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Adrian-Samoticha

27
Posts
A member registered May 19, 2024 · View creator page →

Creator of

Recent community posts

Hey, congrats on winning the jam. :)

(Also, I just realized you submitted the final build 25 seconds before the deadline, which is kinda crazy, lol.)

Those sparkles do indeed look very nice. :)

Wow, I do like the character model and its animations. The camera movement is also impressive for a 3-day jam game. I do wish there was some visual indication as to which teleporters are linked to each other, though.

I’m not sure if puzzle games lend themselves well towards speedrunning, but it’s a really nice puzzle game with interesting mechanics and an art style that I do indeed like. :)

I got 3:14.59, which ain’t great, but it kinda looks like π, so that’s nice, lol.

I really like the idea of gaining speed by falling quickly, however, I wish the camera would zoom out when you’re moving faster as you don’t see far enough ahead of you when you’re moving too fast.

Man, this is actually lots of fun. It’s a little buggy—your scavengers keep moving even when you’ve paused the game by opening the shop and apparently when there are no slags on the map your scavengers just drive off the map never to be seen again (which is how I, unfortunately, got softlocked on the third level, as I didn’t have the money to buy new ones), but I do really like the interpretation of the theme, the visuals, and the gameplay. The music was fire as well!

This could be a really nice game with a little bit of time spent on polishing it!

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Maybe I’ll update it after the jam. The level in this game was rushed out as quickly as possible because I was running out of time. Originally there were supposed to be three levels, each with their own visual theme and everything, but that was unfortunately cut in the end.

I agree with @Palin_drome. There really should be an indicator that shows when you’ll take fall damage. And yeah, checkpoints would be nice. :)

Yeah, I originally planned to add an animation to the camera when the player teleports (rather than move it to the new location instantly), but that’s just one of the things that got cut due to the short development time. :(

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I got a faster time, though I wish the timer kept track of both levels, rather than each one individually. 

Edit: It seems my screenshot doesn’t show up. My time was 00:05:475.

To be fair, it was a huge influence, lol.

I wish I had the time to design a proper level that makes some good use of those mechanics, lol. Thanks for the feedback, haha. ^^

I really appreciate that the game makes it clear where to go. The dodge mechanic is also really fun, though I think the dodge meter should somehow be visible on the player model itself, rather than only on the edge of the screen.

Something about undoing those bolts is incredibly unintuitive and frustrating. I kept turning my mouse cursor, yet it just wouldn’t really unscrew, which cost me lots of time. That said, both the idea itself and the aesthetics of the game are absolutely amazing and get a 5/5 star rating from me! :)

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I do like the idea, though it may have been a little too ambitious for a 3-day project. I found the hitboxes could be a little more lenient (I’d find myself punching an enemy, but the hits didn’t connect, and I couldn’t hit anything with the hedgehog grenade), and the cheetah leg just made it difficult not to fall off the platform, but I guess that’s just the consequence of the short development time.

I really do like the aesthetics, though. 

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Repost from the itch.io page:

I like the music and I really like the idea of having the enemies and bullets be physics objects. I also really like how the mouse cursor is invisible and instead you get a gun that shows you where you’re aiming (though I’m not sure why the main character sprite is also holding a gun).

I kinda wish dying just resetted the current level, though (without resetting the timer, of course). :/

Also, it’s easy to get stuck in a wall while dashing. It’d be nice if the player continued moving until it no longer collided with the wall before the dash was complete.

I didn’t even realize there was a health meter, lol. I thought you’d die after a single hit, meaning I was hit multiple times without even realizing.

I like the music, and I really lke the idea of having the enemies and bullets be physics objects. I also really like how the mouse cursor is invisible and instead you get a gun that shows you where you’re aiming (though I’m not sure why the main character sprite is also holding a gun).

I kinda wish dying just resetted the current level, though (without resetting the timer, of course). :/

Also, it’s easy to get stuck in a wall while dashing. It’d be nice if the player continued moving until it no longer collided with the wall before the dash was complete.

I’m not entirely sure how the “Scavenger” theme was incorporated into this game (though to be honest, it’s not exactly a theme that lends itself towards speedrunning), but I suppose you do have to look for gray objects, even if you don’t actually scavenge them.

That said, I like the overall idea. I like how there’s an animation when you paint an object (it’s a jam game, so you cannot take such details for granted :p) and I was impressed at the fact that it ended in a boss fight. 

The sky box is also kinda cute, lol. 

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Yeah, there seems to be some weirdness going on with the mouse controls. It seems kinda imprecise, and the sensitivity slider doesn’t fix that. I try not to judge games for technical issues like these because there simply wasn’t enough time to fix those, and things may be different on different machines or platforms. My own game looks weird when played in the browser (the lighting is much more intense than intended), but that’s what you get when a game’s made in 3 days. 

Yeah, I’ve had the same issue in my game. The deadline was coming to a close so I had to rush it. :/

I like it its audio and visual design kinda reminds me of Zelda: Spirit Tracks. That said, I found the level design a little confusing and ultimately gave up because I couldn’t tell where to go.

I really like those aethetics. :)

It’s a nice concept, but I don’t really think it’s a game that lends itself towards speedrunning.

I do indeed like the sound. :)

The coins don’t respawn when you die. :(

Pressing tab does open a textbox (in a separate window) for me in the Orion browser. Maybe your browser blocks it?