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Alzurana

91
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2
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3
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A member registered Jul 28, 2020 · View creator page →

Creator of

Recent community posts

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Hey, came across your work today and just wanted to say that I love what you do. The personality of these is outstanding and gave me a "hostile garden" idea where not your average farmers harvest the crops but the guards.

Not bad, not bad!

Nice mechanic, cute little project :D

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I wanted to first load blocks from images and I developed a whole system to detect how blocks occlude one another just to figure out that hand crafted levels are more fun xD
Level 1 and 3 and 4 still use largely the autodetection tho. Thank you very much for your feedback, I appreciate it! :D

Fun game, nice puzzles. I would love for the controls to be explained tho. I tried a lot before i finally figured it xD
Nice chiptune too!

xP the music was a last minute choice as I had no rights to the placeholder, sadly. Thanks for your feedback, I appreciate it!

Really cool idea! Loved how time changed your abilities!

Hey thank you. I did and omg it was great!

OMG I died internally having to fight those insanely cute dragon-dinos ;-;
Cute creatues, even cuter audio! Loved it!

And I did, thank you for the feedback! :D

Thanks a lot for your feedback, I really appreciate it and I'm glad you liked it!

About that issue you had:
Did you play it in fullscreen or embedded into the website? Unity and WebGL don't allow you to catch the cursor, only in fullscreen for security reasons. I'm actually checking if it is fullscreen and then grab the cursor, and ungrab it if it's not. If you did play in fullscreen and it happened regardless that means you've found a bug in which case I'd be glad if you could tell me the browser you were using?

Proof that you don't need to be complex or fancy to be fun. I loved the mean level design, you get past one obstacle and get cocky and the game smacks you in the face for beliving you figured it all out. But ever time you know it was your fault. A lot of fun!

Good old times... Thank you very much, I'm glad you liked it and I could instil a little nostalgia!

Top notch audio but I was hoping for more intervention and investigation on the players part, it's like the robot is solving the intire case on it's own.

HAHA, I noticed we both are fans of the bloom post processing effect! Thanks! :D

Superhot but in reverse. I love how the mechanics were turned around and flipped on their head here. Very well done. And looks absolutely neat. LOVED the audio!

Thank you! :D

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Had issues with the jump. Often it wouldn't trigger or the double jump suddenly wouldn't work above the lasers giving me a hard time. Overall very cool how the mechanic was tied into the puzzles. I liked the animation and the smoothness of the ghost and time mechanic.

Thank you, I'm happy you enjoyed it! And likewise, yours was a a ton of fun too!

A LOT of fun! You plan your paths but it is still super difficult the more ghosts there are, really good learning curve too. I loved it!

Hey there, thank you a lot, I'm glad you liked my game! :D

Reeeally cool, I've seen some other "tile walker" puzzle games in this jam and this one was one of the very good ones! Solid levels, solid mechanic, easily understood and very neatly used in the level design. Nothing feels out of place, A+!

I sadly do not understand what the clue is supposed to be at all. I was trying to look for changes in the environment and the direction I'm supposed to go but I could not figure it out so I wasn't able to complete a single run.

The graphics and sound are cute, I just wish for more of an indication as to what I even should be looking for.

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Since a mug makes level 3 twice as difficult I didn't want to overwhelm the player too much. Was planning for ball sleep powerups as well and will come in future installments.
Ouh hey, and thanks for the tip! Neat!

I'm really glad you liked it! :D

I really liked this title, nice eastereggs as well, btw ^^
Nicely played with the concept and the core mechanics are fun and engaging, really cool!

This is a lot of fun and I really liked the cloning mechanic in this one. First time I've seen this work so well, I guess the top down view really helps this. Well done!

There are some very nasty "bugs" hidden in the unity physics engine that I had to greatly work around. For example does unity interpret shallow impact angles as "contact" which results in a slide. The physics material is a 100% elastic bounce but it still happens from time to time. I wrote some detection to try and avoid it but I think that I may need to implement the actual bounce myself and not rely on physics but use triggers instead. The paddle does this due to the fact that this behavior made it unplayable.
You're pointing at a really interesting aspect of the development of this title ^^
For the shallow ball angle, that's most likely user induced because I don't convey the mechanics of the paddle properly. You see, the velocity of the paddle and the previous angle of the ball determines the exit angle. Due to this you have to move the paddle in the direction you want the ball to bounce. I noticed that this allows a lot more trick shots (when you know that this is the actual mechanic) but I also noticed that it confuses players a lot when this is not communicated. Better communication job next time xP

I'm glad you like the overall concept, thank you very much ^^

Thanks a lot, I appreciate it! :D

Very nice and very polished. Cute and well animated art, nice effects, very very cool and simple mechanic and decent audio. I really like this title!
It is a little bit difficult tho. Deffo needs more ratings tho! :C

I think I need a better way to convey the mechanics of the paddle. The ball gets a little bit of the velocity of the paddle, in order to change direction the paddle must move. Thanks for the comment, I'm glad you liked it! :D

This one is a winner! I had a ton of fun playing it, I looove the idea of the blade ru-.. eer..  rewinders, the sound is nice, the game is polished, the graphics are to the point. All in all a winner

Yes, the concept is the velocity. I figured that people who played breakout in the past eventually have an issue with this. I wanted it to feel more natural but there are some player driven patterns that this control sceme enables which are problematic, like constant steep ball angles.

Very intresting twist on the theme, it ramps up in difficulty quickly but that does not have to be a bad thing.

Level 3 has a bug on it which makes it very difficult to solve. I'm planning for more rewindy effects in the future

I liked the music but I would've appreciated a timeline that gives you at least some orientation.

It was a lot of fun when it finally came together. I;m glad you liked it! :D

Very cute graphics and nice music. I liked it!

Hey, thank you! I'm glad you liked it so much :D