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Xaozz

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A member registered Feb 13, 2019 · View creator page →

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The game fits the theme really well and I enjoyed playing it! I don't even have any recommendations on what could be improved; good job :D

A really solid entry!

The only suggestion I have would be to make it so that the timer starts ticking when the player first starts to move around (not sooner) because you also added instructions that need to be read at first.

But other than that, I really liked everything about the game: the music, the sound effects, the idea itself was great.

Awesome idea, I really like the game concept. Precise jumps are a bit difficult to plan when having to switch dimensions mid-air but I think that is intended and I'd probably get better at jumping over time.

But maybe you could throttle the horizontal speed of the player a bit while in air? That would make the jump a tad easier and a bit more realistic.

The music and sound effects are so refreshing casual I love it :)

Hey, thanks for your feedback!

I know there's plenty of open ideas for the spider/drone but time in a jam is my greatest enemy.

Right before the last door you can actually see this really narrow tunnel where only the drone fits through. The player does not fit through there. I made this place too high up for the player so that it's clear that the drone needs to go to the other side of the door in order to open it.

My honest feedback: The audio fits the game well and I think the kind of game you chose to create fits the theme of the game jam well. But when there's light, there's also shadow.

I can't really understand what the purpose of the ship is, it seems to me like it is just following the anchor that can be controlled with the direction keys. I had to read the comments to find out what the numbers on the asteroids actually mean, at first I thought they were the amount of points I'd get for collection. Why is the ship so hard to control in contrast to the anchor?

But I'm  glad the ship shoots automatically.

Hey thank you for your feedback! I'm glad you liked the majority of the game :)

Up until yesterday, I honestly didn't realize that coyote time was a thing. Now I'm probably no longer allowed to make changes to my jam entry but I implemented the feature in my Godot project and jumping around feels so much more responsive now, so thanks for the cool advice! I don't intend to add variable jump height though because the idea was that some platforms would be unreachable for the player while they can clearly see a crate that the drone could go get for them.

The drone does have only one HP, it is supposed to die as soon as it touches an enemy in case it didn't start an attack prior. But I have to admit that something about the attack responsiveness feels off.

I definitely prefer controllers and literally the only games I feel comfortable playing with a keyboard are the "Commander Keen" ones lol. I'll see what I can change about the controls :)