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CodeRaurus

190
Posts
10
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16
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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. 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...

Thanks for playing!

The clocks give you one second boost. I agree running against the wall shouldn't keep the timer running. I kind of neglected and forgot about it by working around it. I made sure the game is completable but the difficulty might be quite high and I was used to the controls.

Thanks for playing! I agree the levels could have more complexity, but that would mean more levels as well. That's generally been an issue for me in jams, getting enough content out. 

I also think this could work on mobile, with some tuning.

Thanks for playing! Actually, I planned to give each a unique feature initially. But I had to cut that out. Perhaps something to consider in the future.

If nothing else, you are more prepared for the next one and know which AI to avoid :D

Nice game. I think you nailed the mood as a whole. 

Some story would have been nice and I'd preferred if you had more control over your camera. Maybe some sort of interaction animations.

I could see other levels as well

Good job!

What a lovely game. I love the feeling when you get a good flight going. Music fits nicely to the mood. I wish the restarting would be faster and didn't interrupt/reload the music, though. The current pace sadly breaks the immersion.

Good job, game's fun!

Nice twin-stick shooter. Great work with the graphics, they feel really polished (apart from the floating cubes). The first bit was kind of tedious, I feel you could've thrown the player into action straight away. Also, I'm unsure if the radar had any actual purpose. If not, I would lower the sound for it a bit as it can get on the nerves if it's beeping constantly.

Good job!

Quite fun game, enjoyed playing it. The gameplay feels unique and mechanics simple enough to grasp straight away. The visual presentation gives the game this eerie and kind of tense atmosphere. I suppose the spawns and speeds were randomized, but some of the monsters were very fast  in the first levels.

Great job!

Very good and polished game! I enjoyed the gameplay and appreciated the tutorials. 

Good job!

Cool game. I liked how some zombies came towards you as a blood pools. The gun has a nice juicy sound to it, although in the last minute it did sound louder and that felt off. Maybe it was a critical hit? 

The constant waves of zombies kept you busy and forced to move around which was nice. Slightly bigger and wider woods would've been nice. Maybe even some platforming, climbing on that big rock or something.

Well done! 

Nice game. I enjoyed the chill vibes it gave and the visual style has a cute, unique feel.

Following both tracks on the sides got pretty hectic with faster speed, which you apparently choose from the three symbols. The symbols are nice but it would have been great if you had any idea what you are choosing as a player.  The horizontal line also felt pretty unfair towards the end when you have pretty much no reaction time for inputs.

Good job!

Haven't played many FPS jam entries so it might be me but the game felt bit over ambitious. The graphics do look nice but since they are very detailed, they also make the loading times bigger. And that is something you might want to consider when making a game like this. After the first cutscene I thought the game froze since there was no indication of loading happening.

Objective wise I would've liked a journal or some tooltip on menu to tell me where to go again, because I was having a hard time reading the small print in the corner. I was also focusing on the controls so I might have missed my time to read there. Either way, some clear indication of objective would have been cool.

For action, there were features lacking I was expecting to see in a shooter. First, headshots. I was taking my sweet time to aim only to see it not having any impact what so ever. Which leads me to the second point, lack of feedback. Most of the time I had no idea whether I had hit the mark or not. 

Lastly, I wasn't able to reload my guns for some reason. 

Either way, I think you did a fine job pulling all the pieces together. For future I highly recommend putting your game in more accessible format and on a known platform if you want others to play it. Downloading from a google drive is very dodgy business.

Thanks for playing, glad you liked it!

Thanks for playing!

Thank you for playing!

Thanks for playing and the feedback!

Hey, thanks for playing!

Thanks for playing! Glad you liked the mechanics.

Hmm. Alright, thanks for the input.

Thanks for playing! Can you elaborate on navigation?

Thanks for playing!

I really like the visuals of the game and the atmosphere you set. Unfortunately the game felt kind of slow and the font was really hard for me to read.

Well done in any case!

Quite enjoyable game! Love the different kinds of tracks you have made.

Control wise turning left and right felt a bit too slow, almost like you had brakes on. 

Good job!

Nice game. Visually it's very appealing and the music is quite atmospheric.

I went left straight from the start and ended up in a situation where I couldn't proceed due an enemy homing towards me with the speed of light and from an angle where you cannot dodge (or it is very hard).  I suppose I didn't find the power ups to dash and long jump, since they didn't do anything and there were clearly opportunities to use them.

Good job!

I love the tunes! The knights look cool as well. I agree with others about the telegraphing, the slam is too fast. Maybe the giant could get faster?

Well done!

Thanks for playing! I'm quite satisfied how the game turned out.