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7axel7

126
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2
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A member registered May 16, 2020 · View creator page →

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Ooh, that is actually an amazing idea! I have the same issue with it and my non-existent attention span, very smart

Whoops I accidentally submitted the wrong game! This is the link to the right one, and I would like it to replace the existing private project
https://7axel7.itch.io/starstreamer

This was made for the game jam with a theme of "Electricity" and a limitation of "On a timer". Complicated tasks were partially inspired by Keep talking and nobody explodes!

Nice seeing other creators use 3D as well! It isn't easy to get things stylized right, but this does a good job of texturing and particles for sure! I feel like there should be an additional challenge other than the colour sorting, and the battery percentage starts pretty high but goes down even if you do a cycle pretty much perfectly. It would be better if you started with less percentage but it got harder as time went on, but I'm not sure how to do that with just the sorting. Great title card as well!

Omg the post processing and shaders are so good, chromatic aberration my beloved! Such good vibes for an immersive flow-state game with clean controls, well done! 

The math is terrifying wow, nice animations and vibes! Also a perfect tutorial, very well done.

Damn that was a challenge! Really like the mechanics of the dash, and how it maintains velocity for some interesting tricks. Hard games feel so rewarding to beat, so I gravitate to them strongly, and make em that way too lol. Really captures the speedrunning spirit of having the stars feel impossible until they are just in your grasp! Great color palette too, nice work

Very nice art style and sfx! The title card art is also very awesome. I feel like there should be pressure to go fast as well, since currently the timer just pressures you to slow down, and it would feel way cooler trying to maintain a balancing act. Great job, very crunchy and juicy!

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This is my favourite game so far! An excellent amount of polish with sound sliders, pause menu, title etc., so satisfying to play, and great art! I think I made a factory that abuses the sprite limit to get infinite points over time without counting it down tho lmao, it was a blast to figure out


Awesome job, such a satisfying game, emergent gameplay with simple mechanics goes so far! Literally my only suggestion is an input buffer system maybe since sometimes I think my inputs get ignored if I tap them or something, but I learned to work around it, 20/20 perfect game

EDIT:
yep this strategy is very strong!



To fix this byob strategy (build your own battery) just make the starter bolt only orbit the center no matter what. Some other things I noticed are that the factories seem to break much much easier once the first one is broken, the spawn rate of factories goes down the more tiles you place (to fix they would need to attempt to replace if they are blocked). It would be cool if the play space increased gradually so that if you are really good you can keep building out even without the byob strat!

Very good vibes! You make great use of small pixel sizes for art and got a lotta polish done for the short time period. I think SFX would go a long way to make this more immersive, like a lightning sound and screams when they die. I really like how the attack is both used to guide your guys to safety and can also harm them if you aren't careful. Good work!

The 5x5 puzzle is definitely one that you can feel stuck on! Here is a solution for the puzzle you sent an image of:


One reason that the insertable wire mechanic exists is because these are very tricky, but the algorithm should ensure they are always possible. Nice job on beating it! It was designed to be very challenging and stressful for sure

Awesome shader and physics ropes! Good thing you added the restart button cuz I got softlocked like this lmao

Controlling these guys is so difficult, especially when you gotta move the grey wire wow. Very well done!

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yoooo I love the roguelike mechanics! The way that you can kill things to push back against the clock yet the enemies get harder and harder is masterfully done! I can really feel the juice (sfx, screen shake, particles) bringing this one to life, well done! My high score is 392! I lost in the end since I accidentally grabbed a weaker weapon whoops

Very nice animations! I liked how the robot leans away from the way they are going. It might be cool if shooting used up some charge so you have to be careful with your shots, and to give it more of a puzzle element. Also I noticed you were thinking about adding more levels, which would be very cool, and I thought I would let you know that you are allowed to upload a newer version while the jam is still running, so if you want to, go ahead!

Trapped in a Faraday cage, very clever! The voice is so funny and the particles are very satisfying!

I think it crashed at the end, it was frozen here:
https://cdn.discordapp.com/attachments/1145201632884310076/1235074937392201788/i...

Nice use of lighting and very creative use of "on a timer", good job

My Highscore is 11! It would be cool if getting a question right slightly increased your timer so if you are lightning fast you can keep ahead of the deadline. Awesome vibes!

Awesome pixel art and chiptune! I won with a score of 00:37.749. The only thing that bothered me was in the maze minigame it would ignore some inputs but idk how to fix that, and if I pressed on a rhythm it was unnoticable. Its hilarious how we both have similar gameplay but the vibes are so different, very nice work!

I have a quest and this looks like a lot of fun! I don't know how to run this file type on quest though, should I load it with sidequest and plug my quest into my pc witha long cable?

How is this not a rhythm game? If you press the button too fast, you don't get as many points or even miss. You have to be patient and on time since spamming buttons won't get you a good score

How is this not considered a rhythm game? You need to press the keys on time with the beat or you get less points or fail.

There is currently a local 2 player pvp mode, and I can expand that to many players each on their own screen connected through user hosted servers on steam!

Yep, that's how I discovered it, but it works even better on ramps with mashing

Strange, I specifically designed it so that the time slowing effect halves the speed of all time including bullets and the wheel, and you move at the same speed in terms of real-time seconds. Any more info on this bug? I would like to get it running properly on everyone's computers.

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This was so intense! I got every collectible and won without dying, but I held my breath (figuratively) the entire way. I love the art style, and the animations are so smooth. Amazing job!!!

Nice Christmas theme! I accidentally clicked a square with a flag on it and died :( shouldn't flags protect me from misclicks? The elves are very cute, well done on the sprites! I noticed a bug where you can have a flag stuck on a cleared square, and you can't remove it. This could be fixed by making flags' squares not able to be uncovered. The fact it is the same every time is a pretty unique challenge, but the timer keeps it very difficult.  Even though there is no RNG, I managed to click on a bomb immediately XD.

Neat puzzle game, nice sprites, and a nice final level. I always knew what to try, but still had to think through the last one! Bosca Ceoil gang lets goo

This game is so cool! My favourite mechanics yet! I found a bunch of neat speedun tech: If you press jump multiple times while going up a slope, you add together all the vertical momentum giving you a super jump. If you throw the ball straight down, you can force yourself through the gap on level 8 getting 2 balls. If you die with 2 balls, you clone yourself! I really like how different each level is, it makes the game feel really well thought out. It would be nice if there were hitbox markers and end goal markers, cuz it is hard to see what is what. Nice job!

This is really fun! If you want to lean into the bullet-hell aspect, you should make the enemies shoot everywhere, and not just at your ship. Currently, you can avoid their bullets by going in a circle and you don't actually have to dodge. The first firerate downgrade halves your DPS, but doesn't give much score increase, this should be balanced. I  like the art and the enemy variety, the fact each one has a different attack is a nice touch! Are your particles randomly distributed? 0.0

Thanks! Some later levels and the default battle arena mode use black bouncy bullets which can bounce many times and last longer! The tank can only be at 32 different angles to make wall glitching easier, and also to encourage positioning and wall bouncing, so that's why you can't get super precise angles and have to dodge around instead.

I am glad you like it! There is an easy difficulty in the settings if you wanna beat the boss, or if not you can skip it by selecting level 9 after hitting the campaign button, though they do get pretty tricky starting around there ;)

Great vibes, this game feels so uneasy, I kept switching back to watch the flies every 30 seconds lmao. Nice job, and the perfect amount of hints for a puzzle game!

Thanks, I am glad my effort paid off!

Very impressive, this looks like it took a lot of work to complete, and I haven't seen a mech game like this before at a game jam! It would be nice if the mech was faster and the ants kept me from getting bored when going long distances. Also, I probably just suck, but I kept running out of ammo and having no way to defend myself. Great music, great models, great city, and a very impressive amount of features. Good work!

I just added a feature in the settings (on by default) that makes it much easier to pull off the wall glitching in tough situations (you still have to go at a 90-degree angle, but it is harder to cancel once you get going). Check it out and lemme know if this helps with the frustration :)

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I used your feedback and have completed the wall glitching helper! When you start a wall glitch it makes sure you don't cancel it, all you need to do is run into a wall and hold forwards (it is rather OP).

I am experimenting with a feature that stops you from overshooting (turning too far) when lining up wall glitching, if I get that finished I will send a reply here so you can check it out. I am glad you like the wrapping, that was a lot of fun to implement!

Thanks! If you are ever feeling like you wanna play through the campaign without as many deaths, I added a difficulty option in the settings, but even the Easy mode requires a decent amount of mastery to destroy your enemies :)

Thanks! I'm really proud of the wrapping, because screenwrap is such a classic video game mechanic, but the camera is never allowed to watch as the character goes from one side of the screen to the other. It was really fun to work on :)

Super sorry about that, now when you beat the first level, it brings you to the second one! Half the levels were skipped on the version you played due to a BAD bug, and now you can get to the level that teaches you how to glitch through walls. There is actually a powerup called wings, which makes WASD direct the tank as you describe. There is also now a difficulty option in the settings menu, but I think when you played it the fact that half the levels were missing made the difficulty curve brutal. I have fixed these issues, so I would be happy if you checked the new version out! Thanks for the feedback, I wouldn't have found the missing levels so fast if you hadn't said something!

tldr: whoops half the levels were missing, and they taught you how to glitch through walls