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CodeRaurus

216
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12
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18
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A member registered Jun 15, 2020 · View creator page →

Creator of

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Thanks for playing and the feedback! The ice will melt in the future and that makes situations more dynamic in my opinion.

The glow and blurry background look good in the screenshot, they emphasize the right things.

Ah, I see! The flags make a bit more sense now!

Thanks for playing and the feedback! No, you do have valid points.

I do agree with you for the most part how the dual-spells ended up. We discussed having the ice melt over time to prevent the bottling issue  but it didn't manage its way to the jam version.  But it does make a difference, I can tell you that.

Quality over quantity sounds interesting, we might give it a spin while we're at it. We didn't do a whole lot of adjusting the difficulty.

Thanks for playing!

Very polished game, I like it! I like how the tiles bounce on interactions.

Very relaxing game. I like the aesthetics and the exploration of different combinations.

I wish I could have seen the already discovered ones to strategize my next move even better.

There's a lot of good here. Good concept and fitting execution in audio visuals.

But I just could not handle my kobolds, at all. Both in tutorial and the level it felt like they just go unresponsive pretty fast.

The flags didn't seem to do anything in early game. I thought they would be connected to different colors of kobolds.

This was fun. The building sound is very familiar, reminds me of Loop Hero.

I like the audio. The music has  a vibe to it and the detail when landing and moving.

I got stuck in the second level, see the image:

After dying in my first expedition, I got an empty level next. That basically soft-locked me.

Based on the first death, the combat felt having quite a high difficulty.

Lastly, the Start and Quit buttons at start were quite illegible.


Good work regardless. Based on other comments you got something nice going.

Chill farming game. This could work as a background game - like Rusty's Retirement.

Thank you for playing!

Thanks for playing!

Thanks for playing and the feedback!

Thanks for playing!

I had no idea what was going on. I was interested, and expecting, to see dudes running between the columns but unfortunately that didn't happen. And it seems I received money from pulling- and some sort of combo (even the odds on the side)? Didn't notice a lot of navigating as described above.

Shame you ran out of time. I hope to see the version that explains things a bit and works a better, though.

Thanks for playing and the suggestion. Then again, cultists blending into the crowd sounds kind of intriguing, doesn't it.

Thanks for playing! It was a design decision to be able to block things with ice.

Nice, cozy submission. 

I do wish I could've seen the blob grow even more over time. Where is all the meals going..?!

Very good! The challenges kept me hooked until the last level. Vibes are good.

If anything, I would maybe speed up dying animations.

..Did I just spot something suspicious in one of the levels?

I love the concept and the atmosphere. You'll die if you're not careful approaching gunslingers..!

Can you finish the game as a player, though? I think I wiped the whole level clean but got no feedback. Perhaps some sort of UI component to help with this? Additionally, I think the armor pieces were swapping my arms, only one side being golden at a time.

Nice work.

Thanks for playing!  I'll try to do some post jam development at some point as I'm interested to see more as well.

Thanks for playing!

Thanks for playing! I was going to add clues to solve the puzzle but forgot in the last minute..

I might do some post jam development,  whatever that entails. The game allows for adding small details bit by bit, I think.

Thanks for playing and the kind words :) Unfortunately there are no more secrets (for now). I meant to put clues around the level but forgot in the last minutes.

Thanks for playing and the feedback. Glad you enjoyed it!

Thanks for playing and the feedback!

Nice entry! Always a fan of digging games. I liked the oppressive atmosphere.

Considering how large the map is you had to hope for good rng for the wurm's pathing. Unless there was some logic behind it? I didn't see the slowing turrets having any effect. Maybe I was too focused on digging and preparing to dodge out of the way.

The only thing I think was missing was canceling your action, to avoid long pathing and hoping you're not gonna get eaten.

Good job!

Thank you for playing. It's a hi-score game so you just go as far as you can. I had some plans during the development, but it will probably gather some dust before and if I come back to it.

Thanks for playing.

Thanks for playing! I get the feeling you didn't lose, yeah? If the top side meter goes to zero or you shrink too much you will lose and the level is then reset (excluding the paths you've made already).

Thanks for playing! Yeah... the platforms can be a pain sometimes. They're getting nerfed in the future.

Coyote time was on my list but didn't make it due time constraints and there is  jump buffering already in. Not sure what you mean with jump cutting, though.

Hey thanks for playing. Changing size  determines how high you can jump and how well you can horizontally control yourself mid-air.  It stacks up slowly.  There's little more but I'll let you find about it.

Thanks for playing. The platforms can be very difficult, this will be toned down in the future.

Damn...! We did test the scaling but since we didn't have hi-res screens there was no way to encounter this. Stretch mode ought to fix that (ended up being disabled it seems).

At least you got to somewhat play it in the end :D

There you go, OS builds available!

Thanks for playing! Were the errors critical? During our tests the game was playable, not error free but playable.

Unfortunate, sorry to hear! I'll see what can be done and will let you know.

Thanks! That's an intriguing idea...