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WigHz

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A member registered Nov 29, 2021 · View creator page →

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Anyone by chance know this fellow?

Maybe you had accumulated lots of these speed boost coins? Not sure!

I did just realize that we should have tried to visualize that effect somewhere where the eyes actually are while playing... Like an aura or something. Oh well.

Hmm, I just walked from camp fire to camp fire and started wondering after about 6 of them wherein the game lies.

Nice athmopshere, I wasn almost waiting for like a Slenderman jump scare after a while :)

I really liked the climb-up-on-platform-after-jump! 

Satisfying animations and such overall. 

I think the deceleration in combination with 1-tile wide platforms was just too punishing. 

Also, I had no chance when I came into the room with 10 cannons or something shooting all over the place :)

Very cool esthetics in this game! Sadly it suffers from:

1. No checkpoints (as far as I played)

2. No grace period after leaving a platform, where as a platformer should allow the player to jump maybe 0.1s after losing contact with ground.

3. No comeback mechanism if I missed 1 single jump

4. The jump curve felt very fast and punishing, especially as it seems to be the main mechanism of the game.

The idea, graphics and audio were all nice, so if you get into the habit of implementing grace period and other platformer necessities you will become a great game designer!

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Wow, cool entry! Very nice graphics and music.

I liked the random-attack. Very handy for finding ships! It would have been nice if the sunk ships were revealed!

I guess the enemy AI mostly randomized its shots? I think it might be hard to do anything else without making the game pretty punishing :) Starting over would have been a bit frustrating in this game I suspect. Did finish it without dying, so that was nice. Very ambitious project of yours, congratulations on finishing it with style!

Haha, one thing. The hand clicking the tiles, I think it should have had an offset or been more pointy. It was kind of easy to misclick with it! :)

Congratulations on your first jam game, awesome!

The control was a bit tricky I have to admit. There is this game dev phenomenon where you get used to something and forgot all about getting used to it :D Then others come along having a hard time getting used to it. 

I didn't get all the way, but had some fun running around and jumping. Nice that the world reacts when I bump into stuff too. 

Good job finishing a game like this! :)

Oh I got some great Darkest Dungeon chills! 

Hehe, my company got lured into the woods and eaten/disappeared. But I still bought them food for a good 200 :D

The gameplay was a bit slow.

Veeeery impressed with the graphics and atmosphere!

Impressive work! Lots of drawing and composing in a week! :)

I got a bit curious about the endings and played two of them. Unfortunately, I don't feel that the mechanics are fast and fun enough to try and catch them all. But I really wonder about the purple building :)

Cool entry! Good job!

hehe, there is a setting for disabling the music warping 😂

It’s real, alright!

Glad you had some fun with it!

About the slow-motion, we use the Engine.time_scale based on distance to a threat. I don't really have any fresh references to bullet time, so I'm not sure what we are compared with :)

Gorgeous world, really nice animations, SFX and music! 

Controls and camera did give me some trouble. Looking up was a bit awkward and the top-down view was a bit confusing. In a shrine, if I walked and just touched a wall I got stopped/stuck. 

Shrines could have had more interesting puzzles I think. It feels like the shrines were meant to be the meat of the game, so to speak! 

All in all, incredible achievement in only 9 days. Wow!

Hehe, thanks for playing. It got very stressful towards the end of that jam, so the final room got quite anticlimactic. No way to buy a picture implemented 🙄

This is very very good stuff. Thanks so much for putting it out there!

Sounds like controls that would work fine, maybe dash on rmb and attack on lmb.

I don't remember how Hades does it without controller, but they use lots of autoaim with controller. Would probably have made keyboard only controls feel a bit better in this game! It was down prioritized though 😬

There is something that I don't understand about canvas layers. The "hud" is in another layer which seems to scale differently than the game. So it is bugged sadly. 

Hahaha, yes the range and speed upgrades could really escalate!
And yes, the boss got a bit bullet hell inspired :)
Glad you had some fun playing it, and thanks alot for the kind words!

Yes I agree! I was so close to implementing a full screen red radial gradient, but stuff got in the way! :S

Thanks for those kind words! I do like the little bass lick I managed to play there :D

Oh, tell me more about key mechanic!

Yes, especially some of the first rooms I made felt a bit too small. Agree.

Thanks for the kind words!

I could have sworn the skeleton murdered me after I killed it!
And I also can swear that I have that bug in my own game too :D

It was maybe a bit too hard not to take damage!

Nice little game, would have loved some music and SFX.

Enjoyed it very much. So satisfying to make a stack of towers and drag around, firing at everything :D

I think maybe it could have become more difficult faster. 

Some SFX would have made the actions of the game more juicy and even more satisfying.

Quite original game, and with some more recipes and increasing difficulty I could play it for a long time!

Argh, 69.88s. It got stressful quite fast in a lovely way where I didn't have time to collect the rewards anymore.
A bit rounder edges on the pizza would have been nice, I got stuck on it quite a bit!

I had fun playing though, nice idea and execution :)

Oh wow what an ambitious game!

Love the sword attack vfx and the visuals in general. The blood spatter of the goblins sort of blinded me, but cool Valheim-ish style! :)

Very impressive that you guys got it all together in this short time. 

What happened to the protagonist's nose? :D

A few thought that came to me while playing:

The tutorial was a bit overwhelming but informative. There was often an infobox when aiming at things. Maybe zipline and such could have had that too to make the tutorial a bit shorter...? Idk! 
When there is no wave ongoing, some more chill music would have been nice while prepping for next wave!
The process of building was a bit tedious. Maybe the shop could have been available at all times instead of going up the tower, going down to the ground and repeat :)
The waves took quite a long time to reach the tower, maybe I should have built towers much farther away from the main tower, but it looks like they can spawn pretty much everywhere, so maybe there should have been more like labyrinths they have to walk through, to be able to defend just a few lanes?

Very cool submission!

Yeah, I would have loved to put more effort into the design so that runs could be more distinctly different from one another.
I guess that is what makes roguelikes bearable at all?

I know I had trouble with fullscreen and canvas layer for ui disappearing. I didn't have time to investigate, and just disabled fullscreen option. But maybe your UI disappeared like that. Otherwise you should see an instruction when standing close to the door 🙂

Oh really, going up to the north wall and pressing "Enter" does not let you continue?
Browser? Screenshot? :S

Eh, yeah. That is probably very true :S
20 levels with 8 rooms and 3 enemy types sounds too long indeed.
Glad you made it to the end though! :)

Oh wow, thank you for all those kind words! 

It does feel a bit unfair when beating enemies, like they somehow manages to cause damage even after death? I suspect some bug there :S

Hehe, the boss, yeah I created him earlier today and was unsure of how hard he should be. I managed to beat him after I uploaded, but it is so easy to become blind to the difficulty during development.

Cool game! I always find it fascinating when you people come up with game ideas that I would never come up with!

It was a bit hard to understand the rules of the game. I thought a 04 on enemy territory must be enemy trying to fool us, but I was incorrect there for instance. 

The dead time between transmissions was a bit long. Not sure how to design around that dilemma though!

Not sure the on/off switch for the radio did any good. I missed a transmission because I thought the radio was on day2 :)

Nice looks and audio, and to me it was quite original. Well done!

Haha, den där busken alltså. Står där på kullen och skrattar åt mig på sitt nästan vanliga vis!

Bra art direction, tycker så fort jag provat generera något så blir det helt random stil. Nåt betalverktyg?

Tycker det var svårt det här! Läste lite i min kära "book of lenses" om att förr i tiden så var i princip möjlighetsrymden oändlig i spelen, typ som här. Bara fantasin sätter stopp för vad man kan prova skriva. Men sen när rörlig bild blev hett så smalnade möjlighetsrymden ner ordentligt. Jag kan inte hantera möjligheterna :D

Nämen fint spel, lite nyfiken på vad du hade för struktur. Är det nån sorts graf?

Åh tack! Vet inte hur mycket det blev, kanske 3h per dag i snitt. Var med från start den här gången! 

Kul, jag minns inte exakt hur det var, men jag har för mig att man hade någon karta med bara fiender, och kanske att man fritog fångar som orkerna hade i nåt fängelse? Det blev ju inte direkt minsta möjliga scope, eehm. Men! Motståndarna fick inget basbygge i alla fall, för det kändes som ett kaninhål. 

Hm, jag har bara normalt wide, och körde mest windowed när jag speltestade. Ibland gör man något dåligt i början av ett jam som man sedan spenderar resten av utvecklingstiden med att vänja sig med, sen blir det värsta kallduschen för dom som testar spelet sen :)

Fössta tossdan i mass?
Jag fattar inte riktigt hur man spelar. Är man den svarta rutan?

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Vilka fina spel!
Trevlig ljussättning, bra musik. Sköna 8-bitarsvibbar.
Hoppet i platformern var lite väl kort/linjärt för min smak, gillade känslan i styrningen bättre i allergi-spelet.

Kul att det nästan kändes som en roguelite metavärld i affären. Gillart!

Riktigt fint jobbat med detta bidrag, även om slutbossen inte hanns med!

Argh, jag sitter fast! Om du har någon ledtråd kanske jag kan komma vidare.

Har bara hittat kompassen...

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Very nice music in this one!

What made this hard for me was the controls. They had to be read outside of the game and memorized. It felt like some of them were maybe not even needed. Was there a situation where you even wanted to put an item down? I could have just picked up the eye of the beholder and have it with me until delivered?
Also, the zones where the controls worked, like picking up the eye and returning into the space ship was very very precise.
For some reason the arrows turned the spaceship very fast. I had a similar problem in another game. Maybe it's something with my setup causing it, because it was hardly possible to control it even.

It felt like I just kept having the same quest all the time, i collected 2 eyes and then got owned on a planet, looking for a third. Were there others too?

Cool entry, a bit different take on the roguelike genre! Loved the particles by the way

This was a nice roguelike! 
I got super owned by the exit, a hint about [E] would have helped a lot, it was not even clear to me that that was the exit.

The holiness was unclear to me too, I only got the unfulfilled ending, not sure what happened.

Nice juiciness with controls and some camera action when firing arrows. Good job with this entry!

Nice game!

I recognize some of my art style here, I've made an uglier low poly skeleton and similar walls for an attempted horror game. I think it looks very nice! Floor was also cool.

Nice that you made "combo" fighting, or what it's called. When there is a series of attacks like that.

The fighting got a bit repetitive, and also the difficulty of the rooms felt quite arbitrary. One thing I felt is that after opening a chest and accepting its content, the game got MUCH harder, because all of a sudden I could not efficiently dodge the incoming attacks that were no problem before :D

But balancing in game jams is quite hopeless. There is always other stuff to do towards the end, so balancing gets neglected. A good thing with being a team is that a person (Freakclub) can be appointed doing balancing a few hours last day :D

Very cool entry, I liked it! Well done!

Thanks for those kind words! Fun you noticed some of those details. After searching for the door the larger part of the development time I made it always spawn north 😆

Maybe the icon is a bit too dark?