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boneyan

40
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A member registered Nov 03, 2023 · View creator page →

Creator of

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The most enjoyable game from the ones I've seen. I liked the atmosphere and puzzles, not too easy but also not too hard.
Theme implementation is quite original.
The only tiny issue is that music doen't loop.

Cool game. It is fun to make decisions on the fly and to make plans for the next run. Visuals are nice and fit the game.
Quite unique entry.
The only drawback is that there are no sounds.

It is cool that you've drawn all sprites yourself. Also intro is funnny.

Game feels very nice, very dynamic, controls are responsive. Environment is well done, right scale adds to fun of running around.
Wasn't able to catch mouse even once though

I think on the second one too. I passed it sometimes, but don't know how.

Controlls feel sloppy and unresponsive, like you're under water. Also it would be nice if boss's projectiles had some pattern to them, not just random order, because sometimes it feels unfair.
Some sound also would be nice.
But it is cool that you have finished game.

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Choise of music is really good. And I appriciate the concept. Unfortunatle I got stuck on one of wall jump sections.
Before reading comments I dind't notice there is wall of death behind me, died in botomless pit every time.
Interesting that you do backflip when take damage.

It is too hard for me even on normal difficulty (well, like those retro games, so this is success I guess).
Inconvinient that it doen't work without installed .NET runtime (maybe it is the case only on my ancient Windows 7).

Short, but quite original game.
Camera locked onto character feels unpleasant during jumps.

Art and premise are cute, but game definitely lacks any sound. Speed building mechanic and that the game is actually finishable are interesting addition to the genre. I like that the game is not unfairly hard and I was able to finish it.
Jump is maybe a tille unresponsive, there is a little delay between button press and jump itself.

Fun premise, triying to figure out optimal strategy was also fun, but I wasn't able to finish the game. Dificulty raises too fast, I was able to achieve only one wheel upgrade, and then I spent all time just shooting and died.
Maybe it would be better if I could just hold mouse and not click all the time. Or if you want to stay with your concept, player need to hold mouse on wheel and draw circles on it with cursor, that will eliminate mouse clicking sound and still have some challenge.
Also sound volume setting doesn't work on my computer.

Thanks!

Thanks a lot!

I am glad it is able to found your monitor. But it is not able to found fitting pixel format for my humble requirements (double buffer, 24 bit depth buffer and no vsync). I guess I need to fine tune video setting for that particular distribution, which is not handy at all. Typical Linux stuff

I've uploaded fixed version (with "_fixed" suffix), can you try to launch it?

I think my monitor getting function just doesn't work on your linux distribution/or your setup

I don't think so. The game is compiled, so it shouldn't use any external code. My home directory is in debug info because I specified engine dependency of the game locally, will specify it via git repository next time.

Interesting. Have to make my code robust anyway...

Got it. Some graphics shenanigans, game can't identify which of your monitors is primary and crashes.

Can you please post text of the panic?

Thank a lot for detailed feedback!

Cool game. I like it aesthetically and theme wise, as a bug photo enthusiast. It is neat features that you can check your photos in the end. Use of browser window in gameplay is also clever.

I like nightmarish look of it, the fire on a horizon, phototextured soviet-ish buildings everywhere. When you find little lizards it is fun to punch them and get bigger. Also it is nice touch that you can stomp them when you're big enough.
At first it is hard to find little lizards, but when you get bigger it becomes easier.
Unfortunatly I was unable to deal damage to biggest lizard.
Some sound would be nice, because game is totally silent.

Big thanks! Yeah, I planned to add more sounds, but sadly didn't have time.

Scale as level goal is interesting idea, didn't saw that before.
It maybe would be useful to see your current rating during gameplay.

I like the visual direction, but controls are unpleasantly unresponsive.

Plot of the game is fun, but I had some issues with implementation.
I think to much of the dungeon is available for exploration in the begining, because exploring it feels like walking in long empty coridors.
There is UI issue: in battle messages appear on layer above attack/deffend/etc. buttons, so when I click on message to close it I accidently click on one of these buttons. Because of that I accidently ran away from battle and then door to bossstopped opening, so I had to restart the game.
I've noticed movement quirk: if  I go up/down I can switch direction to right/left while still holding up/down arrow, but if I go left/right I need to release left/right arrow first and only then press up/down arrow to switch direction.
Also while I'm in dungeon pressing space or mouse button crashes the game.

Thanks for feedback. I would be very grateful if you will send screenshot of situation when tiles don't spawn but there is still collision, as you described.

Combination of artstyle, music and interesting take on scaling is just perfect.
Some QoL features could be added, but this is a jam game after all.
5/5/5

Got it

Thanks for your feedback! Can you please clarify on which level did you stuck?

Very creative use of windows. Gameplay is fun, it was fun for me to play multiple runs to try out different tools.
Minimalicity of design fits this game, also I like smart design of the enemies.
Tutorial or some controls info would be very nice, it took me some time to figure out how to place turrets.
My record is 47 enemies/1:57s.

Thanks for feedback!

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It is nice to see STEM-ish kind of game here. I liked the puzzles, but I couldn't finish the last one. I've built scheme as in picture and slime always disappears inside "3:1" block.



Game is beautiful. Puzzles are nice, platforming controls feel good. Jam's theme implementation is quite original.
It is strange that game tells you that you can use WASD+Shift, but doesn't tell about LMB. Not a major problem, but minimalistic tutorial would be nice.
Also on my first play I dragged grandfather clock in a wrong spot and it completely disappeared, so I had to restart the game.

Nice artstyle. Interesting take on combat (but those little robots are nasty, it's not clear how to activate them and they take a lot of standing and waiting). In general platforming feels nice.
It is satisfying to find secret places with cogs, but when you lose all this progress after death is frustrating.
Also sometimes I felt that platforming requires too much precision (i.e. very first gap can be more generous, or when we first meet golden cogs).
Game lacks sound volume settings (not a major issue).

I like the idea that player not fully controlls when character changes its size.
Platforming is a little stucky on geometry. Also sometimes everything visually blends together and it is not clear where you should go (not a magor problem I guess, I've finished game after all).
(ghost is spooky)

Thanks a lot! Yeah, platforming sections require some polish

Visuals are quite nice. It is also fun to figure out in which order to eat flies to get better fly count.
Froglutton physics feels a little weird - it is round, but sticks to the edge of platforms and other surfaces, but sometimes don't.
As of bugs, don't know if this is a bug, but at the last level, in it's rightmost part, I can squeeze throung one-tile hole after eating two flies, visualy I'm larger than the hole, but I pass through it.