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Vital Laįnlětal

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A member registered Jun 29, 2024 · View creator page →

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The controls are hard to get a hang off, that made the experience hilarious for me (I may have thrown some snakes off-screen at godspeed XD). The concept and ambiance are peak, and the upgrade system hooked me up for a way longer time than I care to admit.

And honestly, what I could call a downside in other games, like the overly stretchy snakes and the short music loop, actually build up in the not-so-serious theme, so all upsides AFAIC~

Great work, thanks for making this entry! :D

Walking on the stone was a bit counter-intuitive at first but weirdly satisfying, that’s now my favorite mode of transportation!

I had to cut my run short because the first encounter with the lava geysers threw me and the boulder off-screen, and I guess I’m falling for eternity now (an out-of-bounds kill zone or a restart button would have been helpful here). But I’ll come back later, I want to see what more there is to this game, good work!

That was a fun experiment, though I admit the part I liked the more was pouring the initial drink. I would have loved if it happened between each round, like, you can adjust your stats, heal a bit, and prep up for stronger opponents.

Or, I admit that I didn’t think about the fact I could just go on the first playthrough haha, that’s a nice “easter egg” (though it would be great if breaking an addiction would be that simple).

That’s a good idea, I would love to see more like this!

On the plus side, I like how the player needs to plan ahead, sometime skipping days to have the right type of seed/wait for a tree to grow, and make compromises based on how much time is left. Overall the game is still very rough; the physics are a bit finicky, the controls may be frustrating at times (like how the horizontal speed is capped when holding a diagonal), and there’s not much to play with. But I can see a full game with this base idea, with different levels, more types of seeds that you can pick/unlock, and other things. Keep up the good work! :D

It feels like a 3D twist on Super Hexagon, and definitely a good one! If I continue the parallel, I wouldn’t mind the speed going way up way faster, and the cursor could move more quickly for more a nervous gameplay. Dying and retrying is part of the fun in this kind of mastery game. :)

Good job on this entry, and damn good job on the journal in the game description, that’s a very interesting insight in your process!

Aw thanks! Very glad you liked the idea, I hope we find the energy to come back to it later and improve it further 💪

The game would probably have been better with a tutorial yes. Maybe even just a picture somewhere before the first fight to explain the basics. 🥲

In any case thanks for playing and for the kind message <3

Oooh that’s definitely a bug alright haha, good catch! The inventory was implemented very last minute, it’s honestly a miracle it works at all, but I didn’t expect actions to be able to stack either! Thanks for the report 🫡

And also thanks for the praise, we loved working on that game and your feedback is much appreciated! <3

Wow thanks for the high praise, it means a lot! <3

Oh definitely seeing the upcoming enemy would have been great! We designed a screen to do just that, but it was squeezed due to time constraints.

However we did discuss whether to show the enemy’s program. We elected not to do so with the idea that the player would have to learn the attack pattern, but that means you go blind the first time you face any enemy. Thanks for this feedback, that’ll be valuable if we end up continuing this game after the jam! (not a guarantee, but I would love to aaaaaa)

Aaaaw thanks! We did have fun designing it, happy to hear you liked it <3

Definitely a tutorial is a must for this kind of game, we completely missed that.

Thanks for taking the time to figure it out despite that, and very glad you enjoyed it! <3

Thank you for playing! We may try to expand on the idea after the jam, though we did say that for the three previous jams too and never did, so no promise~

Thanks, glad you liked the music, we are really proud of them <3

Little trivia about the control: originally the player had to move in rhythm, just like the enemies. But, it was finicky at best, and made a bug where you can step on the same tile as the enemy extremely frequent. (And no, the bug isn’t fixed, it’s just harder to do on accident TuT)

Anyway, thanks for the praise <3

Thanks, glad you liked it!

Funny thing is, we ended up with a Necrodancer auto-battle really late in the jam, that wasn’t the original plan at all! XD

Thanks for playing and the nice comment, glad you liked our idea. :3

Our musician is elated you liked the music! <3 Ow yes putting all actions in inventory is something we didn’t guard against. It was implemented last minute and is reaaaally buggy. Thanks for the feedback, we’ll be sure to improve that if we continue working on this game! :D

Thanks a lot! We tried to go for a balanced experience, but with the little time we had it erred on the hard side (at least for some enemies). Glad you enjoyed it despite the difficulty :)

Thanks for the praise, glad you liked it! :D

Short and sweet little puzzle game, I like the trope of the robot that just wants to destroy itself. And this absurd humor hits just right for me~

The platforming is smooth and snappy, the visual effects give great visual feedback (though the jump cloud is maybe a bit much), I had a good time playing it. Good work!

Really cool art! The aesthetic works very well and helps important elements to pop up, so that’s extra readable, and my tired eyes like it~

The layer transitions is a bit abrupt, I went right into the first enemy I encountered while it was switching. That’s pure bad luck though, I’ll get back later to try and beat the whole game, nice work :)

Woooo I love this kind of time shenanigans! I spent a lot of time trying to perfect the hard mode. It’s easy enough to make all the tasks but I can’t for the life of me not let one of the bois explode with the steering and all.

I would love to see more of this kind of puzzles with different setups, if you ever plan on continuing at some point. But for this game jam, that’s a very good entry, congrats!

That’s a good idea, nice to work on the ability to memorize and reproduce rhythms! I feel there should be a limit on the number of times you can repeat the beat. Being able to just replay it any number of times trivialize the exercise IMO (but then it’s on the player too not to optimize away the fun :P).

I did have a bug at the… 4th level I think? Where the music was validated, but didn’t move to the next level, and I had to quit the game.

It’s a very addictive game, and surprisingly well balanced! Some move seem overpowered at first, but the number and speed of enemies force to actually make some planning to get past the 10th level.

The music and enemies do get a bit repetitive, and generally speaking it feels like the game lacks some polish, but that’s expected in a game jam. It’s already impressive to have implemented all those different moves! :)

In summary, good variety in the actions, good visual and audio feedback, that’s a solid base! Congrats~

I like the idea, though I think the whole game would benefit from being a little faster (walking, gravity, and the angry spirit) to raise the challenge.

The inside of the ruins are a bit bland, but I did like the transition to outside at the end, that was a very cute ending~

Very clever concept, melikey~

I didn’t go far yet, but I’ll definitely come back later to try and beat the whole game! The art is minimalist but not simplistic, it does work well to keep one’s focus on solving the puzzles.

The sound effect of opening/closing drawers and doors is however too repetitive for me. It would have been strange not to have sound effects at all, but with all the back-and-forth, it becomes tiresome.

So yes, good entry, congrats!

Very cool entry! I played before reading the description to be as unbiased as possible, so I had a “woah” moment when I realized that I did in fact had to dig to the stars. That was like getting pancakes in bed, so very enjoyable yes!

I feel the character is a bit slow (… now that I think about it, is it what the foot upgrade improves? That would explain it, I didn’t buy a single one haha), and it can be frustrating not to be able to dig directly above.

But all in all great work, there is a nice ambiance, a bit of lore sprinkled above simple but effective graphics! Thanks for this experience, it was a great 20 minutes. :)

That’s a hard game alright. I made just a little over 300 on my first try, and did improve afterwards but still, I’m far from the 1125 mentioned in the description. Having your own attacks looping back to you is a good twist, it gives an incentive to be mindful of the debris we put on orbit; and it’s been the reason for my downfall each time.

Other than that, that’s a nice way to implement the theme. Looping around the planet does add some challenge: yes you can see everything at a glance (which you wouldn’t in a linear lane-switching game), but you need to keep track of everything and act accordingly at an increasingly fast pace.

I think you planned to implement rogue-lite elements (upgrades in a shop, different routes, etc), and I’m all for it! If I had to suggest something, it’d be to let the resolution of the game fit the screen: I have one small monitor where the game doesn’t fit, and a large one that leaves a lot of default gray space on the sides.

All in all a solid contribution for a single person team!

For the controls I think that’s a mistake on our part, we did all the playtesting with controllers and added keyboard controls towards the end. We knew it worked, but they are ridiculously harder. Something we’ll have to think about earlier in our mext games!

And we are definitely lacking on the readability when the mazes grow larger. Maybe we should add a big, obnoxious arrow that points to the exit and the spider when the level starts? And probably have mlre contrasts too.

In any case thanks for reviewing and commenting on our game, we really appreciate that! 💃

We thought of having a time limit at first (like “1 minute to solve as much levels as possible”, but we dropped the idea for a speedrun approach. But yeah I agree, the gameplay becomes stale quickly; honestly we probably liked the idea because we could compete together for the best score! :P

(Btw the original vision was to implement a kind of daily challenge with an online leaderboard, but that was waaaay too ambitious for us in this time frame!)

Also great remark about the control scheme, I didn’t think of it but it does make sense. It sounds like a fun problem to tackle too!

Oh! And I forgot: thanks for showing your appreciation and your constructive feedback! ♥

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That’s a lot of compliments, thanks a lot! Happy you think so highly of our entry, that’s very encouraging and very appreciated ♥

Okay I didn’t expect to be moved and yet here I am. That’s a sad, yet beautiful story you tell with this game, and that’s a great change of pace between two speed-based games I test for this jam!

The visuals are stunning, the ambience is on-point; the characters have enough depth that I got attached to them remarkably quickly. Congratulations on making this amazing submission! 💃

I see what you mean. It comes back to what some other commenters suggested, i.e. raising the difficulty with new mechanics (tiles that slow/block progression, hazards/upgrades, etc.) rather than just bigger mazes. Heck, I wonder if even just adding some interactive decors could make it more interesting!

Anyway, thanks for the praise and the feedback! ❤

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Thanks for the praise! And yeah, the original idea to integrate the theme was not the 1-second glance, though it did come before we decided to have the spider navigate the maze. :D

I’m very glad you liked the way we handled wall climbing, I was afraid it would not click with players. The way it works is pretty simple: the character considers everything to be a floor (floor_max_angle = PI), and set up its up_direction to the floor normal, so the “gravity” actively pushes the spider against any surface that is a few pixels away. :)
Oh and the collision box had to be a perfect circle for the character, otherwise it was just detaching on steep angles.

Thanks a lot for your feedback, it’s greatly appreciated!

We were thinking of adding slippery tiles that you can’t climb or make you fall when upside down, but seeing we didn’t have the time, we scrapped the idea. Spider webs are a good suggestion, moving/falling blocks too! I’ll take notes and try it if we end up revisiting the game. 👀

Thanks, glad you liked the game! I was afraid the difficulty towards the last levels was too low/too high (and still am tbh), it’s nice to get opinions on that matter so we can do better next time~ 💪

Hey that’s a solid time!
Glad you liked our little jumpy spidey ❤

Thanks for the praise!

I agree that the gameplay loop becomes stale quite quickly. We had some ideas on how to make it more interesting, but didn’t get around them in time. Maybe for a later update if we continue working on it!

Surprisingly fun and addictive! Pushing the one-tap game genre to include a whole complex move set was a darn good idea, that’s refreshing!

I’m on Linux, so I used the very VERY speedy HTML version, that was still ridiculously cool to play. I’ll try again at normal speed as soon as I get my hands on a Windows PC!