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Allen Dawodu

36
Posts
10
Followers
A member registered Jul 07, 2017 · View creator page →

Creator of

Recent community posts

Wow, I never thought to play the game while asking what’s the least amount of upgrades needed to successfully complete it.

Thanks for playing!

I’m loving all the NileRed references here in the comments.

Yes, the the view count is randomize. Good guess. There’s two endings, one in which your video gets 2-10 views and another where your video gets 20-23 million (I believe those are the numbers I coded in).

Thanks for your feedback.

Ah, I was considering that, but when the Web build failed last minute (with crackling audio), I decided to upload the files like this.

I’m personally not a fan of extracting zip files all the time during game jams. Then again, I guess that’s why we have the itch client.

Cute and visually polished game.

I’m glad you liked it.

Thank you. I’m glad you enjoyed this little fan game, I didn’t want to overwhelm the player with too many things to juggle now!

It would indeed be interesting to create a full NileRed fan game with all of this creations.

Whoops! Then I’m just bad at the game.

The movement is really nice in this game, I like how it’s safer to move faster than it is to move slower.

I wish however that, for a platformer, coyote time was implemented since there were many times I’ll just fall off a ledge because I was slightly too early/late with my input.

Not bad. I couldn’t stand the Virgil’s dialogue audio though and my angel stopped responding to my keyboard input when I entered the boss stage.

I really like how you eased into the game mechanics whilst providing story for the player.

This is a really nice concept, but I wish there was more of a sense of progression, every Continue felt like a New Game.

I like how you can corrupt multiple tiles at once, I was using that to my advantage the moment I figured it out.

Thank you! 2667 is not bad, that’s when things start getting crazy.

Thank you.

I’m glad you enjoyed the core mechanic. Time ran out before we could export the build with the win state after level 2.

Same here.

An unexpected concept, I like it!

I really like the idea of the player looping to the other side of the level, a mechanic like this adds to the underlying story within the game. Thank you for your feedback.

I love the color choices and atmosphere in this one!

Yeah, we only realized it after the fact that improvement could've been made on that mechanic. Thanks for playing.

Thank you!

We actually based our game on a scene from the volume 3 trailer of Love Death + Robots.

Yeah, we were thinking of making the vacuum tank on the player is progress bar of how full it was (kind of like the ink tank in Splatoon), but we ran out of time. Thank you for playing.

Thank you. Unfortunately, time got the best of us so we couldn't implement vacuum sounds and the win state of the game.

I love how the game looks, but the collisions were getting in the way of solving the puzzles.

I definitely agree with Boxfriend. The art and animations are great, wished to see more enemies spawn after I defeated the first one.

Thank you! It's great to see that my game spooked someone.

The game should have auto detect settings while you were in the main menu. But then again, there were over 1k meshes in the level.

Thanks

I don't mind a longer jam, though >2 weeks is a bit too long in my opinion.

Read the game page for the controls on how to play the game.

I was expecting a comment like this, my toaster is able to run this at a solid 30 FPS but then I added the skybox and that quickly decreased to 20 FPS... Next time I look more into optimization and changeable graphics settings. 

They're not dead, its more like they're ALMOST dead. There's a big difference between the two.

Thanks.

I've noticed that there is what I believe to be a bug where the player gets stuck in a block, other than that, this game is quite fun.