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bluemeerkat

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A member registered May 01, 2021 · View creator page →

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Hey, thanks a lot for your comment! I looked up some of your work and I really appreciate your offer.

However, this project is a bit of a "me making an entire game by myself for fun and learning purposes" kind of thing, for better or worse. Actually, learning how to make music is part of the goal, even if the result isn't professional (that's also why all the tracks are going to be remixes).

I'd like to look into real chiptune music and trackers sometime, but probably not for this game.

Hey, thanks for your comment! The game was made in Godot.

I'm probably not a good-enough Shmup player to appreciate the intricate scoring mechanics, but I had a lot of fun! I like the adaption of Kogasa's theme. Also, few put as much effort into the itch.io page and the readme file, so thanks for that.

A very enjoyable read, definitely the most interesting presentation I've "listened" to in a while. Now I'll never know who that last audience member was (I almost expected them to be Maribel for some reason).

Very addictive! I like the combos, and the effects (sound and animation) are spot-on! The music is pretty good too! The crowd control aspect is fun and felt fair, once I got the hang of it. But I wish there was a way to get back to the boss faster, Mima is pretty tough and waiting for another 100 seconds to get another attempt requires a fair amount of patience.

All in all a fun game!

Thank you! I'm actually working on expanding the game a bit, my goal is to have about 4-5 levels and maybe another boss. I can't guarantee anything though :).

Thank you! I'm definitely going to add midair turning, you're not the first to complain about that. The game is a bit on the difficult side, considering how short it is. Glad the art turned out OK (I'm not really an artist).

Thanks a lot for playing and commenting! Actually, the "slimes" were supposed to resemble kedamas, but they probably don't look fluffy enough... (Touhou enemy variety in general isn't that great, it's all fairies and various kinds of orbs to my knowledge.) Glad you like the reimu sprite, I'm somewhat proud of that one.

A fun game with a promising concept! I enjoyed experimenting with the variety of attacks. The pixel art is extraordinary for such a small amount of time. However, the goal was not quite clear to me. Does something happen if you level up a few times? I also noticed that the controls have a few rough edges, e.g. when you press against a wall, you can't jump. Other than that, very good job!

The last one got me...  I found the game to be challenging but fair and very enjoyable overall. You did a very good job teaching the mechanics and adding readable sound cues. The only thing that could use some work are the graphics. Good game!

I like the different shot types and matching enemy formations. The randomized levels offer quite a bit of variety, and the music is pretty good. I found a small bug where the player won't leave the screen on death and gets stuck instead. Good game overall!

I thoroughly enjoyed the writing and the humor, especially the philosophic intermissions! I like how everything, including Art and sound design conveys a very mysterious and tense atmosphere, which is then resolved comically. The way the characters (e.g. Patchouli) are characterized indirectly is very clever! All in all a very good concept and pretty much perfectly executed!

Thanks very much for the comprehensive feedback, I'm glad you enjoyed the game! It's good to hear the difficulty and slow pacing worked out for you, as the level design is a bit rushed. I definitely spent too much time on music and art.

Thanks for your feedback! What pit and what ledge are you talking about specifically? I will most likely redo the levels after voting has ended, so knowing where the problematic parts are helps me out. The mid-air turning is on my list of things to fix. The restricted midair control is by design though (it's Castlevania-inspired after all).

Fun to play, and the last level had me thinking for a while. I also like how you integrated the menu into the game. The concept is very promising, the presentation could use some work (music etc.), but overall the game is well-executed!

A fun game! I like the form switching mechanic and the art is very impressive! Also, I really appreciate the comprehensive instructions page! I think the pacing could be improved a little bit though. For example, you could spawn the enemies in waves and give the player some time to rest. Good job overall!

I really liked the concept and the creative writing. The art and music really set the atmosphere (props to the composer specifically)! And it's nice to see so many people collaborate! All in all very good work!

Thanks a lot! I'm glad the boss turned out well! The scope was almost too much though.

Thank you! That's exactly what I was hoping for :-).

Thank you, glad you like the game!! (don't know what else to add)

Thanks for the feedback. I included an option to invert the y-axis input (Esc -> settings -> inv. axis), because I considered this an expected feature with this kind of game. It didn't occur to me that there's different preferences regarding left/right input too. If I update the game, I'll add that option.

I have little to add, the game is incredible (too hard for me though, I gave up after the first world)! The sounds fit really well. The collectibles and secrets are a cool addition. I haven't seen a game this complete in a game jam. If I could add a thing though, it would be in-game key rebinding and/or support for multiple keyboard layouts.

Thanks for the info! Behavior trees are a thing that I always wanted to learn about, but put off because they seem so complicated. I've noticed that Godot's animation system is pretty powerful, and I've been thinking about using it for similar purposes (different attack, block and stagger animations on a player character). Now your dragon makes me want to give that another try.

Thank you very much! In case you're referring to the inverted y-axis, you can change that in the settings. Not sure if I keep working on the game though.

These are good suggestions, I'll keep them in mind. Thanks again!

Thanks for playing and commenting! What would you change about the controls?

Thanks for playing! You can change the y-axis in the settings (Esc -> settings -> click on inv. axis).

Awesome game! I like the variety of frogs and insects, the voice acting, and the title screen. The attention to detail overall is insane!

If you want, you could consider adding enemies with different movement options (take shortcuts, ignore path) to make the frog placement matter more. How about a gold frog that earns more money? Just some ideas, the game is near perfect as it is!

Thank you! Going 3D was a bit of a risky choice, I'm glad it worked out.

Thanks a lot! I might have made it a bit too challenging.

Thank you very much! Missiles are somewhat powerful, so I felt like I needed to be stingy with them. The speed is a good point, I'll have to think about that!

Very intriguing aesthetic, and the music fits nicely. I like the unusual abilities/controls, they add to the sense of mystery. The technical side of things could use a few improvements and I could not figure out what the key is for (and the moon was not being helpful either). Other than that, it's very interesting!

Hi, I rated your game (its good!). Maybe you could have a look at mine, if you don't mind the lack of a web version: https://itch.io/jam/lowrezjam-2022/rate/1660819 .

I found it very enjoyable. The story is an interesting mix between funny and dramatic. The art and music are outstanding! My only criticism is that the combat lacks depth, but the enemy variety and the level design make up for it.

I like how much of an atmosphere you create with such a simple premise. The NPCs and messages were entertaining and the ending was funny. Sacrificing a third of the tiny screen for text at that resolution is a pretty bold move. All in all very good!

This is a very spectacular game for a game jam! Graphics and controls feel very polished and the plants are a neat idea. The animations must have been a lot of work. I think the dragon could do with less health (or a health indicator), I bashed it for about 17 minutes until I won and I wasn't sure if I was making progress. How does the dragon AI work? It seems like a complicated thing to do.

Very well made. I see it as a reminder that execution is more important than concept. The setting and map layout made me curious enough to explore. The secrets were a nice addition, the art and music set the tone perfectly. Great game!

This concept is very interesting and the presentation is cute! The hats are a fun idea (I like the pipe). I think some mechanics could be made more explicit, for example there could be a visual indication when hiding behind seaweed (I didn't get that until I looked into the comments). Level six was a bit of a difficulty spike, because I had no idea where to go. On level nine the jump did not work properly (Bernard bounced off the surfaces instead of latching onto them). Other than that, great game!