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elegantmechanic

18
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A member registered Jan 13, 2018 · View creator page →

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Seeing the map gradually fill in is an encouraging show of progress, you're doing great.

Thank you. Maybe the next planet over is the dog world and our hero can sneak in walking on all fours. if I played this game I wouldn't be leaving my good boy behind, I'll tell you that much.

You are too kind.

That extra animation on the beam was very much an afterthought when I was burned out but you're right.

Small Guy 2.0 has a strong back! I wonder whether that's one of the improvements over Small Guy 1.0.

I rather hope, in this hypothetical game, that you can either save him or choose a different destination. Let's assume that's the case.

Nice work. I can never get minimal palettes to work for me but this is really effective.

That's pretty terrifying, good work!

Excellent work, the details in the scene really create a sense of a game world (the symbolic dialogue, the tentacled things in the sky. Feels like it would be a point & click adventure.

What does the upper text say? I can read "woof woof woof woof" but the upper text is illegible to me.  Really like the scene itself though, the ship in particular feels chunky and three dimensional.

Well there's two good reasons not to go into the woods O_O

Excellent work though!

Excellent work! I'm trying not to be too demoralised by the fact you've made much the same idea as me, only you did it better!

Well done! Pixel art Blåhaj alone is surely worth a place in the top 3.

For this rule, are you specifying three separate files or can it be one image (scene with main character and companion within it)?

As someone who struggles with having to send sometimes contradictory signals to my hands in a twin-stick shooter (e.g. left hand up, right hand down/left) I have just learned than an auto-battling Binding of Isaac is what I need! Can't play Isaac because I can't do the twin stick thing.

Satisfying feel and weight to everything. I like that as a long time subscriber I can tell you made the hurt noise with your own voice but that may be good or bad from your point of view.

It seems like enemies can get stuck on scenery (trying to move directly toward player "through" a wall and therefore just pressing their face into the wall with no effect) -  the slimes seem particularly prone to this, didn't notice it with others but would assume snakes or other non-flying types might have a similar issue if their pathfinding is based on the same principles.

I was able to complete the demo after buying two permanent damage upgrades and one health upgrade although didn't really need the health. Not sure if that is useful to you or not. I think it was five attempts to get there.

Overall I liked it, found it had that "just one more go..." quality to it and like I say an Isaac auto-battler is apparently what I needed to be able to play this sort of game so while some might dislike that, I can tell you there's people who will eat it up.

Cool concept, I like where it's going.

Right now it would be nice if there was some sort of checkpoint system so that if I die while exploring the demo I don't have to start over scavenging the parts, that's discouraging me from trying again.

Art style and animation are good, I wish the controls were different or could be remapped (it's hard to work with X, F and G as the main interaction buttons).

Game crashed on a black screen for me after entering the castle. Mostly enjoyed this (although I did have to use both mouse control and easy mode to have any chance at all) but the luck events felt like they came up too often. As they interrupt play, they got quite irritating, especially late in a level when you're trying to hit one last block and you don't want to have to keep stopping for an event that isn't really going to change anything.

Fantastic experience! I didn't expect it could get as genuinely creepy as it did and unnerve me. It touches on a lot of my own mental health issues which made it all the more effective.