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Hello there, it's Ilias. 

My keyboard's spacebar is broken, so I can't advance through your game level. Unfortunately, your game doesn't support controller joysticks, so I won't be able to provide you with much insight and feedback on your game entry.

However, I could ask you questions that I usually ask others:

  • I’m curious, what game engine did you use? What other tools or technologies were essential to the development of your game?
  • For your pixel art, did you use the in-engine pixel editor, or did you work with another software?
  • When did you start your indie game development journey?
  • If you had more time—let's say a week or even a month—what would you improve in terms of art or gameplay? What would you do differently?
  • What inspired the core idea behind your game? Could you tell me more about your creative process and the motivations behind your project?
  • How did you approach balancing productivity and time constraints within the game jam timeframe? What would you do differently if given enough time?

Im sorry to hear that! Will be putting more focus on controls accessibility in the future!

I use Godot engine, for the time being I can only use the compatibility mode because I dont have a good machine.

For the pixelarts I used Aseprite my favorite program. Bought it like 6 years ago and started doing some art with it since then.

I started as a indie developer maybe a year ago making some little games that I didnt even finish, firstly to learn the engines, I have used Unreal, Unity and now Godot. I just started participating in Jams since the previous MicroJam. But I really started creating game projects since 2010 doing little scripting things for other games or making silly stuff for me and my friends. In university I did some little multiplayer games for a class and even made a VR experience with Unity.

With more time I would really spent it making better pixel arts and SFX. For this Jam I tried to learn how to handle enemy behavior so i sure would like to improve that aspect. Maybe add some more levels and because i ran out of time add cinematics or other kind of stuff that tells a story for the game. If a had like a month to make this game I would completely make it differently in terms of using better practices, accessibility, just a completely script overhaul.

 Due to the time limit I couldnt expand on the idea too much. I really like Metal Slug's gameplay so I tried to challenge myself to learn and do something similar in the time frame. I really love pixelart and the aesthetics it can bring so I always do some brainstorms the firsts hours of the jam so i can bring the theme to the game. I really like planning the games before starting them so I dont fall in scope hell.

This weekend I had a little more time than others, exept for saturday. But my main focus was to make the game in the small scope given to test myself, learn new things and for finishing projects that for me in the past was really difficult. As I sad before if I had more time I would build the game probably completely different. Even if a game made for a game jam turns out really good and wanted to expand it, a great advice is to make it from scratch so you dont fall in this thing called "Tecnical Debt".

Maybe after the Jam ends I will update this game to support more controls so you can try it!