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Zetabite

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A member registered Dec 27, 2016 · View creator page →

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Good game, great even, excellent one might say. I enjoyed my 3 runs very much. I made it once to night 3. I am not quite clear how I can fix not being so jiggly in night 3, but it was fun while it lasted :D

I really love the graphics, the monsters sound low key unpleasant though.

This is addicting! I am so glad I made it in my second playthrough. I have no idea how you do the collision, but it just works. I am guessing that each time we start a little earlier than the past selves? In a future release you should change the player character. Anyways, very fun. I am also amazed by what 3D Godot can do.

Am I supposed to hear sounds?

Ok, i gotta say now, this game is so good. its addicting, although i think the balance drops towards machu pichu. the air ports are just way too small at that point. in a post jam version, should maybe level with time/size

Hey there. Thank you for fixing it that quickly! Plus point for explaining what was wrong.

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Feels pretty polished. The movement/hitboxes could be improved/balanced upon, as I failed several times due to either getting stuck, or hitting the enemy hitbox even though visually I didn't. I makes the game feel less responsive and takes some agency away from the player. The graphics are really well done and the level design great, although the initial level is way too big and having too many torches, which leads to this level getting unnecessarily long when you die at the second to last torch. Otherwise I really liked that we didn't have to restart the whole game when we failed once in a higher level. Also I am a sucker for light mechanics.

I advise you to properly add an explanation of the controls and mechanics at the top of the page. People barely read comments. I already left some notes of bugs on the game page. The fighting mechanic is a bit clunky and could need some love. The shop, without any explanation, is pretty overwhelming.

It is not clear how the detection mechanic actually works. Staying away from them altogether isn't an option. Also, do the guards actually do something, besides when you run into them? They seem to be wearing blinders. If all of that was more clear, you would have a nice game on your hand.

The one time somebody actually likes me at school

While I remember the premise of the game not making much sense to me, the gameplay is very intuitive. Although it's not all too hard to stay ahead of the game. Graphics are a bit too basic, or not stylized enough. The sound seems good.

Game broke around 34 friends, as they spilled outside the playable area.

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I am assuming it's called Dubin because of the kind of curves? The graphics really fit well. Also the system in place to move the vehicles mid flight is fun, when you get to grab the plane, which is sadly not reliable to do. I feel like the balancing is good. I think that not being able to properly grab the planes is a bug, which I would welcome if you would fix it, cause that's imo my only issue with the game, as it's otherwise pretty addicting.

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The idea is nice, but the technical execution, especially the balancing is lacking. Artifacts spawn in spaces where you can't get to them, and the amount of deliveries available vs the amount of artifacts needed doesn't work out, because more artifacts make you slower, while the enemies are already quite fast. A bit of slowing down enemies, while adding more deliveries available, would help the game.

I wanna end on some nice words though. The sound and the graphics are great, and the resulting atmosphere.

What could be improved is a game over/failure state, when either there isn't enough money to buy more resources from, or people being too pissed of to buy more.

I wish I didn't knew it is vibe coded. Also, I am pretty sure that the music wasn't in the original version, besides being actually terrible. The graphics are nice. Sadly the performance is a lack luster and I can't even play it properly on my actual gaming rig.

The game seems like a particle physics Spelunky or Steam World Dig, which I think is a nice idea, which I wish would have been executed bit more performant to be playable.

Instead of answering people personally what key to use for fighting, write the controls on the game page please.
The graphics a great, if you did them yourself, you did a great job. Gameplay is pretty lacking, once you got one, you saw pretty much all. Especially with the jumping being completely broken, either enabling you to double jump sometimes, to even not being able to jump at all. Please let me know what your vision was, cause I understand if things didn't make it into the final game due to lack of time.

Fun little game. Just needs a little polish, like fixing some sound clipping (try fading out end of sounds), fading out the default music when using the smiley stuff, stop the current smiley trip sound when another one starts. Those are all things post jam release tho ofc. It should be more obvious how you get stunned.

Otherwise a really fun game. The graphics are in my opinion right where they have to be, especially the pixelation look.

I really like the graphics. If you add sound at a future release, this would definitely improve the game a whole lot than it already is. Please add to your game description that you can change your energy distribution, as energy panel as word doesn't quite convey the info, otherwise later levels seem unsolvable and people may give up before trying tab. I also left some comments behind on bugs I've found.
Playing around with the energy level later on is really fun, though the enemies could be a bit harder, and the loot be more obvious how much space they take, though I guess this is due to lack of time during the jam. Still, I really like the world selection screen. 

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There is a bug where an enemy spawns at the position you return to when going back from the second zone of the forest world to the first. might be more, haven't played more at this point. There is also a weird graphical artifact/glitch on the top right of the second zone of the stone planet.

Thank you for the kind words. We were trying really hard making it fun while keeping the amount of cards a minimum, as more cards would mean more systems to implement

Have you tried playing with proton?

then what is the timer on the bottom right?

Thank you for this concise reply :D

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I do consider the window not resizing correctly as a bug, as it makes the game difficult to play. The grey loading screen should be described in the information, so people don't assume their game crashed.

Hey, add this information on the top of the page. Make it more comfortable for the user.

Please let us know is some way what assets you made, so we can appreciate the game properly. Though if I do recognize correctly, its real waterpainting, and if I assume correctly, it's probably the same person that did it for one of the games during the "snowballing" game jam, if so, happy to see you back. I really love seeing those unconvential methods in games, it shows an actual understanding of games as an art form. And in the case it's not the same person, the same appreciation goes back, even in case of it being just web and/or flipped assets. Nice btw.  I have one question tho, what the heck is up with that kid running in the background?
The character is way too slow even if them being slow is intentional. It takes too long to get to different content to look at. As QoL improvement, you should add an option to skip an item's collection, so waiting for the UI to finish is not adding more time to game already taking too much time to happen.
Pixel art assets are nice. The music is simple, but still having enough variation for the sound to not be too repetetive. 
Please add the easter egg in a post jam release, that you having santas cloth in inventory turning slowly to santa claus.

I am on linux, and i am not sure if the ear destruction hitting sound at the beginning is intended. If yes, please don't, if its a bug, fix it asap. 
The story is so corny, and stereotypical fantasy, i love it. I would let the narrator narrate this story any time. Person should consider voice acting, if not already doing. The story/cutscene art is great, which made the simpler enemy and player graphics ingame a bummer. But we have to remember that many games from a game jam stay behind the intended vision most of the time, so I have to cut you some slack.  I also really appreciate the audio design, with the exception of the before mentioned loud sound, but that may just be a bug. New enemy types come in way too late, unless you didn't manage to make more than 2 and size variants.  For balancing I would turn the stage timers lower, make the effects a bit stronger, while making enemies that stayed from the last (few) stage(s), much more of an issue, by either giving them speed or more strength, so you get punished for walking away. It still is a respectable game for all the reasons mentioned in favor of it. The meme reference alone is the kind of internet culture I love.

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What was the design choice making 1 volume up and 2 volume down? I don't think it's wrong, it's just very uncommon. Props for the non AI disclosure btw. It's a bummer that we currently have to rely on a, outside the game, manual, instead of integrating it directly into the game flow, though I am pretty sure you had this onto your to do. Although I have to admit, that is in spirit of games back in the day, especially flash games. And the music alone, which if I understand correctly is by you, it's really a great tune and baffling that you made this within this time frame! Same naturally goes to the graphic art. Even if I just finished the manual by the time of writing till here yet, I already consider this art. I really hope the gameplay follows  :)

Post play: Here we go. While i still had to cross reference the manual while playing, i had a lot of fun. Most of the mechanics are intuitive, the time enough to put one under pressure, without it making it too difficult to make a clean run. I really enjoyed the time. Also, the story, while it may fall out short, is enough to create a vibe, that really matches, and enriches the experience. And if all it takes is a small story, to do that, I am all here for it. Truth be told, personally for me, I thought that the swear words are a little too much, but I can't deny they also contribute to the vibe that makes this game special. A two sided blade. Still, considering all this, making this game in this short amount of time, you really delivered there! Can't wait to see more. And I apologize in advance if there is. See you next time!

I really hope the Uranus Spilhalle is just spiling all that cash on its customers. Its a neat little game, although really weird.  good weird.also seems you know jay personally.  only issue of the game is, that it gets old fast. I feel though I just might be missing some of the content like easter eggs, or combos. Besides that, I think the quick time event needs to be a bit harder. I want to close on a good word though. The art style is great and fits the game really well. Combined with the sound assets, the atmosphere i would expect from such a ranchy place that this spielo is. Whats the lore behind the red pentagram and uranus

I can tell you from playing myself, you do make damage, it takes a while though. If you combine spamming space and left click, you basically stun camp the Insects(/Skeletons?). If you get lucky, none of the bow people get close, or get close enough to be stunt with the melee people.

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I think its a bit too difficult, tho i do take into account that maybe because a feature didnt make it to release. I really appreaciate your ingame help ui. You might wanna put it on top of the page, most people would use the movement keys plus attack, as its standard, so emphasizing on a help interface would clarify way more. If you did the graphic assets yourself (i cant remember), you did a nice job, if not, you picked some neat assets. I might try to get to the final boss later.

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The score is intentional. You are not supposed to safe everyone, its the titanic afterall. The rest is all bugs that we would fix in a past jam release.

Tbf, you can reset the level/stage, but I felt that the around 10 snowballs limit is a bit meager, especially if you consider that the last stage is very big and hypothetical following stages could be even larger.

We explained why this is on topic. The accident escalates as the leaks will become larger and reopen faster as time goes on. And if you don't use the pumps properly, or even if you use them properly, there is a tipping point at which the boat can no longer stay afloat. Such kind of escalation is called snowballing. Tbf, we also wanted to add the passengers that would run around deviating the center point of mass, causing the ship to be even more unbalanced. Additionally there were supposed to be pop up events which in the background would cause the panic meter to increase causing bad things to happen faster and larger. Still, as it stands, we did implement the basic of the snowballing, though not as much as we wanted to.

This is the art house of indie games. It's graphics makes the game very unique. If there was more gameplay to it and maybe sound design, it would be easily one of my favorites of the jam.  It's still my favorite what graphics belong.

It appears then that I had incredible skill issue and somehow died in very short proximity. Oh well, my critique for that is then non existent, let me reflect this in my review.

The stars freak me out. If it wasn't to the initial speed, the game would be very nice

As I said on the other multiplayer game, it's difficult to rate after the presentation.

The difficulty could get minor adjustments. Also, the grenade launcher should do way more damage to the enemy fortresses

The game breaks once you play any other level than 1. Controls completely change and I even got it to crash. Otherwise nice.

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The collision boxes are slightly off, causing the game to feel less responsive than it really is. You might wanna consider either rendering the balls differently, e.g. using a shader, or a mesh, or just rescaling the texture to fit better. Otherwise very nice to play.

Would really like to know what kind of deal the sun has with the gingerbread men. Graphics and sounds are very nice. It feels wrong tho that the game ends once 5 gingerbread men are culled and the sun (which is a deadly laser) reacts. Should be either just the gingerbread men and once that its over, or the beams itself kill, but not hard coded game end after the sun is done burning stuff.