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Aemetta

121
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23
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5
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A member registered Aug 09, 2016 · View creator page →

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I really like this, the movement mechanics are super fun. The story is a little weird though. I gave up at the asteroid section in the void because I kept dying and there's no checkpoint there so it sucked walking all the way back.

Asteroids is still a pretty fun game but it gets boring after a while. Needless to say playing the same level again and again with few new mechanics gets tiring especially with no music or sounds. You can make an asteroid game fun with a satisfying pew pew to shoot and cronch when you hit something!

This is a cool game. The destructible tiles were really neat and make me want to do something similar in my own game. I just didn't want to play for very long because the music isn't mixed very well and it kinda grated on my ears.

I'm a big fan of isometric orthogonal controls, but rotating the 8-direction controls was not the right call for this game. I really liked the artstyle and I think you could make an interesting maze mechanic into a game but most of the time is spent on the water heading to the next island and that's not very fun.

This was pretty neat. I never got to the end though, it can be easy to miss bombs. I just wish it were easier to switch between tools but I suppose that's part of the challenge!

I think the graphics could use a little more work. The flashlight cone was so cripplingly short that I'd only have half a second to react to the zombies. This game could be really fun but it doesn't feel that scary to me so the enemies feel a little unfair.

I like this a lot, there's a lot of character. The dialogue is funny. The programming could use some work since the movement feels weird.

Please bundle the .pck file with the Linux upload, too. I like the pathfinding. It'd be nice to have something to do in the game, rather than just walking around.

Thanks. This was just a small project to get me back into jamming and I wanted to try something different. I also use a different keyboard layout, and you'll find that for most jam games WASD is an acceptable control scheme because implementing rebindable keys is a hassle.

This game is absolutely stunning. The best audiovisuals I believe I've seen in any jam game before. I seriously hope you two get hired for an awesome game company because the visual polish here is top notch.

The only part tarnishing this game is that there's a lot of jenk surrounding the mechanics. I'm not sure if you didn't have time to implement it, or if it's just a bug, but climbing ropes is impossible and it just respawns you as if you had died. I was really looking forward to getting to the end to see what the ending is like, but I just don't think it's possible when I can't use ropes to climb back up!

I look forward to seeing what you make in the future.

I don't think it's inherently too hard, it's just that jam games require a bit more effort to maintain my attention. There are a lot of games to play and rate, after all! Lowering the friction would make the game accessible for everyone.

This game is super fun, I like the concept, and gaining and using abilities is interesting. Unfortunately I found it a bit hard for my tastes; especially for a jam game. I believe there should have been a checkpoint on every screen, and falling down would respawn you at the last solid ground. I kept falling at the switch puzzle and it is endlessly frustrating having to climb back up there so I decided not to continue. Which is a shame because I was really looking forward to what was next! Also, when I bought the red ability I forgot I had to put away one of the ones I had so I basically wasted money.

Apart from those nitpicks I will say the game looks and feels lovely. The animations are super smooth and the music is pleasing. I'm looking forward to what you make in the future.

Awesome! I appreciate the breakdown of your scores. Thanks for the review.

Unfortunately the game didn't give me a sense of urgency while playing, and I was just roaming around digging up every spot. The tingling noise to signal an object was nearby didn't help me that much. I also didn't know what to do with the objects after digging them up. I like the concept though and think this could become a fun game.

I appreciate the idea behind this, but unfortunately the execution was just incredibly poor. I would recommend joining a team for the next jam. I did make it to the end and that was pretty satisfying. I don't think many others will because if your computer is a potato it literally cannot handle the thousands of physics objects.

Thank you for the praise! The eye slider is look sensitivity.

I've talked to you in voice chat when I played, but let me reiterate: I really enjoy your style and you have a lot of potential! I've seen how far you've come since the first platformer game you made, with the character being an orb with legs. I can tell you put a lot of heart into crafting the story for this game. Unfortunately, it's not very scary, and it seems to lack somewhat in substance (I'd like to learn more about the character, the world, and the building they're exploring). Well done on submitting your first jam game!

I'm not even gonna lie: this is the first GWJ game I've ever given full 5-stars to. It perfectly captures the aesthetic that I love from your games, it's an enjoyable and relaxing romp of exploration, and even though it misses the combat element that you wanted I kinda like the eerie vibe of the corpses strewn about. Besides I'm just a sucker for grid-based adventure games. I look forward to future updates and community mods~

This was a silly little break from all the other action-packed titles this time around! Not sure how I was supposed to deduce the correct answer, but since you can click the right choice after failing, it's trivial to earn a 10/10.

This game is super aesthetic. I like the first two levels that introduce you to the mechanics. I also like that the levels are generated and gives each play a different experience. The level gets harder the longer you linger because the plague spreads to all the NPCs over time. Well done!

Quite a lot of work would be needed for this to be engaging for me. I could just spam the powerups for a "permanent" boost, and it was hard to control with such high mouse sensitivity. Still, well done making a 3D project, it looks promising!

beautiful

I think you're just having trouble showing the "game loop" to the player. It seems to time out the level after a certain amount of time but most players won't play for that long. The level should end after the objective is completed, and the timer should be visible on-screen.

This looks really interesting but I have no idea what's going on

I kept running out of ammo. Love the artstyle

I didn't know that it wants me to bring the birds back to the building, so after getting loaded down with 20 of them I could barely move anymore. Also I'm not sure how this game relates to the theme.

This game felt way too slow for me. The text scrolling was slow, the walk speed was slow, the screen transitions were slow. I don't think it would ruin the atmosphere to have a button that skips some of this while still letting you read the dialogue text.

I wish I could restart the level instead of the game when I die. The only winning move is to just constantly remind yourself to move slow...which isn't very fun.

I like the art for this, and you have the basic mechanics down. Good luck on your future games!

Nice graphics and 3d environment~ I wish you could've finished what you wanted to make. I didn't find any of the puzzles.

This was a very fun game to play through, great design. I like the simple touches to the graphics, like the stars and black holes in the shadows. The player could use some better animation, and I'd like a sound/animation for dying rather than restarting the music. The dash ability should be nerfed a bit as well since there's no cooldown so I just spam it to move quickly.

lol

This was a surprisingly engaging experience. It took some practice to work out the best strategy. Unfortunately, it gets boring quickly without level-ups or progression. Have the enemies come in waves, different weapons, stronger enemies as it progresses. Still pretty fun already though!

I actually like the way these controls work. It lets you do full 360 degree aiming with only arrow keys. Even though it's a cool concept it wasn't very fun to use. The difficulty curve is also a bit steep, and I kept dying on the level where you can see which enemies you need to kill. If I could restart from the beginning of that level rather than the very beginning, and if the friendly snakes didn't shoot, I would have spent a bit more time trying to win. Besides that, though, I really like the graphic style and ambient soundtrack!

This game seems unfinished. I couldn't get through the tutorial or the first level. I see the potential for a cool puzzle game here but it seems you exported the game before testing that everything works.

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Could you add downloads for Mac and Linux exports?

This is an interesting set of controls. I think it could work better if the camera always kept the player in the center of the screen, and the flashlight could be pointed in all directions (not just four). I couldn't figure out what to do beyond getting captured by the monsters and forced to restart.

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I tried to play the Windows version. For accessibility you should compress your games into .zip files, not tarballs. I'd normally be able to open them but I'm using a public computer, and not many people know what program to install to open them.

The puzzles were quite fun to solve. I enjoyed all the cinematics. There were some issues with the lighting and the 3d primitives were really basic but that hardy detracted from the game. I will just say that I was confused at first because I was able to get past the windows by crouching but it would catch me half the time.