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Druidokva

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A member registered Feb 01, 2020 · View creator page →

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extended submission time by 22 hours 

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Controls felt weird and jagged at first since i'm used to "no man's sky's" snappy WASD controls but once i got into it (controlling mostly with mouse like in "Freelancer"), it became easy. Collected 125 orange points. Didn't understood what to do with green spheres or for what purpose i had shooting though. Difference between modes was trivial, didn't felt any noticeable difficulty in chaos mode. 5 stars on visuals, 4 on audio (music could use better mastering), this quality of 3D in jam games always makes me go "wow, cool". Had mild fun with gameplay, would be more entertaining if it was more difficult. Music was okay. 

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First of all grats on beating the game, i'm glad you got into controls. Thank you for checking up on it.

I agree on graphics, character looks out of the picture. it's just my software of choice - dragonbones broke for some reason, so i had to use unity's animator and didn't had time to figure out how to pixelate animated character (probably with shader of some sorts), if i'll continue working on this project, that issue will be adressed for sure.

Now about meta-feedback,  Sorry but i don't agree. Just because it's feedback and free, it doesn't mean it's always right nor i need to accept it "with grace" no less, that's recipe to ruin any kind of personality your game has right there. I accepted every feedback that  i considered helpful, but i don't think you are right that i have to do that with all of feedback (Yours about how i deal with accepting feedback for example). All you can learn from some feedbacks is that some games aren't for some people, trying to dig deep into those kinds of feedbacks will make you mistakingly assume things and that's bad. So sometimes (most of the times) you have to accept feedback, but sometimes if feedback is wrong, you have to explain it to player, why it's wrong, where did they approached wrong and how to improve on that and there's high chance you can get secondary feedback from them which would be more valuable, that's what i think and yes - feedbacks absolutely can be wrong. Not all feedback is diamond in disguise same goes for games. 

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"Sometimes you will slide a short distance, while sometimes you slide long." - because all movement is working according to momentum - whereas without momentum character doesn't slide at all, you can build up it not only from last jump but from previous jumps aswell and solving of several puzzles heavily depend on that mechanic. Movements will work exactly how you want them to work as long as you keep that in mind and use throttle/acceleration accordingly to control momentum.  Although if you haven't figured out how it works by playing it yourself, this particular  game just might not be for you since i created it for very specific target audience in mind, afterall momentum based experimental style of movements are its core fun and figuring out it yourself is part of the experience, so if you didn't enjoyed that experience, that's okay, not every game is made for everyone. I also thought about adding tutorial but explaining every little detail about how the mechanic worked with tutorial would make all of the trial, error and discovery go away which i don't enjoy in such games. Movement is anything but uncontrollable, it's precision was one thing that was worked on with specific focus.  

 

Lately i've been seeing lots of games using 1 bit art and to my surprise i'm loving them, that goes for this games looks as well.  4 on game design because restarting from point zero felt kinda excess grind, 5 on fun, theme, graphics and audio, i think i might've found my new favorite game on this jam. 

Grats on completing it

I'm a simple man, i see farm game, i rush to play it. This time i got dissapointed - game rules itself were unecessarily complex by turning simple pickup seed - dig a ground -  sow the seed into tool swapping marathon without any specific concept or reason to it with controls that felt clunky and slow,  it bored me out of my mind. This is first game in the jam that i struggle with to find anything i liked, well it was innovative, not in a good way imo but still innovative. 

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Well polished game with calming atmosphere. 5 on graphics and 4 on audio. Gameplay wasn't enjoyable to me though because i didn't felt any significant reward waiting for me going trough each level, usually in this kind of games finding solutions is reward itself but i didn't felt that this time. Maybe difficulty felt too unbalanced between levels and that's the reason, nothing else comes to mind.

Level 1 and 2 felt offensively easy. Level 4 was my favorite, Holding only one key being able to switch it only with another key and unable to drop it was surely innovative thing for me and something i've never seen before, also very fun aswell, i enjoyed it very much. Character jumping felt horrible because of floatiness and no animation.  If it was some kind of angel flying, it would make floating bearable to me. 

Being forced to track back to exit after clearing out the building made it chore and killed all the fun for me. Graphics color palette felt irritating, especially pink color. Warp effect looked cool and much high quality looking and feeling than everything else in the game which also broke my immersion. Controls felt jagged, little bit faster response times would be better especially when changing direction. If there was FX section, i would give it 5 there.

Simple farming rush game, still enjoyed it. Disliked the fact that when i was harvesting character would still act as if he was watering plants and freeze for a sec, made whole process slower. Also didn't liked graphics very much. 

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It was fun! Presentation, gameplay, visuals, audio, everything felt very polished. Simple to get into hard to master games are my favorites. It would be cool if there was some ways to kill enemies like rechargeable fire dash or big bang explosions since enemies annoyed hell outta me and only way i had to get back at them was either chasing them out of the screen or wait till meteor killed them but that didn't felt as satisfying as killing them would.  Well deserved 5 on fun factor. 

Wish it had rotation sensitivity, current rotation was too much for me to the point where it was more chore than fun. Music was good.

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Good suggestion about level placement. Thank you!

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Had fun with the game. Haven't seen anything like it before so gj on innovation. Disliked lack of antialiasing. Lack of music was also a downer. I think only thing gameplay wise that can be improved is more simple controls, for example didn't saw any use for only one directional movement, it made game unecessary complex and haven't even used it, but since game was good even without using it, i won't be taking away score for that. 5 stars on game design ofcourse, 4 on fun (no antialiasing ruined it for me) and 4 on innovation, quite good, robust idea, idk about everything else though. 

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It's poorly designed imo, movement and jump was weird/off, besides that right at the start i dug holes under MC's feet so he left the screen and there was no other visible way to bring him back so i had to refresh the browser.  If you'll add more coherent and failsafe design (for example character not getting stuck at places in a way that u have to restart the game, for example character being able to atleast jump high enough to jump up from out of the screen hole) aswell as tighter controls, i might be willing to give this another chance, for now that's all think about it. 

Enjoyed it, very well designed gameplay. Music and audio feedback could've been better. Game sat good with theme. graphics aren't great, although really appreciated color choice and how they created calm and strategy thinking inducing environment for solving puzzles, plus these colors weren't hard on my eyes at all.  Hole dragging could be better, i had weird clippings when i was dragging holes in tight spaces or when they were touching each other, it felt bad overall.  Solid 5 on fun factor. 

It was an innovative spin on flute minigame, though not an interesting one to me i'm afraid. It didn't made sense to me why there even was drill mechanic, it wasn't fun and didn't served making gameplay interesting nor better in any way. It would be good if there was atleast some lore behind this mechanic so it would explain its concept for being there. Not the best solution but that's atleast something. 

Well done with music. 

Gameplay didn't felt engaging. technical execution was smooth and snappy. 

Controls are written on game page. You slide when you "Long/Momentum Slide: hold "A/D+Space"  and you stop when you "Throttle:  Press Opposite direction right before you land after the jump".

Yes, it is intentional. Reason is explained in lore section, on game page.

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Control descriptions are on the game page.  You control distance with differentiating between long and short jumps, momentum slide and throttle.

This one's few of the games on this jam that i really enjoyed as a fully finished, polished game. 5 on game design and audio. Wish player character wasn't simple capsule though, felt very out of the aesthetics. Great job!

Starts up bit slow. You can stack towers onto eachother, i don't know it was intentional or not but it sure makes content trivial (https://gyazo.com/493517b7e6f1162e71f79fcccd8b91ac).  Wish there was some kind of wave control, so i could set up challenging enough difficulty myself - "wave rush" mechanic for example. Turrets look good. Some music would be nice.  Nicely done.

Don't understand how to play.

I enjoyed it.  At moments felt like i was cheating when skipping enemies, besides that i liked everything. Well designed and polished game, 5 on design. 

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OMG, that sneaky cat totally fooled me! Well, it was very well done game, simple concept, easy to understand and get into.  Interesting spin on club bouncer genre, 5 on game design from me. 

I hear you, if it wasn't created by me and i didn't knew every little detail about everything, i would ragequit at level 4. :) 

Impressed with graphics, 5 stars right away there. Movement had little delay after removing finger from key before it stopped which felt bad. Didn't understood what to do so couldn't play it - as a rule of thumb since my attention span is short, i like simple to get into, hard to master games. if i can't get into a game without tutorials explaining to me how to play, it's not my cup of tea. i had to see tutorial on the game page to understand what was what but at that point i had already lost the interest in it. 

it would be good if it followed some commonly based game behaviour - for example with stone i tried to throw it at ventilation shaft and break it because that's what i did in deus ex and many other first person games. :) but it didn't worked here. when things don't work as i expect them to work, it breaks my immersion. 

Impressive work on graphics and atmosphere though. 

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Achieved 50 score, game definitely has hook and fun factor to it, wish there were upgrades so it would keep me playing for "one more run". Audio was okay, cymbals sounded too generic which in my opinion made music sound cheaper/lower quality than it would be without them.  Simple to understand mechanics are my favorite in game jams, you did good job there. 

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Thank you! 

As for audio, glad you saw it that way. I wanted to create audio which would be charming and relaxing because game is so difficult and stressful itself it pushes you to ragequit, so music is there to balance out gameplay as much as possible. 

Good job with art and music, also kudos on picking brutus as protagonist. wish controls were better, they felt rigid and walking animation also didn't felt like walking. Well deserved 5 on audio.

Haha, it's very cool legend, never heard of it. U should include it on a game page, i think it could add a lot to the experience.

Difference between pixel resolutions made it impossible to immerse myself, I quit after digging out portal gun because of that.  Sometimes it works but in this case there was too much resolution variety. Music reminded me of stardew valley and with its music and color palette whole game created relaxing and cozy atmosphere which is my cup of tea, movement and gameplay felt polished. nicely done, Wish there was consistency throughout pixel resolutions so i could enjoy gameplay without distraction.

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finished all 7 levels and had fun with them, level 8 felt like a gimmick so it became a chore after a while, i left at there. all 7 levels before it were pretty much  balanced in terms of difficulty and design though, 8th felt like it was out of the picture.  Music was on point. two things i would liked better were:  first if character pixel resolution matched background pixel resolution because that difference made everything look weird and immersion breaking, sometimes it works but in this particular situation it didn't for me, second - i couldn't jump when i was standing at the very edge of platforms. fact that it got me hooked for 7 levels means i had fun with it so 5 deserved stars on fun factor.  good job!

As i gathered high speed it got extremely laggy, using opera GX here. i didn't got for what "Canadian" part in the title was standing for though, if there was joke i was supposed to understand it flew over my head :). Nice music and presentation. Had moderate fun with it.

Where can i see your youtube channel? 

Played it for a while, there's definitely some fun value that can be worked upon in it. visuals were okay, neither good nor bad. Lack of audio is big downside to me, wish there was atleast some minimal audio feedback if music wasn't possible. Concept is innovative (atleast to me), I haven't played something like it before.

Restarting at the start of the current level instead of at the start of the game, indicator of drag/speed strength and audio would make it much more enjoyable experience to me. lava looked much more like golf court and before reading info under the game, i had impression of playing sci-fi golf :) . liked pin ballesque aesthetics and feel of the game. nicely done. 

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Enjoyed overall artistic aesthetics. WASD movement and sensitivity felt bad, wish they were less jaggedy and it had sensitivity control option.