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chertkov

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A member registered Feb 19, 2020 · View creator page →

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Actually, I too was thinking to add a particle effect and a sound to indicate a successful grab. On a similar note, my teammate asked me to add a small time buffer to grabs to make them a bit easier. I chose not to do all of the above, partly to make the game harder, but mostly because we ran out of time 😅

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Thanks for the suggestion! We are aware of this problem and we encountered it ourselves constantly during testing. But I also think that fullscreen solves it completely. You can toggle it in the options. I have also put a lot of thought into the camera. It should give you enough space in most cases.

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I wish the camera worked differently. The guy is relatively mobile in the air, but you can't really see where you go. It's unfair even for a foddian game. Other than that I liked the mobility and level design. Great job!

I like the OlliOlli games, so this one was right up my alley too. The only thing missing is some kind of stunt system: jumps and flips are already there. Not that I ask it from a jam game, of course. Hope you update it in the future!

I usually find this kind of soundtrack insufferable (sorry), but in your game it was adaptive, if I'm not imagining it. And the adaptive part was very well done. I also really enjoyed the guy's animation, it never gets stale. Very smooth gameplay, great job!

In case you missed it in the rules: you can grab on to anything but green slime. That way it is possible to climb steep walls and even walk on the ceiling.

Hey, Nick! Would you like to team up with me? You can find my introduction several posts higher. My Discord is chertkov#4545.

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Hello. I study Sofware Engineering and dip my toes into game development to see if I am any good at it. Overall, I am somewhat experienced with Gamemaker Studio 2 and Unity. (preferrably pixel-) artist would be much appreciated. I write music myself, but sound designer/composer would also be welcomed.

Secret room is adorable. Controls are a bit messy, especially for a walljump, but otherwise pretty solid platformer. 

You managed to make some nice and fluid animations inspite of limitations. Particles, squish/stretch and screenshake are also very deliberate and appropriate. Very solid entry.

I really liked that minimalistic minecraft/terraria freedom vibes in sound and graphical design. However, the game does not seem to work properly, so I hope, you will be receptive to some critique.

I could not really interact with anything nor in browser version, neither in downloadable one. Aside from collecting materials to complete the main task, it would be especially helpful to be able to see again what merchant has to say, since it is such a massive wall of text. As I said, you have some really nice atmosphere, however to my understanding, your game is more of a quest, than a sandbox. Also difference in resolution of character sprites, environment tiles and text is a bit jarring.

Anyway, you definitely have potential, hope to see your next game!

Incredibly beautiful pixel art, considering the limitations. Very solid entry.

Thank you for your feedback, Miline Media. 

Level budget is not a restriction, but a hint to how optimized your pipeline can become. Therefore, anything is accepted as long as it works, but you are slightly nudged into thinking about better solution. 

At the end of every level you get a message, saying if your budget was met. As it seems, it was not enough. We will try to communicate more clearly in our next game.