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A member registered Jul 31, 2017 · View creator page →

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I liked this game, specially the way the main character strides forward elegantly. haha 

Would love to see it more polished tho, controls are a little clunky and story elements dont add to themselves. It was also kinda hard to find the exit. But I did in the end!

Good job on making a game and good luck on your journey!

Heya! Thanks for the game! Unfortunately when I got to the boss I got soft-locked because the boss hid themselves in the top corner besides the door. 

This was an interesting concept for a game, the musics were nice, although I don't know if they fit well with the game's idea. It's hard to fight the enemies without getting hurt because the hero has very tiny arms :( one way to do hitboxes for such a small character like this is the way they do it in Hollow Knight, just make the slash animation no need to animate the weapon or the arms moving and we can already tell clearly, the hitbox and what not!

There were a lot of items out of reach for some reason, either there was something with the controls I couldnt figure out (played on Xbox controller) or there was some kind of double jump ability that I couldnt find.

I don't have much to say other than this, but good job on making a game! 

And here I have the first all 5 star rating! This was really special, love the super metroid vibes. 

The artist and the musicians did amazing, the game design was good as well although there were some nitpicks.

Attacking the rock plays a hit animation which makes me think it can be broken by just the sword which probably isn't the case. Gameplay feels a little too heavy for me, I wish controls transitioned better betwen themselves, every time I try to do some sick play the game doesnt like it.

But like I said, nit picks. Overall this was a very solid experience, I wish there more to it tho! Like an ending or even easter eggs to be found. But you've all proven yourselves very capable Gamedevs :) congratulations and good luck on your journey!!


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This was my favorite entry so far! The pixel, the music and the level design are all almost flawless.

I say almost because well, the 2 blatant AI art I found kinda put all of the other art in check, which is a bummer. Some stretched pixels here and there. But other than that the art was good.

The music was good and it didnt feel repetitive even tho it was just one song. But we could do with more options.

And the level design is by far the most interesting part. It is not easy to make good metroid-brainias, but this is a good one! Reminds me a lot of animal well. Has a lot a charm and it feels good to play through it. The only thing that could be better is that some pieces of the level design are very trolly xD like having a very short edge after the screen changes so that it is almost impossible not to fall.

I wish there was a bonus, a prize or a different ending when getting all the jams.  :( Got them all but got nothing, or couldn't find it.

On the room with the boxes and platforms, if you don't make in time and the box falls on your head and pushes you inside the ground which soft locks the game. :(

Other than that this was a very pleasant entry! Cant give all 5 stars because of AI art. But you take the highest score so far!

Pretty cute idea for a metroidbrainia. I found wondering what the story was about tho. What is it about, who our character is and why are we fighting these anime girls. 

Congrats on the ledge grab mechanic, it isnt an easy feature to code :)

There's probably a bug at the starting area, right after the first drop in the ledge grab tutorial, you can grab on to the leaned wall next to the drop itself.

The lack of an in game tutorial hurts the gameplay a little bit.

I don't have much else to say about the game other than that, but I had fun. Keep it up!

I love the Megaman vibes! Nice game! Congratulations!

Turning around felt weird and inconsistent, sometimes my character would insist in staying the last direction I was in, even after forcing him to turn around. The game had a nice enemy variety and it was fun to just slash and fight them! 

But some of the sounds are very repetitive to the point that it gets annoying. The hover sound specially loops too much on itself and its starts hurting the ears. 

I was expecting a boss fight at the end of the game but sadly there was nothing :(

Good game tho, Id definitely play more if there was more to play! :)

Heya! I was also having the same problem, but then I realized the right edge of the chest platform was reachable (with somewhat of a skill jump, but it is!)

That was really cute, I loved it! If this is your first time making a game great!! Better than I even! :)

Here's a little feedback: I loved the song! But it got repetitive after 5 minutes in. The tilesets and overall pixelart were also amazing, although there were stretched pixels everywhere. Try using a resolution that gets multiplied evenly across 1920x1080 or 1280x720 resolutions to avoid having stretched pixels, which specially important when making pixel art games!

I agree with the feedback from the others, would be good to have a level up system to go with the skill tree. But it would be even nicer to have skills that work differently from each other, rather than having them just be different skins. You could also make enemies weak to certain elements, just some ideas. 

TLDR cute game, but there could be more game to your game. :) 


I hope to see more from you in the future! Keep it up!

At first I was having trouble with the menus of the game, not understanding well how to save and deck build but then I realized it was actually a resolution problem. My screen wasnt set to correct resolution so the menu weren't working probably. I used zoom in and zoom out in my browser to get the right resolution going.

This is a nice concept for a game, I had fun playing it (and I believe I played it fully? There wasn't an end screen or anything I just beat the third boss and couldnt anywhere else to go). I would love to see more from it, with art and music done for it, would be a good idea to see fully flashed out.

The deck balance is a little uninspired, because I had little reason to build anything other than what was working for me, maybe thats just how my playstyle was, or the balancing was just a little off. Would be cool to see some cards interacting with each other more, like if you get scatter shot instead of changing your gun to a shotgun type of weapon, make your assault mix with scatter shot or something like it. 

I really enjoyed the metroidvania aspect of it, although it was hard to orientate sometimes, mainly because of the simplistic artstyle I feel like!

I had to reload the save file because I didnt know the mechanic of using opponents missiles to destroy armor, so it would be nice to have a more intuitive tutorial, like force the player to learn this mechanic before advancing to an area where you need, somehow.

Ok apparently there's a bug where the first boss door refuses to open for some reason, reloading seems to fix it.

Also, it would be nice to have separate menus for the save and for pausing the game. Trying to quit the game while you stand on top of a save point is not an option and its a little frustrating.

Good luck on your game dev journey, friend! :)

At first I was having trouble with the menus of the game, not understanding well how to save and deck build but then I realized it was actually a resolution problem. My screen wasnt set to correct resolution so the menu weren't working probably. I used zoom in and zoom out in my browser to get the right resolution going.

This is a nice concept for a game, I had fun playing it (and I believe I played it fully? There wasn't an end screen or anything I just beat the third boss and couldnt anywhere else to go). I would love to see more from it, with art and music done for it, would be a good idea to see fully flashed out.

The deck balance is a little uninspired, because I had little reason to build anything other than what was working for me, maybe thats just how my playstyle was, or the balancing was just a little off. Would be cool to see some cards interacting with each other more, like if you get scatter shot instead of changing your gun to a shotgun type of weapon, make your assault mix with scatter shot or something like it. 

I really enjoyed the metroidvania aspect of it, although it was hard to orientate sometimes, mainly because of the simplistic artstyle I feel like!

I had to reload the save file because I didnt know the mechanic of using opponents missiles to destroy armor, so it would be nice to have a more intuitive tutorial, like force the player to learn this mechanic before advancing to an area where you need, somehow.

Ok apparently there's a bug where the first boss door refuses to open for some reason, reloading seems to fix it.

Also, it would be nice to have separate menus for the save and for pausing the game. Trying to quit the game while you stand on top of a save point is not an option and its a little frustrating.

Good luck on your game dev journey, friend! :)

Thanks a lot! Yeah I was thinking on how I would make top platform enemy be less frantic about trying to reach the player's X position. I thought on adding a timer, I thought on just making it stop when the X position is close enough. But I just ran out of time.

That's very nice and sincere feedback! To be honest I never thought having to remap your keyboard would be an issue. It's a good thing to know! :D

Thank you for duding or dudetting in the game! And for the feedback!

Thank you so much for playing and for the feedback!!

You gotta dude wreck-em, dude! Thank you so much for playing and feedback!

Thank you so much on the honest feedback!!

Thank you so much! And I'm glad you enjoyed it!!

Yeah that's the demo. I know, very short.

Oh my God!!! Thank you so much!! You really made my day!

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Hey man! Nice name for the game xDD

Cool concept for a game and I really liked the visuals. The "metal draining" mechanic kinda reminds of the soul/orb drain from Onimusha! 

I love the main character design as well, super rad.

I wish the cutscene dialog would progress by pressing a button and not by time, it kinda makes me have to read it super fast.


Playtested the game at my twich channel twitch.tv/thesparkytv

I'm a little bit short on time and I don't want to overwork myself to burnout to deliver a demo for this Jam if I can help it. I heard from a colleague some jams in itch allows you to post submissions even after the jam is over as long as you have a published itch.io page during the jam time. Is this possible? 

An year goes away and a new one just arrived! Happy new year to all of you and your family.

The first edition of the Return To Your Roots GameJam is live! Welcome to all of the people who just joined! Feel free to make yourself a part of this community and to post your updates here or on twitter, using the hashtags #RTYR or #ReturnToYourRoots.

Let's start this year right, with gamedev! 

Great game

ALSO!  


-New platforming addition: In earlier versions, Spark wasn't able to have any controll on his  mid-air movement. Now, if Spark is jumping straight up, pressing the right or left arrow keys makes him start to move slowly towards the given direction once. That makes it so Spark can finally jump over platforms even if he is touching them from the side.

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Thanks a lot man! The clipping through walls was a tough bug to fix, cuz its difficult to level design when you have a character with so many limitations. So I decided to leave that the way it was, since it wasn't breaking the game or anything. 

If it reminded you of older difficult games then the objective here is done! Thank you again.