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Edgus

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A member registered Mar 15, 2020 · View creator page →

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Wow, I didn't expect to see a comment here. Thank you for the kind words lynxx!

Played through 13 levels in WebGL so far, it's pretty nice to see that this game continued to improve. The framerate is a bit choppy right after the level loads, but it is still playable. The game got so many more levels to figure out now, I should probably download the game and get to where I left off so I don't lose my progress.

Good work overall, the game is enjoyable even though some of the levels are challenging at first. I think I noticed that some of the older levels got reworked to be a bit harder. The new background lights look quite pretty too!

Enjoyed the windows xp aesthetics. Although figuring out how to attack with the shield again was pretty hard. I did pick up the disk again, but it looked like I had to grab the bouncing shield first before being able to attack again. The shield is pretty hard to reach and seems like it's not really possible to collect it. Maybe I just didn't understand well enough how to properly make attacks.

It is still a fun little game, just wish the controls were easier to get hang of. 

It's a cool game, although I didn't get to check out the upgrades as I zoomed straight to the moon by holding spacebar. Wasn't sure how the starting fuel in my tank got me all the way there, guess I was getting fuel from something. I'm impressed by how everything for the game was made from scratch, those cutscenes were nice looking and silly.

Really enjoyed the time I spent playing this game! The narrative was pretty interesting, and making decisions was pretty challenging. I enjoyed the fact that there are several endings, which allowed for replayability, or in my case, saving before my first decision to see the other endings. Overall I enjoyed exploring everyone's areas and poking around to gather information. Didn't expect having to solve a cypher at one point, it was pretty surprising. The audio and the art do give the game its own cool atmosphere, but the story itself also played a big part in my enjoyment.

Wow, this game is very impressive! I enjoyed pretty much everything I saw in the game so far. There is a good variety in enemy types and the guns, so even replaying after failing to reach the final level is fun (haven't reached the boss so far, but got to level four). Haven't got to try all of the guns yet either, but I will probably come back to beat the game later. Breakable cover is a pretty good feature too, as some enemies require a bit of kiting or use of temporary cover. 

However, one thing I've noticed is that it was pretty hard to notice the armadillos at first, they seemed to pop up very randomly, and I didn't realise that they were there at first, because they're so dark and inconspicous, and I was also focusing on the enemies shooting me at the time. After noticing them first, I learned to look out for them, but I wish there was like a short spawn animation of them maybe digging themselves out of the earth before they start spinning, or even just a way to make them more noticeable so they don't blend in that much.

Overall, I feel that it is awesome that your team managed to make so many game features in a week, there is even voice acting! Keep it up!

It's quite a cool looking game and has some nicely designed features. I admit that I haven't really had the patience to be able to complete the first level, but that's on me for playing this so late at night while tired. Maybe coming back to this later would be best. I do like that with more retries it becomes more clear what I have to do to get past enemies. I got stuck trying to grab the midair gravity pickup and press it in time to land on the higher platform. Many times I either overshoot it completely due to how fast the character flies up, or grabbed it but panic-pressed space so quickly so I end up falling down instead. I might get through it once I get the timings right.

Overall still an enjoyable experience, the asset packs are well used and gameplay mechanics are pretty interesting to master.

Thank you! I'm glad you found it at least kind of fun. A little bit of strangeness is expected, it is a strange game setting.

Thank you for the compliment, I hope to improve it further after the jam so it's even more fun to play. :)

Thank you for the feedback, while I was adjusting the speed I wasn't sure whether I wanted the player to conveniently zip around, or just walk fairly slowly. Didn't have time to add a run feature, but I can try adding it into a planned feature list for a post jam version. It's my first jam game and I basically had to relearn game maker after not using it for so long, so all feedback is welcome!

The area outside was a bit rushed, so there is a lot of empty space with nothing to do, to finish the game you need to find a small stone to insert into the big standing stone obelisk in the bottom right that has a hint writing next to it. One feedback from one of my friends was to make the gate exit more obvious, but since it would require me to make a new sprite I wasn't sure I can add that to the polished version.

Oh , my bad, I guess I didn't pay enough attention when reading the description. There was even a button for reseting the level.

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Pretty cool game, didn't expect to see so many levels. Kind of got stumped on level 6, so I'm glad there is a walkthrough video available. I've been playing the polished build, and one thing I was able to do is get the game stuck after pressing direction arrow and space as a cube falls. The next cube doesn't spawn so the level is stuck like that until I press Q. That's not really a big issue due to an easy way to get back to main menu, the players are probably not supposed to be able to suspend a cube midair.

The green cube's power wasn't very obvious, wouldn't have figured it out quickly if I hadn't seen how to use in the video.

Very impressive work overall, I had a lot of fun playing this!

Pretty creative use of the theme, I'm pretty impressed by how there needs to be some thought put into placing each word. However, I think it would be easier to have the level visible when choosing where to place each word, so it's possible to plan according to the layout. Another thing that will be helpful is a way to return back to level select after failing, as reloading the page resets progress.

Cool game, I enjoyed the feeling of exploring a spooky tomb while looking out for the mummy.

As people mentioned before, I noticed that the torches fire effect caused some text to dissapear which was making it hard to read. My laptop also heated up quite a bit while playing it. Another thing I noticed is that it is possible to open wrong doors with the key, I guess it can be used several times until getting to the correct door.

Still a very nice game regardless of those issues.

This game got a pretty creative premise. I managed to finish the first level after a lot of spinning. The movement of the enemies and the ball does feel a bit unpredictable, but it does add to the challenge. I haven't really got many chances to use invincibility as I kept forgetting to press it at the right time. 

Overall quate a fun game with a pretty cool look and creative gameplay mechanics.

I guess it's on me for not making the tasks obvious.
One of the chairs is away from a desk, which should be returned to it by pressing use when stood near it