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Demizo

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

Creator of

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The algorithm was custom made to solve these specific graph puzzles. But clearly it isn't perfect yet ;P

yeah with more time i would have tried making the enemies reappear each round with more enemies each round that way past selves would be fighting the same enemies as they were in the past. Might have made the game worse but it would have been fun to try. Thanks for the feedback!

thanks, i appriciate the feedback!

Yeah I was originally gonna have health but the UI got busy and it got confusing as to how/if health loss should go down the chain of future players and whether or not it should reset each round. It would have been nice to give the player a bit of a buffer though, thanks for the feedback!

amazing art! this was a very polished experience 

glad you liked it!

I'm glad you liked it! Yeah the ammo is generous but i didn't want to be to hard on players in a casual jam game. As for the enemies it would have been cool if ones from previous rounds came back. I didn't do that so i could introduce new enemy types without over-powering the player with old ones. The enemy count does increase in general, just very subtlety, if you aren't in endless mode. Thanks for the feedback!

Love the art! And I'm a sucker for good puzzles. At first I thought the cut off hand remaining was a bug, but quickly realized it could be useful

glad you enjoyed it!

glad you liked it! Yeah i kept the beginnings slow since i wasn't sure how hard the concept would be for players to grasp going in blind, but perhaps i overdid it. I was gonna add a difficulty option but opted to just naturally bake the difficulty into the game modes instead for the jam, with endless mode as the hard difficulty with initially and continuously harder rounds/enemies. Setting experienced players potentially back to such boring rounds probably wasn't the best idea and i should have only set them back a little bit (in the story mode) to compensate for the lack of checkpoints. Thanks again!

glad you enjoyed it! If i could change anything it would be punishing the player a bit less for losing. It was originally meant as more of an intense game, but when i toned it down to be more casual i should have reconsidered the losing aspect

yeah losing was a bit punishing for a jam game and i could have probably found a way to make it feel a little better, as for the theme the idea was you're connected to the baby and your past selves in both the story and gameplay (your life/actions) A temporal/life connection

glad you enjoyed it! Unfortunately I can promise it gets confusing by round 20ish ;P

wow congrats! I didn't expect people to really play endless mode, let alone get that far! By 15 you had seen all the enemy types so the game didn't have a ton more to offer, minus an easter egg on round 17 where i switched all future versions to having a beard instead of a number since i ran out of number sprites ;P Glad you had fun!

I appriciate the in depth feedback! yeah, the dying can be punishing, perhaps i should have gone with the original idea of never setting the player back but just having them replay the round with 1 less clone, but the action continues to ramp up. It would eventually over power the player if they kept messing up but it would give them a second or third chance at the round. As for the enemy killing juice i definitely could have done a bit more with the visuals or sound i agree, i didn't match the juiciness of your game in that regard ;P

that makes sense! Unfortunately i can't really change the round length since im recording the player and they need to play for the same amount of time every round, but there are definitely ways to handle second attempts better like you said.

I appreciate the in depth feedback! Yeah it was difficult to get a strategy other than camping in the middle to be viable with such a limited scope. Fun fact, orginally there was no limited ammo so the player had no reason to ever even move. The restarting isn't the most fun I admit, perhaps I should have only set the player back one round even if it made a little less narrative sense (who am i kidding my narrative is a paradox I could have done whatever) As for the round length, i tried a lot and 30 seconds was honestly the sweat spot, but that's just my opinion. You are right tho, i probably could have pumped up the action in some stages to make it feel less long, but i didn't want to overwhelm jam players just looking for a casual game so I saved the insanity and wild enemies for endless mode. Thanks again for the detailed feedback and sorry you missed out on the ending cutscene ;P but I'm glad you got to have some fun playing minus your frustrations

yeah restarting is never fun, but I'm glad you got a hang of it

glad you enjoyed it!

I'm glad you enjoyed it!

yeah unfortunately strategy goes out the window in favor of just huddling in the center, but i commend your attempt ;P

yeah the idea was your connected to the baby and your past selves in both the story and gameplay (your life/actions)

Originally the game had friendly fire, but it proved too impossible to actually play. I had hoped story mode would be easy for casual jam players and endless mode would be frenetic, but perhaps you are just too good ;P Thanks for the feedback!

Nah, you weren't the first to complain about that, I appreciate the feedback!

I appreciate the feedback! I tired to make the current player more clear, but I couldn't allow the past selves to blend in too much since they still need to be kept track of, perhaps a little desaturation would have helped though.

Simple but polished! I loved the music and concept!

I loved the art and atmosphere! My only nitpick is the continue button is a bit out of place, but this is a game jam

I saw this game in development and knew I had to seek it out when the jam ended! So much juice! It's simply fun to look at and play, very creative work!

I was watching the development of this game and it didn't disappoint. I love the sword visuals. I will say at first it was hard for me to figure out how to attack the sword enemies, but once I figured it out you did a good job of providing visual feedback for what was blocked and what wasn't! All together well done!

Thanks for the feedback! I was going for the retro box art/game art look, but with more time it would have been cool to do the whole game in the cover art style!

yeah there is a sensitivity option, but it is hard to know before you start playing what a good sensitivity is

great game. my only complaint is that the enemies took too many hit to kill making them more boring than anything else. other than that great work!

Will do! I'm glad you enjoyed it. it was nice to see what parts were and weren't challenging

dang. I removed the music from the levels to highlight the other sounds. That was clearly a mistake 

yeah I had a hard time balancing accuracy and speed since different mouse scroll wheels have such different sensitivities even just on desktop vs web. maybe that's why people don't often use it as input lol 

absolutely, i just wanted to offer my justification. It doesn't even sound like we disagree much

I disagree just because it has three inputs  doesn't mean its not one button. It is called the middle mouse button afterall. The way i saw it is i wasn't really cheating using it since a lot of games used mouse movement along side a button which in a way is far more inputs

if you aren't full screen pressing the middle mouse may sometimes put it in auto scroll mode. Unfortunately i have no control over that

i actually took out the music right before then end so the barrel could be heard. but maybe i should have kept it in

Really nice art. The mechanic is also very creative