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DarknessCatt

37
Posts
4
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A member registered Aug 14, 2020

Creator of

Recent community posts

Amazing game!

At first, I was a bit weirded out by the hook, but quickly got used to it. Having you collide around the walls while grappled was a neat idea, specially the design of the "blue map" (to the left).

My main issue was that the "purple map" (upwards) is a bit confusing, I had no idea where I had to go.

Good job!

Interesting game. 

At first, I didn't notice you had to collect the hay (I guess I read the tutorial too fast), so the game was a bit boring. After reading it again, the game got a whole lot better.

Maybe a visual tutorial (just some sprites, nothing animated) would improve it. I think it would also be nice (and not break the game) if you had full control of the tractors (up and down included), could make some interesting mechanics.

Overall solid gameplay and original ideia, good job!

Fun arcade-ish game. The general mechanics seems pretty solid for a jam, while the SFX and music were fitting.

I don't have much to suggest, everything seems polished, but having middle mouse for switching weapons was a bit weird and cause the page to roll on the browser.

Good job overall!

Fun minigame!

I think the main issue, as many commented, is that it feels a bit luck based, specially were the balloons spawn. It's nothing game ruining though.

It's entertaining for a while, and the art is pretty good.

Good job overall!

epic

But really, fun game. I think the main mechanic of the torch/gun could have been worked better. Most of the time I just walked around with the torch, came found a safe space, switched to the gun and spammed bullets.  Maybe having a limited amount of times you could use the torch could help with that.

Other than that, the rest of the gameplay (walking, shooting, the enemies, visuals, sounds) were pretty solid and polished.

Good job!

Good ideia. The design is pretty straightfoward and I think it works well. Having your pieces work as ammo was neat.

The main issue that I had was a lack of difficulty curve. I was expecting some sort of boss at the end, but it's understandable as a jam game. Other QoL change could be auto picking up the pieces after you clean the room.

Well done!

A little and colorful puzzle game!

My main worry with it is that it's probably impossible to play for colorblind people. It's sorta understandable for a jam game, but keep that in mind if you intent to expand it.

On another note, while colorful, it's hard to keep track which cube is emitting which laser. From what I understood, the colored wall means it's emitting, but its still a bit confusing. Maybe having different sprites on the emitting/impact point of the laser would help.

But overall I had fun playing, and it has a decent amount of levels for a jam game. Good job!

Fun game, gave me some Binding of Isaac vibes mixed with Luigi's Mansion (because of the ghosts I guess).

The main mechanic is interesting, forcing the playing to think about the best order to kill the enemies. Taking it up a notch, you could "fusion" souls for better or worse effects. Like, Dizzy + Paralysis => super speed, while Weaken + Poison => Increase damage taken. It's just a ideia I had tho.

Good job!

I managed to get it running on my work laptop (pls dont tell my boss) and I am glad that I did.

The game is really fun. From the sound effects to the gameplay, it could easily pass as a demo from a bigger game. I am quite astonished you managed to make most of it (menu, tutorial, differents levels, art, music) within the time limit, good freaking job!

Special mention to the game design. The levels allow different routes and having cables give you different scores (cable with no virus gives you 1, while with virus, 10) was a really good idea.

The only thing I had some trouble with was moving the car around. For some reason, my mind kept thinking that you press "W" to go straight and turn with "A" and "D".  But that's mainly my fault, I guess.

Again, good job!

I am impressed with this one. Not only you did the art during the jam, you also made a (mostly) functional AI for the game.

This checkers variant is fun to play and adds quite a depth to the game. I searched a bit to see if it already exists and found nothing, so congratulations for the idea!

The game is pretty much complete, the only thing I could say that is missing would be online play, but thats a low blow for a jam game.

Good job!

I was a little weirded out by it at first, but quickly got used to it.

The game is balanced (maybe a little too easy) and is fun to play.  Maybe the physics need a little polish (the safe felt really heavy to lift but fell slowly), but overall it's pretty good.

One think I think it's missing is increasing difficult. While it's understandable for a jam game, maybe constantly increasing the "screen speed" or lowering the warning on the missiles would improve it.

Good job!

The physics are quite unstable on this one, specially the rock flopping onward and backward. Most of the time I lost notion of were the rock was, would be nice to have some sort of rope or indicator.

Nevertheless,  it was a fun experience. Reminds me of those "ragdoll" flash games. The art, while simplistic, was good and colorful. And +1 for the submission description, made me laught.

Good job!

Well done! Gave me some "Baba is you" vibes.

The movement felt a little weird, like if the floor was made of ice. I am not sure, but it felt hard to control were the character would stop sometimes. 

The level design was really good. The difficult and mechanics progression were on point and, while the last level was a bit too hard, all the others were fun to go through, each using a different mechanic.  Talking about it, having to connect yourself to the pieces was a really neat idea. Would be nice if there were different powers (but understandable for a jam game).

Fun overall! Good job!

Quite enjoyable.

The game start is a bit too sudden, so having a countdown or a "start"  button would be nice. About the controls, the keys feel a bit weird and all over the place. Maybe having left mouse to "cast" you power and Q/E to switch your "selected" power could work better.

The idea that you lose power but increase your "playable area" is interesting. I though being able to reactivate them was a little weird, maybe forcing the player to give up their sin for the rest of the run would make it more meaningful.

Overall, I had fun playing. Good job for a solo jam game!

Wow, I am amazed how you did it within the time limit.

The game is really fun and I enjoyed throwing my head around the place. It was a bit laggy, but it's probably Unity Web's fault. The art is really good and I had a few laughs with the dialogue.

There's not much I could recommend to make it better, but a BGM would be nice.

Good job!

I really enjoyed this game.

The concept is pretty simple and the (good) level design makes the most of it. The gameplay feels like a puzzle, where you have to think your next move and figure out the correct path in order to proceed. Really interesting.

On the side note, I think it's a bit too hard. It's supposed to be challenging, but some platforms felt way too small. Also, have you added a "coyote jump"? I think the game would feel better with it (or with it lasting a bit longer).

Good job!

Unlike most of the people, I believe the controls are fine. They are clunky, but it adds to the gameplay since the challenge of the game comes from managing your balls. At least for me.

I liked the idea and how it fits the themes.

However, It lacks juiceness. I can't pinpoint it, but it seems a bit dull. Having a BGM would surely help.

Overall, I enjoyed it.

The concept is interesting, but the gameplay is a bit lackluster. The warrior is just better at everything, so there's no real point to play as Em. I believe it would be a whole more interesting if they have different advantages (like, Em is really agile and can climb, but can't fight, while the Warrior can fight but can't climb) so the player had to "choose" when to use one or the other.

Having said that, the art is really good. I am quite impressed you did it all during the jam and by yourself on top of that.

Overall, good job doing all of this by yourself within the time limit (specially since it's your first game)!

Having to control 4 characters, each with their own powers, in a tower defenseque cenario is a really neat concept.

However, I never really felt the need to swap them. I believe the game would benefit greatly from mechanics that force the player to swap around, such has having special enemies (a fire ant that can only be harmed by the air elemental, for example) or multiple crystals away from each other (so you can't just follow it around with a single character). The "mix attack" mechanic is a good ideia, but it feels more efficient just to spam a normal attack.

As a side note, the art is cute. I liked it.

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A tricky plataformer, a bit too tricky for me though. The gravity level felt way too tight, and the spikes hitbox seems bigger than their sprite (I guess it's because the entire tile is a hitbox).

I only played until the second gravity level, and my biggest issue is that, so far at least, you are not really controlling two characters. Since the levels are symmetric, you are just controlling the same character with two different views. Maybe later levels introduce a certain level of "desync" between, but I couldn't pass the second gravity.

Either way, the art and sounds are pretty good, while the game itself is a solid, albeit tight, plataformer.

In my opnion, it's a pretty good job for your first game. Keep it up!

PS: Probably the engine's fault, but I had to reload the page after loading the game in other for the controllers to work.

First of all, using the story of Sisyfaux instead of a generic "guy chained to a boulder" was a really nice detail!

As the others have commented, the physics feel weird, specially Sisyfaux gliding around the air. I also had a lot of problems trying to roll the boulder down from ramps, since most of the time it would go straight into the air and crashing on the slope instead of rolling.

The game design was pretty neat. Each "zone" had a different little puzzle on it. The art and the music were also a good decision. I think it would benefit greatly from checkpoints.

I wasn't expecting much after reading the description, but it surprised me. The concept is simple but well executed. Having your ammo be your health was a interesting decision that forces a different playstyle from most top down shooters.

However, in my opinion, it felt like an arcade but was missing main elements, such as point multipliers, maybe bonuses that appear on the map, extra points for killing bigger enemies (while killing them saves juice so it's a reward by itself, it feels plain).

Overall a good game.

Weirdly interesting game.

As Ocean commented, the take on the theme was a really good one, while the atmosphere is well made and , personally, I liked the aesthetic visuals.

It's a bit lacking gameplay wise tho. There's not a whole lot of "decisions" to be done, you just move from emotion to emotion clearing the eyes and restoring your states. But don't take it too harshly, It doesn't seem to be one of the focus of the game.

Good job!

Thanks for the comment!

Indeed, the crystals manipulation is a bit 'funky'. If you run around while they follow you (specially the second-last map), you will notice they actually fall behind you as they collide with each other.  However we didn't want to spent too much time perfecting it so we focused on other aspects of the game.

I am glad you enjoyed it!

Really neat idea.

Overrall, the game felt a bit slow (maybe because I was playing in the browser). The lack of music and sfx was really sad (but understandable for a jam game).

The art, while simple, is well made and the levels are interesting. It's a shame theres only one level where you have to "shatter" the pieces, but it's probable because of the time constraint.

Other than that, I think the game would benefit from a "undo" button.

Good job!

First of all, this game is gorgeous. The art style is really good, while the music and sounds made it really atmospheric. Specially because it was all made during the jam!

Gameplay wise, I got really confused about what I should be doing in the first minutes of the game. I believe having some arrows indicating you to drag the stars and a few messages you help greatly.

Alas, I got stuck on level 4, but no biggie because all the rush of a game jam.

Overall a good game.

Even after reading the description, I got a little confused about what I should be doing. Also, it might be just me, but using the mouse pointer to control both characters seems a bit weird, maybe WASD + mouse could be better.

Having said that, the concept is interesting. The fact that the stronger your virus is, the faster he kills you brings a neat mechanic to the game.

Short and sweet kind of game. Most of the levels were pretty straight forward, but the last one got me hooked.

Chill and fun game. The levels progression are on point, explaining each mechanic perfectly.

My only worry is that the game might not be friendly to color blind people. A quick fix would be using symbols along with the colors.

Overall very good!

Unfortunately I can't run this on my osx running High Sierra.
The "Made on Unity" splash fades in/out, the music starts playing but the screen is black/brown. I can press esc to leave. Running it on terminal yields no extra info.

Other than that, the music is pretty neat (I listened to it for a while).

Thanks! The original idea was a more tradicional TD where you dragged your towers around and placing a lot of towers around would slow you down. As the development progressed, we changed it to be more "puzzle-like" as it is.

Thanks for the feedback! TBH, my lore for the game is that you are actually bullying the monsters:  they just want to get home but you keep attacking them. Hence why they just ignore you, so fear not!

We appreciate the feedback!

We were going to rank the power of the weapons (so you start with worst weapons and getter better ones by the end) but we ran out of time. Same thing with SFX and the story. Even so, we are happy to see so many people enjoying the game!

Side note: I personally like the toilet, through I admit it's tricky to use.

Thanks for your time, both of you (I am the one who actually wrote the comment, but I asked Mota to post it since he submitted our game and can rate other entries). To be honest, I pretty much only used Godot (and a little bit of Love2D), so I am curios how it compares to the other engines. I think I will try unity when I have the time.

I never had much trouble with cyclic dependencies, but I am not used to C-Style. On the side note, It seems to be possible to use C#, C and C++ in Godot (although I never tried), in case it helps.

About the control nodes, yeah, they are something. I get flashbacks from positioning divs in css. About Godot and Unity, while I haven't used the latter, most people I talk about normally say Unity simply has more marketing.

Again, thanks for the feedback!

Thanks for the feedback! Just finished looking at the blurriness: it wasn't the imports fault, but rather how the viewport scaled when it was resized. I changed the settings to keep the scale and reuplouded, so it should be a little better now. Thanks for the heads up.

Thanks for the feedback! Our idea was to use as many assets from the spritesheet as possible, mainly through the many different weapons. If you count the final gun (where the sprite swaps randomly among the spritesheet), we actually used the entire sheet.

Maybe it's being blocked because it's from an "unknown dev"? You can check on the security settings or run xttra -c to clean it's attributes and try again.