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aazus

23
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A member registered Apr 02, 2020 · View creator page →

Creator of

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Wow, thanks for all the kind words! I'm glad you liked it. I've been building a list of new features and ideas I want to add, so if everything works out, a full release could be coming in the future!

Thanks for the feedback! I'm glad you liked it. And thanks for reminding me about the health bar issue. I'd noticed it, but never got the time to fix it. 

The idea of randomly picking a world every time you die is interesting. The moon level was fun, and it was cool to get thrown into the low gravity world after you've gotten used to the forest world with normal gravity. I think that was my favorite part of the game. The ocean world could have been fun if there had been a swimming mechanic, but as is I wasn't sure what I was supposed to do other than avoiding the fish. I like the idea of the negative pickups, but I feel like they lasted too long and were too easy to avoid. Some of them were fun and challenging, like the one that reverses the world, but others like the camera zoom were just unpleasant. After I picked up a few bad ones, I just started avoiding all of them and never got another. I'd also recommend adding some coyote time to the jumping, just to improve the platforming a little. Overall, it's a pretty decent platformer with some creative ideas that could definitely be improved into a great game. Good work!

Atmospherically, this was one of my favorite games. The sprites, animations, and lighting were great. I love the moving night sky background when you're outside. That all combined with the beautiful, hypnotic looping music to create a really nice atmosphere. 

I really wanted to finish the game, but I couldn't figure out how to get past the level that says you can "get back to hell". Every time I walked past the book cases I would die, and it didn't seem like there was anything I could do to avoid it. I'm not sure if this was a bug, or if I was just missing something. Also, the fact that you could push other characters made it feel like that was part of the puzzles, but it never seemed to help. I kept thinking that I should be able to push this other guy into the spikes or jump off his head. I think that could work as a mechanic, but if it wasn't designed to be part of the puzzles, it was a little confusing.

Overall, it was a beautiful game. Good work!

This was one of my favorite games of the jam! Trying to figure out which order to use the characters was challenging, but fun. The color-coding made all the mechanics really intuitive. The music was fun, and the art style was great.

I think I would've liked an option to see the whole level before I start moving, either by panning around with the mouse or just pushing a button to get a wide view, so I could plan things ahead. But with restarting being so easy, it wasn't a big deal to just run forward with a character and die. 

Overall, I really enjoyed this game. If you make more levels, I'll definitely keep playing. 

This was a really fun, creative mechanic for a puzzle game! The level design was solid, and did a good job teaching all the mechanics with a steady difficulty curve. I love the music, and how it gets more and more energetic as you go through the levels. I think the game has a lot of potential. I hope you keep developing it!

Great writing! I like how background and text colors changed based on what was happening in the story. You did a good job making the navigation between conversations really intuitive, and making it clear what you were supposed to be doing without explicitly telling us what to do. 

This game was a lot of fun, and kind of addictive. I could definitely see this working well as a mobile game. The upgrade system was really well balanced, and kept things interesting without making them too easy. The points were also distributed well. You get enough that you can get fun upgrades, but not enough that you get everything right away. In my opinion, it did get a little boring having to play back through the early levels late in the game when you have lots of upgrades. Maybe giving an option to skip to the level you died on would work? Either way, good work!

Engaging story, fun music, and fit the theme perfectly. This is really impressive for one week of work. Great job! 

Nice kill count! Thanks for playing.

I love that ending idea! I might steal that. Thanks for playing!

Nicely done! And thanks for the feedback. I think I'm going to continue with this game, and powerups are definitely on the table. Maybe temporary invincibility, infinite energy, faster attack rate. Let me know if there are any others you'd like to see!

Thanks for playing! Aggressive, fast play was my goal from the start, so I'm glad that came across. I really appreciate the feedback, because I think you're right that the energy system needs some work. I'll try your suggestion and see how it plays. Maybe respawn with 0 energy but make the main attack recharge more energy, so you don't just end up stuck without any energy. Or another option I've considered is ditching the energy drain and making the corpses disappear over time to keep the player moving. Glad to hear the title drop wasn't too cheesy!

Thanks for the feedback! The bullet size and shape was something I just set early on and never thought about again, so I'm sure it could be improved. I'll try bigger bullets and see how it looks!

Thank you! I thought about locking the ladders until all the enemies are dead, but didn't have the time to implement it. I'm glad it worked out well anyways. 

This was great! The art style was really fun and consistent, with cool animations. The dying/respawning mechanic worked well for the puzzles, and the controls were intuitive. Personally I would have liked a little faster movement speed, but that's just personal taste. The only real downside was the lack of music or sound effects. Definitely worth playing!

Very cool! I like the mechanic of switching between the different characters to use their special abilities, and the options you came up with were creative. The art was also really impressive. The combination of 3D pixel art and realistic lighting worked great!

Just a heads up, I wasn't able to get this running. I get a system error that UnityPlayer.dll isn't found. I'm not familiar with Unity, but I noticed that other Unity games I've downloaded from this jam include a lot of files other than the .exe. Maybe some files are missing here?

Beautiful art style! The movable boxes make for some cool puzzles. I like the easter egg in the first level.

Really creative idea, awesome art, great sound. The art was top notch in terms of style and color, but I think the best thing were the subtle things like the outline around the player, the padlocks over the drones you can't kill, the randomized background colors, and the minimap. That made it feel really polished, and like a lot of thought went into it. Sound effects and music fit the aesthetic perfectly.  I'm also impressed by the amount of options in the menu. Being able to customize the game settings is always great, especially for a jam game. Gameplay-wise, I didn't love the blue drones. They were kind of frustrating play against, and not very fun to play as. If you were able to activate the force field yourself with a cooldown timer, I think they might've been more enjoyable. Overall, I'm really impressed. This feels like a polished game, rather than something made in a week for a jam. 

Great story and art style! I especially like the effects when you're injured and die. The sprites and animations were also very cool. The camera was also well designed. I like that it leads the character when you're running. Maybe I missed something, but I couldn't figure out how to clear some of the long spike pits. Also, I wish you could see the spike pits before you fall into them, instead of having to memorize where they are. But overall, great job!

Great aesthetic and solid gameplay. The sprites and particle effects were great, and the gun variety and charge attacks made gameplay fun. Were the levels procedurally generated? If so, very cool! My only real nitpick is that I wish it remembered which gun you were using when you change levels. But that's pretty minor. Well done!

I really like the core mechanic, and the art is great. I'd definitely play an updated version with more control over the throwing and some cool platforming levels.