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ElPasteltoGrunon

49
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8
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10
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A member registered Aug 03, 2023 · View creator page →

Creator of

Recent community posts

Glad you enjoyed! It was difficult to get the controls on the sphere.

Thanks! It was tricky to get right the controls on the sphere

Thank you! Glad you enjoyed

Nice game, I had fun playing it! It it becomes really hard quickly, I had to squeeze my brain for it!

I did not understand at first, but when I did, it was really cool! It feels like being in a nuclear reactor with all the chain reactions!


Is the background supposed to be the CMB?  That is a great idea!

Nice aesthetics! I had a great time playing it, it could evolve into something really could if you keep working on it after the jam ends!

Fun game, I enjoyed trying to find the best way to climb up!

Nice game! We thought about something like that, but we did not know how to implement it, but your implementation was really fun!

Nice graphics, sound and gameplay.

¡Muchas gracias! Le daremos una vuelta a lo de la calidad de las piezas entonces...

Si este juego y yo hubiésemos existido en la edad media, yo sería carbón vegetal.

jajajajajaja pls

¡Qué idea tan guay! Quizás hubiese estado bien que fuese un juego un poco más de precisión, con enemigos más lentos y menos vida, pero la verdad que ha sido muy entretenido.

(1 edit)

Me ha parecido muy entretenido, eso sí, no me voy a dedicar a vender piedras. Ni una he dado. En cualquier caso, muy guay los diseños de personaje y la música.

Edit: ¡Me acabo de dar cuenta que muchos sois los de Aion! Ya me cuadra, ya... Genial como la última jam.

Cualquier cosa que vaya a decir ya lo han dicho. ¡Muy guay la experiencia!

Jajajajaja te pasas, pero muchas gracias crack!

¡Muchas gracias! Sobre lo de construir, se supone que es el efecto de la catástrofe sobrecarga. La idea era que se fuese descubriendo, pero vamos a hacer al final una update poniendo lo que hace cada catástrofe, porque al final solo desorienta más.

Que halago! Muchas gracias máquina. Es cierto que hay unas cuantas cosas que necesitan explicación, pero nos calentamos con la idea y no nos dio tiempo. Para la próxima intentaremos algo un poco más pequeño.

Muchas gracias! Teníamos otra idea en vez de modelos 3D, pero el tiempo se nos echó encima. Me alegro de que te gustara.

El memory no puede ser demasiado divertido.

El memory con gatos:



Enhorabuena, te lo pasas teta con este.

Muy relajante, me ha recordado al Animal Crossing, y los peces, muy originales. Me ha gustado mucho.

No lo sabía yo, pero siempre había querido darle plutonio a una vaca. Divertido, pero la leche agria me tiene hasta las narices.

Hay algunas cosillas que me saben mal porque son detallitos fáciles de arreglar, porque como diré más tarde el juego es divertido; la textura del suelo hay que tilearla o lo que sea, está muy pixelada y es el 50% de la pantalla, los efectos; necesitaría un poco de feeback en la ametralladora, la smoothness/sprecular está altísima en algunos enemigos y en la ametralladora (al menos cambiar la skybox para que la reflexión no sea azul), y el juego es muy lineal, son los niveles iguales prácticamente (no es muy problemático porque es cortito).

Me jode porque quizás alguien más no se ha llevado la mejor experiencia por esas cosas, pero diossss, como me ha molado.  Lo mejor, la música dinámica, que se baje cuando acabas la wave y que crezca de nuevo después. Y vaya temardo. Me ha enchichado que no veas.

Si? Teniamos un poco de miedo de que no se entendiera demasiado bien... ¡Pero me alegro de que te gustara!

Hahahahaha, don't worry, maybe a background is not necessary:

This, for example, gives a more jungly vibe.

And this more of a hell-like if that is what you were going for:

The controls feel excellent, and the main character is really funny! I did have a great time playing it, the level design was good. I liked the fact that you get rewarded for fighting enemies, and it does not feel like farming at all. Overall, it is really well put together.

Maybe, to add some criticism, the background feels a bit too dead for my taste. Given the feel of the game, some simple background or, if you did not want any because of the classic theme, a more lively color would be appreciated (not in the cave, the cave is just fine).

Oh, okay, I think I know where you are talking about. Were you trying top jump on the same wall? The idea we had in mind was to use both walls, so you cannot gain height only with one wall. If you were trying with both walls, we will try to make it easier to use. If you were trying to use only one, we should probably make it more clear that you need to use both. In any case, thank you for your feedback!

About the foreground objects, you are right, there are some places which are a bit occluded.

The game look great, but I do not have SFX for abilities. That aside, the VFX are cool, even though it might lack some feedback in the combat. There are many bugs with the interfaces (the most frustrating one, it hides my cursor). It has some good potential, I am going to keep an eye on it.

I really like the potential in this game, the aesthetics are really cool, and the main character is really charismatic. That said, the difficulty curve is too steep in my opinion (maybe I am awful). Even though the platforming spaces are fascinating, they become too hard too quickly for me to get used to, and I have to try too many times. In fact, I rage-quitted, I will admit.

The wall jump is hard to get right, and there are not many parts where you can practice it in an easy situation. It feels really strange that moving towards the wall and jumping takes you off the wall. But that you can get used to.

The dash has some weird controls. It is mapped to the mouse, but the mouse position is not what determines the direction. If the mouse is not going to influence the dash, in my opinion it should be mapped to a key, since this way it feels really weird.

For the combat, I love the idea of having to time your attacks with the music, but I really did not get the feeling well, it was a bit clunky, maybe it lacked some feedback? My feeling is that I did not get your idea right, which is a shame, since, as I said, it is a really cool mechanic. In the end, I just hoped for combat to end.

To end with all the things that were done well, apart from the aesthetics already mentioned, the level design is great, I did not feel lost at any point, and it taught me well the mechanics (as I said, I would probably need some easier platforming spaces before the difficult ones). There are many save points, which I feel is a great decision for the style aimed for. And the game is fun, which is the most important part. In fact, all the things I said can be neglected, but fixing them in some way might make the game an awesome experience.

(As a game developer, I know not everything I said can be applied as some things might go against your view, but knowing how I feel can help you get your view more accurately)

Thank you for the feedback! The problem with the controls is that we used some not universal input system, so it might differ between controllers. We are working on fixing that and adding a controls settings window.

Knightvania é um jogo divertido com um visual retrô bacana, mas a dificuldade poderia ser um pouco mais equilibrada.

I was a bit confused at first, but it was really fun when I understood!

Uh, nice feedback, I will try that out! It was kind of tricky to get the camera right.

I spent more time playing than I would line to admit. Nice execution!

Fun game! Great idea that of the sandworms ;P

Ayuda, solo puedo pensar en la cara del hámster con la música de fondo... Digo, ¡Muchas gracias

Y que lo digas, ¡nuestro compañero Jaume ha hecho locuras! ¡Muchas gracias! Mario kart ha sido una de nuestras inspiraciones  para el juego.

¡Gracias! Todos en el equipo estábamos de acuerdo que necesitaba revisión de controles, pero se nos echó el tiempo encima.


PD: Yo tampoco aguanto nada

Me ha encantado, una sensación muy opresiva genialmente transmitida

I would say it is an infinity symbol

Really cool concept!