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Zomare

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A member registered Apr 08, 2017 · View creator page →

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Thanks for the indepth criticism, especially on the stage generation. I haven't considered implementing a way to control the level complexity on account of the levels already being pretty simplistic, but it would be a good idea to add it anyway.
What do you consider part of the stages complexity specifically?

Also I wouldn't really consider those `just little details`, I appreciate it anyway :>

I kinda thought the opposite would happen, that the first leveel is way too easy and boring - apparently not. I agree on your second point, it crossed my mind too, but I didn't implemented it for some reason.
Thanks for the feedback :>

The art style of the mons is good and good enough executed. The overworld is a bit basic.

You can tell this is a prototype, it's pretty bare bones and partiatly unplayable. On the minor side you have some collision boxes not ligning up with the tiles, seeming twice the size then it should be.  On the major side, the battle system is basically broken - it kept giving me only health up cards after a while, leading me to neither win or lose the battle (the AI did nothing), or after dying not giving me any cards at all.

Overall it needs some work and more game badly (also the music is way too loud :<)

A 3D space game sounds interesting, especially cause it reminds me of the original elite. There are a few problems though. It's space, so there isn't really a way to oriantate yourself. The control scheme doesn't give a good way to accelerate, making movement itself really hard. The info on screen doesn't really help

So overall needs some more work

The gameplay is really great, with level design, that ramps up a bit too fast for my taste, to match. My only complain that area would be to press jump again to activate the mid-air jump, instead of just doing immediatly after slashing.
The game is a bit buggy. Hitting ceiling spikes of from the top, which makes the first jump in the 2nd stage extremely tight, or the game randomly locking up for a few seconds after dying.

Needs some polish, but otherwise good :>

The game looks good, the animations are very well done and fluid. This also makes it feel less gameboy-e if that makes sense, it's too high fidelity.

The gameplay is pretty basic and the level-design is non existant, which is a shame, cause it made me expect a metroidvania, which expands the gameplay, but then it just ends sadly.
So overall it needs sfx, music and especially more game.

I can see your complaint. The collision box encompasses the whole sprite, and not just the main body/legs, which would have made more sense in retrospect, that also means it encompasses a whole bunch of nothingness (literal just a pixel) at the front.
Overall Thanks - it's indeed very simple, part of me thinks it's too simple, but welp.  I have no Idea what icon you're talking about btw :>

Fun game,

the visuals are nice. While they are really simple, they are greatly enhanced by the great colour pallete and the pixel based rotation of pill boy.

The gameplay and movement feels good - I overall like physics based plattformers, and a jump based on like this is right up my alley - once you get the hang on it, altough it's a bit frustrating, before you reach that point. Doesn't help that apparently this games difficulty curve is apparently a normal-distribution, meaning it gets harder at the start, but after like the 3rd/4th level it gets easier. Plus the collision is janky, especially those corners (I don't blame you corner collisions are extremely annoying to get right).

The limitation usage was pretty basic and could have been incorporated in a more intersting way, instead of the the end is death. With that being said I still like it.

The music is absolutely amazing, best part of the game. Whoever made it made the entire game a 11/10, I would be suprised if it didn't win 1st cause of the music alone  (I'm joking ofc I played the whole game muted, so I don't have to hear the music :>)

Great Game :>

Thanks for playing :>

Sad that saving on linux doesn't work. Couldn't test it that intensely (I'm windows-only...). Also REngine is my private custom engine, which explains why you can't find anything about it on the internet.

Thanks :>

mimicing other art was actually the original objective, before scaling it back to just a prompt in order to make the jamming on my end less stressful

Thanks :>,
I'm not sure wether you're issue is with the controls (The controls are being shown directly after choosing a mode) or with the goal (this game doesn't exactly feature a goal, you just paint to your hearts content - in speed paint you get an additional prompt to paint)

I really like how the limitation and theme was incorporated into the art and gameplay. Probably the best usage of the limit I've seen yet. The graphical effects were nice also

The gameplay feels floaty; I had a really hard time controlling the ball. Atleast the physics were fun, I tried absuing to skip certain section but was too bad for that.

The music is alright, have nothing to add

Overall pretty good :>

Thank you very much :>
*Also it was made in 3 Hours becauseTrijam*

Thanks!

Ye, sorry for that human sound. I used the one I had on hand cause I had only like 5 min left - I lowered the pitch in the fixed version though

Thanks

On what OS are you running it? I so far haven't experienced any problem with missing sounds

Sad to hear that

Idk what Windows Sandbox is nor did I ever test my stuff on it, so I guess that's most likely the reason

Thanks!

Weird question, I think the best anwser would be for both. I wanted to participate in the MiniJam but didn't really feel it, so I reduced the dev time and joined Trijam because of that.
In the end I incorporated both themes and limit into  the game, to tighten the design process.

Hopefully that's an satisfying answer.

Thanks.

Postal, especially the first one, was actually one of the main inspiration for this game.

The movement felt good, it plays exactly how I imagine it would. The only problem I encountered was that the camera drift to the left slowly it made plattforming way harder. Otherwise the dash was good, nothing to add there.
The shooting is a weird one: The act of charging feels good and satisfying, the actual attack on the other hand feels weak and misses a certain punch. This isn't helped by the fact that I somehow miss stuff despite it visually connecting.

The audio was alright. A bunch of sfx was missing for the bosses attacks and actually getting hit, it made it reallly hard to dodge and made getting hit even more frustrating. The hitboxes being a bit wonky doesn't help.

The visuals are imo the best part. The overall pallete is nice, although the desert is a bit bland. Since it's a 2.5d game, there's an interesting dichotomy with the graphics.
The 2D art of the main character is excellent - the death animation especially is cute :> (but when diying over and over too long :<).
The 3D stuff is just okay - it feels overall lifeless to me, compunded by the lack of cohesion between the different parts. This comes into play with the skeleton boss, whose texturing work feels way out of place with the simplicity of the rest.
Though I must give credit 3D art, especially during a jam is pretty impressive.

So overall a interesting game,  but missing alot of polish
It might just be that I'm incredibly bad at it :|

Thanks!

I thought so too, but it was the only death sound I had on hand. Sorry

Thanks!

I know, but sadly there were like 5 minutes left to create implement all the sounds...

Thanks.
I added an updated version, which should work now

Fun little game, has a real arcade feel to it. I might be a bit biased cause I like games with population as a mechanic.
Gameplay wise the only problem I experienced, was not really understanding the frog hitbox or their movement - mostly because their movement is jittery.

I'm personally not a fan of the visual style. It's otherwise still really well made and fits together.

I have nothing really to say about the music, except it exists.

Good work :>

The game feel finished, but could take some improvement.

The movement feels stiff, especially the jumps - never feel like I could actually estimate how the arch goes.
Also the collision is janky, keep getting stuck on the edges of tiles, despite seeming like I could pass it.

Otherwise it's an alright game

So  I really like the visuals, they have that good 16 bit feels to them. The palette is also great and pleasant.

The gameplay is solid - a bit samey, but solid. It's imo a bit too easy, especially the boss. Some better hit indication would also have been great.

The music is good, but it doesn't fit in with the graphics style wise - idk I just find the mix of 16bit graphics and more 8 bit style music really jarring.

Overall ok

Got you and thanks.

As it turns out I didn't mix the lead instrument at all. Didn't realize, cause the song was also rendered louder than it originally was... wooops

The map generation is really basic, but I like the polygon feel of them, despite clashing with the rond player. Their color scheme are also pleasant.

The gameplay is solid, but became a bit boring to me after a while. I like the look of the enemies, with them being blobs and all. Though their shape is a bit rough and once again clashes with the round objects.

Also the game quickly begins to drop frames after a few levels, I'm guessing because of theamount of enemies and the need to recalculate their shape.

Overall nice :)

The game is cute and looks consistent. especially the palette is pleasant and helps seperating the player from the background.

The movement feels weighty, yet responsive. It's was really fun, but having to switch movement direction after a wall jump is abit annoying.

Overall a really cute game, good work :>

The interlude picture looks great as do the backgrounds - they look surreal and lot of work went into them.

The spritework is a bit mixed, I'm not really a fan of resizing pixel art as is the case with the plattforms. It imo causes a very incosistent look.

The gameplay is janky. I never grasped how to jumping really works, especially since I can't make certain jumps and thus can't continue, without dying sadly. The collision of the two way plattforms are also really janky and a bit random.

Has charme, but really needs some polish.

The music is the highlight of the game - it's just that good. The graphics overall also pretty nice.

The gameplay is fine - Being locked to a grid and not being able to turn really hinders it though and makes it feel really unresponsive. 

Overall charming, but could use some more work

(1 edit)

Thanks,

I was stressed on time, so I didn't have time to add tutorials - I know it's problematic, it's going on my list.

What do you mean with high pitched track - Do you mean the music or some of the sfx. Mixing was never my strength

:>

Thanks for the detailed feedback

I didn't have a lot of time for this jam, so there wasn't alot of time for polish. The blast are one of the things that needed more work, I agree. I considered the possibility that the blast took to long to subside and even tried to change it - couldn't figure it out in time sadly, suboptimal code be damned.  I personally didn't find the bomb hidden by blocks to be a hinderance during testing, but I can totally see that this might be the case - this is also an easy fix.

I might do some work on this game afterwards, so all feedback is greatly appreciated :>

The game feels like a horror game and has a really great atmosphere.

The game is a bit obtuse, It took like 10 min before realizing why I was kgetting navigational errors, but never figured out how to avoid them.

Desperately needs a tutorial

The movement feels responsive and is overall initself really fu. The game sadly is a bit too short to really get into the mechanics. 

I normally dislike mixing high res and pixel art, but here the contrast between the background and everything else feels surreal and helps establishing a dream like atmosphere. The same can be said about the map, as I never had any idea where I was going.

Needs more randomization - still good job :>

The games looks good and is the highlight of the game - from the actual spritework to the pallete.

The concept is really interesting, a bit tedious to me. 

Overall charming

Tried using fullescreen and it blurred less - so I'm guessing it's a resolution problem. Firefox btw.

I don't seem to get it - Is the black screen with the constant beeping the end, or not - because I always end there no matter what I do. The gameplay is really simplicistic and especially the hitboxes are unpolished, makes sense it's a jam game, but it makes not taking damage practically impossible

I find the mix of different resolution sprites really jarring and I don't understand the existent of the grey lines in the foreground... But the palette overall was pleasant to look at.

Overall I think the game could have been improved with way more randomness to elevate the simplicistic gameplay. :<

The game sure has charm - I really like the usage of the theme as it really has a dream like quality, dute to me not really knowing where to go.

The graphics are a bit blurry to me and imo could be alot more interesting and surreal to fit with the concept. The entire audio feels weird - best way to describe it as muted - it might has a dreamy quality, but overall lacks the punch for them to really mean anything.

Overall charming, but there's still room for improvement

Thanks

The stages you play are procedurally generated, so they are somewhat unique every playthrough. That's how I implemented the limitation, cause I couldn't think of anything else

what red guys exactly? - every enemy is red...

Talking about the fuse length, I really don't know how I would have even implemented that in the control scheme and graphics. Also I consider timing of the bombs a central part of the gameplay plus holding the bomb was meant to enable you to regulate the fuse somewhat.

Thank you very much