On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

abbas.io

70
Posts
10
Followers
7
Following
A member registered May 28, 2021 · View creator page →

Creator of

Recent community posts

Hey - thanks for playing! Glad you enjoyed it :)

So to pack it into a desktop app, I used a tool called Electron alongside Electron Forge. It’s pretty straightforwards if you follow their documentation - you can see the super basic setup I did for electron in the main.js file of the GitHub repo, and the setup for electron forge in the package.json

Thanks for playing! Glad you had fun with it :)

Uploading this game was fairly straightforwards for me - I bundled the game using esbuild, then put the .js file that esbuild generated as a script inside of index.html. When you upload an in-browser game to itch, it’ll automatically find the index.html page and display that.

It’s hard to help your specific issue without more details. Are your assets loading locally, and only not working when you try to upload to itch? Where are your assets located? This game is open source, you can see the source code here if that helps - you can see my assets in the ‘public’ folder, which also contains the index.html

That’s awesome! Impossible difficulty is pretty tough so big props on beating it :)

Glad you enjoyed the game!

Thank you so much! That really means a lot to me :)

Thanks for playing!

Thank you! I’m glad you’re having fun with it :)

i can neither confirm nor deny any information about the developer

(1 edit)

I made a rhythm/combat project with the same name as this a month ago, thought I was being original with the name haha. This is cool, I like the character animation and clicking to the beat feels fun. Might be nice to have a visual indicator for the beat as well. Hope to see it developed further!

I’m not usually into deckbuilding roguelike games, but I thought this was a great submission for this jam! The UI/music/visuals are really well made. I thought it was a bit too easy to cheese, but it’s not as if there was much time to dedicate to balancing. I also think this really would have benefitted from some more tutorialization, since as someone unfamiliar with the genre it took me a bit to get into it.

Seems like a great foundation for further development though, hope you stick with it. Well done!

(1 edit)

This was really fun! It was really straightforward but also super addictive, and the neon squares were positively hypnotic. The music was a great fit too, really amplified the trance-like feeling of this game. On one hand I want to say it’d be cool to add some more stuff, either with mechanics or with visuals, but on the other I really liked the simplicity of it all and I’m not sure if adding more stuff would ruin that. Reminded me of super hexagon, in a good way (though not nearly as difficult)

Also I’m still seeing floating neon squares like 5 minutes after closing the game so I guess that must count for something

Nicely done!

Thanks for playing! I’m really glad to hear it felt intuitive for you - that was a big goal of mine, and it felt plenty intuitive for me but that’s because I made it myself. I’m happy to know its not just me that ‘got’ the idea. I do share your disappointment about the graphics (and unfortunately no, they don’t get any better) but on the plus side I definitely plan to improve it somehow. I really appreciate the feedback and the kind words, thank you!

Created my first game for another game jam, but definitely want to keep working on it. Have a bunch of features I want to improve (especially the visuals), and would love to get feedback about the core mechanics as they are right now

I’ve always loved platformers, and this one was really well made! The visual effects for movement and death were fantastic, and the movement felt really satisfying - the fall speed might have been a tad too fast, and getting stuck to walls when I didn’t mean to was a little annoying, but those are minor complaints overall. I also did just play the jam version and got that error when I beat the last level (at least I assume it’s the last level).

This is a REALLY good example of a simple concept that was executed really well - if you wouldn’t mind, I’d love to know how you made the visuals and effects look so appealing, since I just started using Gamemaker a couple of months ago and that’s something I’m really struggling with. I tried to use shaders for my own submission, but I had to get rid of them because they weren’t working properly and I couldn’t figure out how to make my own nice effects.

Anyways, really good submission! Downloading the extended version now, would love to play a full-size project built off of this

This was pretty fun, though it got really hectic REALLY fast. It feels like a fair amount of difficulty, though maybe just slightly trimming the amount of stuff you have to run back and forth might make it feel a lot better. I was really impressed by the design, it was polished and felt exceptionally well made. Definitely one of the more impressive games from this jam that I’ve played - nice visuals, satisfying sounds, cohesive mechanics, and some fun personality. Great work!

I’m blown away by the quality on this. It’s so well polished! I’d love to see this built out into a bigger project. The mechanics were pretty cool as well, using the neon glow to light the dark caves - the platforming was a little frustrating though, the really fast fall speed combined with the low visibility meant I took a LOT of damage just falling onto unseen hazards very often. A slower fall speed and maybe a double jump would make it feel a lot better imo.

Seriously, I can’t get over how well made this is. The UI/HUD, visuals, sound, the LIGHTING, everything is just so well done. As someone who just started gamedev recently it’s really inspiring to see the stuff people can create. Well done!

Yeah unfortunately I had to scrap the neon shaders I was using because they made the game lag a lot on lower-end machines and I couldn’t figure out how to fix it in time. Thank you for playing!

Thank you! As a first time game dev, literally anytime somebody downloads and plays my game makes my day. I certainly hope to turn this into something bigger, but there are a lot of bugs to iron out - the one you mentioned is one I’m aware of, and it’s directly because of my sloppy enemy collision/movement code. Sometimes the enemies get stuck to each other and then end up moving out of bounds, and the only option is to restart. That’s probably at the top of my list of things to fix.

Thanks for playing!

Wow this was really cool! I loved the gameplay mechanic, it lent itself to some interesting puzzles. The music worked really well and the slowdown effect was excellently done too. Any complaints I have would be minor nitpicks - the animations felt a little stiff, especially the jumping one. The story/dialogue didn’t feel interesting to me personally, but I get that it probably wasn’t a big priority (plus that’s more of a subjective thing anyhow). I think you have great gameplay design, and with some updated visual design you have a great foundation for a game. Great job!

This is a really well made game! There’s just a couple of small stuff that felt a bit off. The dash felt a little too abrupt, and it wasn’t always clear exactly which direction it went towards. Those little crystals that give you and extra dash were also a little difficult to see for me - it might help to have some more feedback on them, like a sound effect or a visual cue when you grab it. Same goes for the falling platforms - generally speaking, some more audio/visual cues for those kinda things would be super helpful imo. The walljumping and platforming felt a little off - have you looked into jumping mechanics like coyote time? Those would be really beneficial here I think. The combat also felt a little slow and clunky, would be nice to have faster attacks and maybe less health and/or knockback on the enemies.

These are just suggestions - I think this game was great overall, and I’d definitely play a longer and more refined version of it! You did a great job on this one, congrats on making this and I hope you keep working on it!

Interesting game with some really good sound design - I loved the musical nature of the bullets - but I couldn’t personally get super into it. Some feedback on when you’re actually damaging an enemy would be helpful (like a healthbar or something). A more dynamic background and screen rather than just being empty as is would be nice. I really did love the sound design though, and I think it’s worth building on. Nice job!

Thanks for the kind words! Much appreciated

Scanning through the comments I don’t think I have any feedback that hasn’t already been said, but I thought this looked great! I loved the enemy designs (that sandworm was really impressive!) and it felt like a really cohesive and well put-together art style. Great job!

(1 edit)

This was great! It’s cool to see someone else’s take on the color-cycling combat mechanic, though you definitely put in more mechanics than I did. I thought using the mouse wheel was a great way to swap between colors, but it felt like there were a bit too many to cycle between - it was a little frustrating to have to pause and find the right color with those small enemies that moved quickly.

This game looked and sounded really good! It’s clearly well made and quite polished, and I’m really impressed with it. The style is cohesive and well put together, and I like the contrast between the black/white environments and the bright neon colors on the enemies and projectiles. The black/white colors did make the light meter a little hard to see sometimes, and I also had a difficult time figuring out where I could move and where the pits were. Minor nitpicks though, very well done!

(1 edit)

There’s definitely some cool ideas here, and I thought this game looked and sounded great (even though some of the sprites felt like they didn’t quite fit). The RPG element didn’t really vibe with me though, andtt was a bit frustrating that I could only shoot in one direction when sometimes the level was moving in a different direction. Those feel like more personal complaints though and overall I thought this was a really neat retro-styled shooter. I hope you keep working at it. Nicely done!

The sound design and atmosphere of this game were both great! It felt relaxing and I really enjoyed the vibe. The movement did feel a bit too slow for me though, and it felt like a lot of aimlessly drifting around in empty water. It’s a cool concept and with some tweaks I feel like it would be something I’d genuinely enjoy playing. Very well made game, great work!

(1 edit)

This game felt confusing and difficult at first, but was much more enjoyable once I got the hang of how it works (Took me a bit to figure out that purple = bad). I think the jump meter was a little too strict, and the transition from menu to gameplay was a cool concept but it just didn’t work for me. The movement felt really smooth though, and it looked fantastic visually. It is really well polished, and I think it’s definitely a cool groundwork that’s worth building from. Really good job!

(1 edit)

Wow, this is definitely one of my favorite submissions for this jam I’ve played so far! This was really well-made, the music and visual design were fantastic. Really nicely polished, and the enemy variety was great - the difficultly spike kind of felt abrupt, but the difficulty is what made it so fun for me too. Honestly I’m a bit jealous of how well-polished this all is - lots of little things that just add up to make the whole thing feel fantastic. Amazing job! You should be proud of this one :)

EDIT: Played through it some more, made it to the final boss. Would be nice to have some indicator as to how much damage I’m doing to him (unless I’m just blind and missed it), plus him appearing from the bottom of the screen was a nasty surprise that stole one of my lives before the fight even started. Those are just minor nitpicks though, I really enjoyed it overall! The sound design for the boss was great too

This was a cool little open world platformer, and I had fun with it. I think the platforming movement itself felt good, but the level design felt a bit constricted - I liked that it was super vertical, but it would have been nice to have more variety in platforming instead of just jumping up and around those little protrusions to climb up. The hacking minigame was neat, though it would be nice to have some more difficulty/variety with it too. The sound design of the drones was great, the player jump was a little loud and grating but that wasn’t a huge issue. It might also be cool to have a way to interact with drones besides just avoiding them, maybe like an option to hack and blind them for a short duration of time.

I hope this doesn’t come across as negative because I did like this. There’s a lot of cool stuff here, and I think it’s worth building on. Great job, I hope you keep up the good work!

The visuals looks great, and the sound effects felt really well done too! I thought it was pretty fun, but it was a bit disorienting. It was also a little frustrating to keep bumping into stuff while building speed, but thats more on me not playing well enough I think - once you get into a flow speeding around corners feels great.

I think it’s a pretty cool foundation for something, and I hope you keep building on it. Great job!

It’s a shame you didn’t get to finish more stuff for this project, but the visuals do look quite nice. The only platforming complaint I have is that jumping through a platform from below snaps you to standing on the platform, which makes it feel kind of awkward. Hope you keep working on it!

Thank you very much!

Naturally, those other games were no competition for the AAA production of RGBEAT

Wow, this is brilliant. The art was great, and I loved the main mechanic of bending the tubes to make signs. The narrative combined with that puzzle mechanic motivated me to keep playing. Really creative use of the theme. The rotation could be a bit wonky sometimes, and the table got a little cramped to navigate around, but overall I still really enjoyed it. Not gonna get too into it but suffice to stay the story was pretty relatable on a personal level and I thought you guys did a great job!

Thanks for playing! I definitely agree, I didn’t get much time to balance it out for the waves. I was stuck to using that one tempo as well, as I build it out more I’m definitely going to experiment with different tempos and whatnot.

Thanks for playing! I’m glad you had some fun with it. I’m not sure I understand what you mean about the bullet color change - I definitely plan to rework it overall, but I don’t know what you mean by wanting a certain color to stay longer. You don’t have to switch colors, you can stay on a single color as long as you need - you can just only cycle between them on the beat.

(1 edit)

Thanks for the feedback! I liked the idea of one-hit enemies vs one-hit self, but I know it’s not well balanced rn so I’ll take that into consideration for sure. Thanks for playing!

EDIT: Also, there is actually a built-in buffer so you don’t have to be exactly on the beat. It’s definitely something I can play around with though!

Cool concept! I thought this was really well-made in terms of the visual design and music, and the rules of stacking made sense and were interesting. It sometimes felt like the blocks moved too slowly at the start, so it took a while to build up speed again. Nicely done!

That was a fun little game! I thought it got a lot more hectic after the outer lights were on, but that was a good thing. It definitely got more fun as the game went on and more stuff was unlocked. Great work!

Thanks for the feedback! I’ll definitely look into how I can make the color changes and controls feel more fluid, since the flow of the beat is an important part of this game. Glad you had fun with it though!