Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Arnwaz

67
Posts
1
Topics
3
Followers
4
Following
A member registered Apr 23, 2016 · View creator page →

Creator of

Recent community posts

Thank you! My friend PielongPoi wants to get into 3D modeling and animation, so we picked a game type that plays to both of our strengths, glad you liked it!

Thanks for the feedback! The single-player implementation was the last thing to be added, so it was definitely the least tested. Glad you enjoyed it nonetheless!

Thanks! I know it's a more liberal take on the jam theme, but it gave me the option to explore something entirely new.

Oop- I thought I closed off most of the areas the ball could get stuck at, I added a reset level control as opposed to reset the ball only as I didn't want that being abused. Thanks for the feedback!

To be honest, I was running out of steam for the last level, I decided to try and make it look overwhelming as opposed to actual difficulty as a sort of last hurrah. If I had more time, I probably would've implemented more mechanics, so the gameplay could've had more depth.

Good luck to you too!

Hi! Themes are open to interpretation, and we decided to have there be only two buttons on the map to complete the level, instead of taking the easy approach of only two button controls. Thanks for the feedback!

Normally I'm not a huge fan of platformers, but I really like how you used the zero gravity mechanic in your level design to make normally impossible jumps possible. With some polish, this could be really awesome!

Honestly, extremely solid game! I do think the hitboxes are a bit unforgiving given the difficulty of making sharp turns and the tight spaces. I found myself hitting spikes on the same level of the floor if I was sliding along it.

Great job! The sound design is definitely my favorite part. I wish the ship was more open-ended, so we could really take advantage of the zero gravity momentum without slamming into corners repeatedly, but maybe that's just a skill issue.

I was thinking about that! However, I didn't want limited wells to take away from the pure insanity of placing a lot of them.

It's fast, but risky. If the ball doesn't go the way you want then you end up losing quite a bit of time since restarting a level still counts against your time. It's also a pretty useless strat if you're going for least wells. I prefer letting people play the way they want, and I'm sure some more consistent strategies will come out in the future.

That's some high praise! This game is definitely the one I'm the most proud of out of all my game jam endeavors, so I'm really happy that you liked it! It was my first time making everything by myself, including the music, and I think that honestly lends to the simple fun charm of the game in my eyes.

I recognize a GDevelop leaderboard when I see it! Super cool, but the game doesn't seem to really have a way to speedrun it. A good option would have been to rank players on who can clear the board the fastest instead of having a set number of lives.

This game is definitely a bit unpolished, but I actually like the aesthetic and the way the player character's hair moves. I'd suggest having a counter for the amount of crystals you need to dodge, and it's missing a timer as far as I could tell. 

I can see the potential here! The ship seems a little slow for a speedrunning game, but that may be because I was playing on the web version.

This is amazing! One of my favorites so far. I could tell what the gimmick was right away and how it related to the theme. The mechanics are easy to understand but hard to master. I imagine rage game fans will have a lot of fun with this one.

This is an extremely unique take on the theme! Well done!

I love the idea of an ability having a time penalty! I think that's a really creative way to encourage different routing instead of just flying all the time.

This is really cool! I love the aesthetics of it, but I really wish there was a checkpoint system. Having to restart from the very beginning after hitting the spikes was kind of a deal breaker for trying to learn the game.  Perhaps I just didn't get far enough?

I'm glad you had fun! Playing around with the physics is definitely the highlight of the game.

Glad you liked it! I figured the least wells category and restarts still counting as part of your time would be enough to discourage placing a large string of wells as one mess up could really hurt your time.

Clever! Thanks for letting me know!

Watching the bombs go off is super satisfying! I have to know how they were made to go one step at a time.

What an awesome showing for GDevelop! Congratulations on all the games making it to the end!

(1 edit)

Hey there! I think the best way to prevent that if this jam ever happens again is to find a group to pass the games around in. I don't think this is a violation of the "no communication" rule as you're not telling them anything about the game. You're only organizing who will pick up what game which prevents the issue of too many variants popping up one day and nobody being able to continue it for a later day. Check out the GDevelop Community post, you'll see that's how we did it and it worked fantastically, we didn't communicate with any of the other devs directly, we only chose which game we want to work on for each day to let the others know not to use up their one chance to work on it.

With this being the final day, I think it should be fine for anyone to pick up a day 5 project and work on it for Day 6, yeah? Assuming they haven't worked on it in a previous day. It could be fun to see a whole lot of different variants for the final day.

See you there!

Can you update the project timeline just in case someone see this and also sees Pogo Dig without Day 5 claimed.

Day 5 is done! I am utterly exhausted from working on games, but with this I've officially worked on at least one variant of each GDevelop game and I'm proud of that. I definitely had a lot of other ideas for Uninvited Guests, but I'm happy enough with my few additions (although I'm secretly hoping someone improves my art XD).  Here's the link: https://arnwaz.itch.io/uninvited-guests

I hope someone is still working on Pogo Dig for Day 5 if this is the case, it would suck to have one project not reach the end.

I totally forgot! Thanks for the reminder!

Space Game Day 4 is out! https://arnwaz.itch.io/space-game-gdevelop

My internet went down and still is, so I couldn't add all that I wanted, I hope you enjoy my redesign nonetheless!

I'll take that as a compliment! Game feel might not be my strong suit, but I love coding unique systems.

First time I'm seeing this version! The ambience with the music, the footsteps, and the lighting adds an amazing sense of dread and impending doom. It's crazy how much you changed the whole feel of the game with those improvements alone.

I haven't seen this game since Day 1! I'm loving that there's a bit of a gameplay loop now, and you move so fast while flying it's almost difficult to control.

Super cool additions! I love that the game still retains the same style as it had in day 2. The exclamation on the arrow when you move away from your grave is mildly terrifying when it pops up, it makes me feel like the grave is in imminent danger.

I love the new art! Great additions overall, the sawblades are super difficult to dodge if you're going too fast, so there's more risk-reward there. One thing to note is that the sawblades can spawn on top of or completely block off the switches which will end your run.

Hey there! Just letting you know that sulfur cretin picked up Uninvited Guests for Day 3 instead of myself, I'm taking a break for Day 3 and I'll pick up the project on a later day to hopefully push it to the end!

I'm in a lot of the other GDevelop Community posts, and I haven't seen any one else mention it, so I can't wait to see what you do with it!