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Xeight

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A member registered Feb 14, 2020 · View creator page →

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Thank you!

Thanks!

If we make a post-jam update I will probably make the command line transparent and change its keybind, or maybe make it more of a side panel. I really like the idea of shortcuts as well, so that is something to consider.

The visual bug you mentioned is already fixed in the newest version, but since the voting period is still ongoing it can’t be uploaded, so you gotta wait.

Thank you :>

The art was done by Ventura, and I think they did a great job!

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Typing commands out was the original idea, but without any autocomplete it would be very hard to convey what the player can use. Also I think selecting things the way it is now faster, although I do see the argument for inconvenience.

My original idea was for all commands to have a very niche purpose that you can combine together to get through the levels, but by far the greatest challenge was coming up with commands in the first place.

Also personally I would love to expand this into a full game if my teammates are on board.

Thanks for the feedback :3

https://itch.io/jam/patch-notes/rate/3881851

here is our game!

It was honestly kinda difficult to come up with the commands. They had to be something that you can use, but not something that you can abuse to get an instant win button. I wish I added more, but I think that there is a fine selection as is right now.

The idea is interesting, but I managed to find the solution in like 3 commands and the game was over. Would love to see this expanded upon with more steps perhaps?

Very interesting! I like how it looks like an old PS1 game with the absurd texture warping, but gameplay-wise it’s kinda lacking.

Couldn’t find where I need to go (if anywhere) and ended up doing 4 loops around the map. The ammo is scarce, and the scope not working properly is more of a nuissance than anything. The monster is also a bit of a pushover, you can just walk away from it, and that is without sprinting.

Interesting idea, but interacting with the “boss nanomachines” as I dubbed them isn’t very fun. Either you snipe them from a mile away or they blind you and it’s way too punishing on your view to the point that all you can do is just wait it out.

Also how much you can see directly depends on the screen size, so if you fullscreen you can see a lot more than if you just have the game in a window.

Super nice! Short, but very fun. Only complaint is that the sword sound effect is piercing my ears, but other than that the game is great!

A very interesting concept! Unfortunately I’m bad at puzzle games so I got stuck at level 3 :<

Was a bit confusing at first but I got the gist of it eventually

Funny idea, tho I managed to make the music not play by skipping dialogue a bit too fast

Hey, as I described in a comment above - I just want to perhaps consult some programmers to see if they could assist with helping me figure some things out. Basically they won’t be doing a job any more than someone on Stack Overflow would.

For coders I mostly would just like to ask for assistance on questions, not have them write major parts of the code

This sounds a bit confusing but basically - If I have a full team of 3, am I allowed to ask other people for assistance with things like programming, or playtesting?

thanks!

the original version was to have you gain between -15 and 5. shit made you lose too often, now i have to add actual slots so you can lose authentically 😞

This was pretty fun! Although most levels are very easy

rage game def

this belongs in a movie theatre

quite fun! it can be frustrating to have to reroll 10 times to get the needed number tho

damn, thankz!

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wow thanks for a long review.

i did very much tried to keep it stylistically simple. i always tried to somewhat execute a minimalistic style (you can really notice it in most of my other solo games), but this is the first time i would say i truly like the end result.

i honestly forgot about animations, i must say im also very much a fan of squishing.

i did want to add something like doors and buttons but decided not to spend the 5 hours i had on coding and implementing them. but hey, thats a cool idea.

im not so sure abour moving things since im mostly trying to keep things static across the stages so it gives the feeling of building up over time, but i also dont see anything that really conflicts with it, i will experiment.

honestly i really didnt expect such a warm reception for this project, since i am really dissatisfied with how it turned out overall. but i will probably continue working and try not to let it fall under my usual perfectionist burn out. and who knows maybe steam release one day haha (probably not, its not that original anyways).

he is such a picky eater he wont even let you try to feed him the wrong thing

i couldnt get past level 2 or 3 haha

that was sorta(?) the intention. i wanted to see if i can make gameplay with a floatier jump than usual.

yea i wish i made more mechanics.

yea i noticed that our games are literally the same concept. however i suck at making levels and was too lazy to add new mechanics. i honestly really want to update it after the jam i see potential in it. maybe i will change the jump as well, i just kinda gave up on it.

This is the only level (another game in this style) was def a subconcious inspiration

extremely wellpolished. cool to see a sort active tower defense game as well. wish you could look up the controls after the tutorial tho. also the shoot sound makes my head hurt :L

its very precise, but you very much can for all 3 walls, your mistake was making the wall triangles jumpable on

really short

i dont understand the correlation between moving and where you actually get, i can press W and move to the left one time and move up the other

the gameplay is confusing i didnt understand what to do so i beat the game another way.

speaking of, you can jump over the wall.

when i first witnessed the music slowing down as he gets pissed off it was so funny

the jump is floaty both because i was too lazy to make it less floaty but also to see if i can work with something like this from a gameplay standpoint. its totally fair you dont like it tho

thanks

ah, it makes a lot more sense in retrospect. i only read homestuck and later jailbreak a couple months ago.

this is… something