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Xychara

31
Posts
5
Followers
2
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A member registered Jul 01, 2020 · View creator page →

Creator of

Recent community posts

This is awesome! The art, the music, the effects, the story - its all amazing! I can't wait to see what will happen in Act II. 

Let me know your best time! Any ideas/criticism would be appreciated as well.

Holy cow the UI is so clean! I love how the background music has a drum roll too - it totally fits with the tanks theme! And the idea of having to choose between different strengths and weaknesses is such a good one, and you implemented it so well!

I really like your idea for this game, how there's different mini games but they have some commonalities between them so that it's pretty easy to understand how to do different things! And the art was really well done - I love the different inanimate object-characters!

I really like the animation style! The art are so well drawn, and the minigames are easy to understand and pretty fun! The sound effects are awesome as well! 

Awesome game! The art and music go really well together, and the going undercover mechanic is really interesting! The UI is really good lookin too! It's cool that the tutorial is done while following the game's aesthetic, but it never tells you how to do melee attacks or that you can go under cover near cars, which would have been good to know. The bullets are a little hard to see too, and it would have been nice to have some kind of visible blockade stopping you from exiting somewhere until you cleared all the enemies there rather than just an invisible wall, but other than those things, it's really well done, and lots of fun! I really like the faced paced nature of it and how you tied in the cover mechanic to give players a bit of a break.

I'm glad you enjoyed it! I'm not really planning on messing with it much, I might reorder the levels or something real quick though. I feel like making a totally different game would help improve my skills more than sticking to this one, if that makes any sense.  Thanks for playing!

Cool idea! The animation and the music really go well together - the animation style is so cool, it has almost like a Legend of Bum-bo kind of paper feel, and the music feels really magical, like a techno-wizard kind of thing! I enjoyed the gameplay, but the boss felt a little too powerful, with it following you around at your movement speed or faster, and being able to attack while moving sometimes. (Also, a small bug - after dying to the boss, my character disaspeared and my health went negative, and I had to leave the game to restart) I really like the idea of switching between and blending different spellmods though - that could be a really cool concept for a dungeon crawler or roguelike even!

First of all, I really like how you implemented "two worlds" mechanic, it feels very nice and not out of place at all. The environment of this game is so beautifully done, and I especially love the sign posts and how they change over time. The message you are sending is really powerful, and the game does an amazing job of conveying that message without making it overpowering - its a part of the game, it gives it meaning, but it's not overwhelming, and the game itself is fun too. Amazing job!

I love how the music changes depending on your situation! And the switching between characters idea is so cool for a stealth game - I really found the bird, salamander, and lizard really usefull. However, I didn't really understand the usefullness of knocking, or distracting robots with the Porcupine's quills. The art is really well done, and I especially love the effect when you switch between characters and the animation for the lizard's camoflague ability. It was a little annoying that you didn't get your health back when you went back to your last save, so I was stuck with 1 health after the first level, but it was a really cool idea, and really well executed too!

The asthetics, the sounds, the gameplay are all really well done! Some checkpoints would be nice :) lots of fun to play though! Well done!

That was so cool! I love the idea of switching between two worlds, as many other jammers used, but in a puzzle game environment rather than a platformer one! The asthetic was so cool too - I love the grayed out edges of the screen. I agree with Mom0, some indication in the background or on the board of the current color would be nice, but other than that really well done! 

Awesome game! It was really fun, and very cute too. I love all the copyright evasion :). I'm not sure if the greyed-out options were supposed to be unlocked in some way I missed, or if they are still in development, but I really enjoyed having my decisions make such an impact on the story! The characters are really flushed out, and I could definitely empathize with them. he only issue I had with the game was the color of the text - black text on a black background, as well as yellow text on a white background was a little difficult to read. Otherwise, amazing job!

Huh...It seems to be working in the Windows and WebGL versions... are you trying it on Mac?

Yea, we really messed up the difficulty curve, thanks for letting me know. I'm glad you enjoyed it!

I love the art style! The gameplay was really fun as well, I like how you made grabbing certain coins optional as a little additional challenge. One thing though - it's a little annoying to wait 10 seconds or so before you can click x to play again after dying. Other than that, I really enjoyed playing! The main mechanic and characters are so well tuned!

Nice game! I really enjoyed the trial-and-error type of thing, but I'd be curious what might happen if certain things stayed constant between levels, and you could use knowledge gained from previous levels to help you in future ones? Also - one bug - if you click dump while holding the pipette, the pipette teleports to the middle of the screen but doesn't drop, so its offset from the mouse. Maybe if you continue working on this, you could just make the cursor a pipette instead, and then you wouldn't have to worry about picking it up and putting it back down? Anyway, I loved how you made it a mix between a chemistry experiment and a logic puzzle - I'm really curious just how complex it could get! And having to find something to combine with explodium is such a genius goal to have in every puzzle! It's like I'm defusing a bomb, but without the time pressure :)

I really like the animations, the hint text, and how you challenged the player based around the main mechanic! It was nice, challenging, and with just enough open-ness that it feels like you could get really good (speedrun??).  The one thing that bugged me throughout my playthrough was the camera - it was really often difficult to tell what was above/below/beside you. As in, when you are going right, most of what you see is to the left, so you can be really easily surprised, and when you switch to the opposite gravity, your character is at the very top of the screen, so you can't tell what your going to land on. The first few levels were small enough that this didn't matter, but in the last 2 it was a little frustrating at times. Other than that though, the art and gameplay was really fun to play and look at!

First of all, I love the game! I think the tutorial works pretty well, especially because it allows you to try out the main mechanic with no penalties to get a grasp of how it works. It would, however, be a little helpful if the tutorial gave an example, or maybe had the manager show Guy how it works so you don't exactly have to figure it out for yourself based on the instructions. I think the changes in the info available definitely make the game more fun, but the speed increases seem a little excessive, and make it a little stressful  - maybe make them more gradual? (or maybe I'm just bad at the game). Either way, at least the first time you play, it's really hard to understand whats going on when the info available changes (and to read all the hint text) so it might be better if the hint text was put in the tutorial as a "if it breaks" kinda thing. Overall though, I really loved this game, it seems like it could be a really fun IOS or Android app!

I love the main mechanic, and how you made it so that platforms are both obstacles and tools to lead you to victory! All the sound effects and animations are so cute too! I really like the last level as well, since you totally redefined the usefulness of the leaves! This reminded me of that dual purpose mechanics video on Downwell :). Although I do really like the pacing, and how its so relaxing, I wanted to recommend maybe just an option to speed up season transitions, and the transition for beating a level? I was just thinking that later levels, when you have who knows how many leaves, the season transition might get a little annoying. Either way, this is so awesome, great job all around.

I'm so sorry, I'm not sure why that's happening. If you wouldn't mind, was it the WASD or arrow keys that did not work?

Awesome game! The storyline was really well done, and I love how you got to know each customer and connect with them! And the ending was amazing! I love how it connected back to the beginning of the game! The art was beautiful, and I really liked the small choices and interactions you could do - the only things I'd say is that more interaction/choices would be nice, but with the limited time it makes sense that you could only put in so many choices, and other than the grandma the other real world parts didn't seem like they had much to do with the main story - though I'm sure they would if you had more time. And the shaking animations and facial expressions were so well done! Make more please! :)

Game Title/URL: https://xychara.itch.io/the-last-postman

Pitch/Information: A 2D, top down, turn based puzzler about taking control of your allies and enemies.

I'd like feedback on: Pretty much anything, especially gameplay, fun factor, art, music, and UI.  

Please be harsh/brutally honest :) Thanks for playing and I hope you enjoy!

Awesome game! I love the variety of upgrades, and how the tooltips tell you what they do! It was lots of fun to play!

(1 edit)

Really awesome! I love the idea, and the execution of it is awesome! I found the controls difficult to get used to, but the game was super engaging  with the speedrun factor - enough even that with just one level that I think i played it for almost two hours :). I only got my time down to 34 seconds though, I've got no idea how you managed 31.

Also, I found the jump a little strange, it felt like there wasn't really much arc to it. Lastly, I would recommend not making one button do two totally different things - namely dashing and activating switches. I want to hold down dash, but can't because of that.

This is such an amazing idea! I love how the time pressure forces you to choose between reading and clicking randomly - while allowing for a little memory challenge too! The only thing I would say to improve - some sound effects to give you a feel for the situation without having to read all the text would be nice, just as an alternative to reading all the text, or maybe some incentive to read the text (and not click randomly?). Other than that, I absolutely loved playing this!

Its so soothing and satisfying! Its so relaxing, even when you loose :) (I love the sizzle sound when you get hurt) And the opening sequence that leads into the game is so smooth!

So cute! And its so relaxing and satisfying!

This is such an awesome idea! I love how switching between different characters affects both the environment and  how you interact with it! 

I love the artstyle! And the background is amazing!

I'm totally new to this, so ignore me if I'm missing something obvious, but 

  • it seemed like enemies de-spawned a little before the camera moved by them 
  • Also it feels a little restrictive to not have any platforms that I can jump through from underneath

The enemies and environment are so cool though!

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This is so cool! I've never played one of these games, and I really like the whole set up!

The only 2 issues I had were that - 

  • for some reason the gift menu and stats stayed open even when I left the location
  • and I did get an error:

```
I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/travel.rpy", line 30, in script
    menu:
TypeError: list indices must be integers, not unicode

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/travel.rpy", line 30, in script
    menu:
  File "C:\Users\zachg\Downloads\MyArcadia-1.0-pc\MyArcadia-1.0-pc\renpy\ast.py", line 1631, in execute
    next_node(self.items[choice][2][0])
TypeError: list indices must be integers, not unicode

Windows-8-6.2.9200
Ren'Py 7.3.5.606
My Arcadia 1.0
Sun Jul 19 01:11:04 2020
```

I'm definitely gonna check this out later though! This is so awesome!