BC to 500AD (though for the final game we tried to also pull in elements from other religious traditions), so while it wasn't made to be explicitly educational, a lot of that came through I think.

Thanks! Story generators are a lot of fun, and my teammate had a lot of fun writing all the text snippets.

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Cool idea! Definitely a lot of potential for more levels. A few minor issues -- "reset skill" in the tutorial room didn't work for me, "escape bar" instead of space bar -- but the core concept is really cool.

What might be interesting is if instead of just getting all the skills at the beginning, you get them one-at-a-time in an environment that's safe to try them and reset the level quickly. Like, the first level could just be totally clear, no skills needed. Then the next has a barrier in the middle, and you learn the jump skill needed to get over it. Then there's a couple levels testing out the jump skill, learning when you need to use it and when you can save it for later. Then, you learn dash in a similar way with a pit in the middle of the level. Then a few levels testing the combined potential of a jump and a dash. Rinse and repeat for as many skills as you want.

There's definitely a lot of potential here!

Glad you liked! Would definitely join your religion :^)

Thanks! Glad you liked it.

That's a good ending! Glad you had a good time :)

Glad you liked it! As a fellow history nerd, I'm glad it spoke to that :)

Thanks! Glad you liked it, and your game is pretty cool! Left a more in-depth review on your page.

I enjoyed this (though I suck at platformers so it was pretty hard). I was skeptical about the segmented-levels instead of just being endless, but it turned it more into a puzzle game about planning your moves instead of just a reaction-time based game -- though it still requires good execution. It'd be cool to expand on that element if y'all wanted to make a post-gamejam version. My only suggestion would be to maybe start the first platform of the new level in the same spot as the last one of the previous level -- to make the level transitions less jarring. That would give the best of both the endless and segmented-level worlds, IMO.

Also, the art is great!

I enjoyed this (though I suck at platformers so it was pretty hard). I was skeptical about the segmented-levels instead of just being endless, but it turned it more into a puzzle game about planning your moves instead of just a reaction-time based game -- though it still requires good execution. It'd be cool to expand on that element if y'all wanted to make a post-gamejam version. My only suggestion would be to maybe start the first platform of the new level in the same spot as the last one of the previous level -- to make the level transitions less jarring. That would give the best of both the endless and segmented-level worlds, IMO.

Also, the art is great!

Glad you liked it! Wonder who could have caused that plague ;)

Thanks! I can't help picking human sacrifice every time lol

Glad you liked it!

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It's possible for a sect to find the true path, but a bit difficult :)

Thank you!! Really glad that a dynamically generated story was able to have that effect :))

Glad you liked it!

Thanks! Our pixel artist is very talented :)

This is super cool! We had a lot of fun with it. The only improvements I would suggest are:

* not repeating the images, having them shuffled is cool but I'd rather it just stop after showing everything once

* if it had the name of the image under / showed up when you got close or something?

* some of the images were randomly upside-down for some reason?

But overall we had a ton of fun going back and seeing old pictures! The ghosts were super cute too :)

Thanks! Yeah the octopus level was tricky. If you want to give it another try, there's been various hints / spoilers for that level posted throughout the comments :)

Thanks! I agree an ingame note taking system / diary would be super useful. I'm working on a remake of sorts for this game and that's definitely going to be one of the things I implement.

Clever! I didn't think the gimmick would effect gameplay much at first but having to stop dodging to do damage actually changed my gameplay style a lot from how I would usually play these kinds of games. I think with more enemy types to more fully explore the concept this could be really good!

yeah my goal also is to be able to procedurally generate new grammars and form equivalent sentences between them and get to play with that aspect in a game :)



jigu was meant to be an adjective meaning 'up' in the same paradigm as bang/dang. you could probably analyze it as an adverb if you wanted though :)

thank you!! and thanks for playing it on stream :)) i was so invested in seeing you get to the end i cheered when you got the final puzzle :) i had a great time hanging out in the chat too, I'm really glad i found your stream!

I didn't think too much about the phonology. I'd say your interpretation was reasonably close to what I had in mind, except I imagined <q> as /kw/ (can't do the superscript here but labialized k) because english. i'd like to incorporate more phonology if I redid this concept, i was just worried in a 48hr jam it'd be hard to tune the difficulty of it so i just went the easy route and didn't implement e.g. sound changes.

if you're interested i actually put together a short inventory of themengi's lexicon and (very minimal) grammar, which i could send you if you want. it's like 20 words just about, most of them used in some way or another in the game. it's very far from a full conlang -- i've never made a conlang before and dont really know much about them beyond poking at sindarin a bit. i am a ling student, which helped, but i definitely want to learn more about conlanging if i was to redo this.

thanks! making you think about the language was my goal so i'm glad it worked for you :D

thank you! :)

im so sad i missed it! gonna have to watch the vod

thanks! an ingame notepad is actually a great idea, will definitely add that if i come back for a v2 :)

yeah definitely, if i was to revisit this game some more playtesting and better hinting for the puzzles would be the top thing to fix :)

Thanks! :D

Yeah I like those ideas, I think it would add a lot of depth to the game :) I would definitely play a future version if you added them!

I like the concept! I definitely think it could use a boost in speed for both the crowd and the character, and to have the character be a bit faster than the crowd so you could kite them and get big combos. I liked the music though, and I think with some polish it could be a really fun small game!

Fun idea! I like the concept of gradually unlocking more keys -- I think it may have been a bit more intuitive if it was tied to some specific ingame thing, like picking up an upgrade or something. I also couldn't figure out how to unlock the last few keys to stab the dragon without getting eaten first. I still liked it, though!

Definitely really hard, but a cool concept! I could only get a bit in before totally falling apart but for that little bit where I was able to predict the song I felt super accomplished. Good game!

Really fun! I really dig how making the manipulation tied to your character and having to juggle multiple blocks made the game feel much more frantic than tetris usually is. There were a few controls oddities, but it is a game jam game and they didn't get too in the way so it's NBD. Great job!

Cool concept, and great music! I think if there were multiple abilities that had different effectiveness on different types of enemies, and the abilities had cooldowns so you couldn't just spamclick, it would have a lot more strategic depth :)

I think the concept is pretty cool. I like text adventures, and the idea of stripping another genre down into a text adventure was definitely intriguing. That said, the RNG was incredibly frustrating to me to the point that it kind of ruined the experience of the game for me. I feel like while I might fail a lot in a Metroidvania, the failure is based on my own agency of e.g. lining a jump up right or not, and not just a random dice roll. I know there's a hidden skill system, but I didn't really feel the effects of it enough to make the random failure on e.g. the boss not so frustrating. I'm not sure if the formula could be reworked to not rely on RNG so much, it's possible this game just isn't for me, but it did kind of sour my experience with a game I otherwise liked the concept of a lot.

Cool idea! I really like the concept of trying to communicate in another language (my game has a similar concept so I'm kind of biased :p). I did feel like I kind of guessed my way through the game, like I'm not sure how I was supposed to figure out what straight limbs vs bent limbs and right vs left meant? I really like the concept though and I think an expanded version has a lot of potential!

Cool concept! I liked it a lot, but had a few issues:

* Since you can't rotate the camera (I think?), the parts in the beginning where you had to go behind the tall tower were very awkward.

* It was really hard to tell which side of my cube was the side the bullet would come out of, and even it I did lining it up was really hard. I think shooting in the direction of the mouse would have been better.

* If you die, it respawns you at the checkpoint with 10 shots, but when you reach a checkpoint it doesn't give you any if you have less, so you have to kill yourself.

Those are just some minor nitpicks though, I think with some polish this could be a really fun game!