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Enygmatic

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A member registered Jul 18, 2018 · View creator page →

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This was pretty neat, the old school monochromatic red colour scheme is nice, and the variety of enemy types and designs is good.

The only downside I had was the shooting being linked to tapping repeatedly. Which for me is abit more wearing on the hand than I'd like. Same reason I'm not fond of clicker games in jams.

I didn't manage to reach the second stage with the boss, but I enjoyed what I played.

Good work!

This was awesome, the variety of interactions, the escalation in difficulty and mechanics, the art, the sound, all of it was very well done!

I really don't have any complaints, I'm happy I was able to complete the game to see everything. Good work!

I admit, I'm not a huge fan of RPGmaker style games. But that might be because I mostly play them in jams, so they're usually more rushed. But I actually appreciate this one as an exercise in trying a new perspective for you as a developer.

And while I'm not familiar with the inner workings of RPG maker this setup did set my mind off with future possibilities. Like having a sort of Oregon Trail meets Metro Exodus style game where your party is travelling by train across some large country, having to gather supplies, stop in towns, and of course fight off Kaiju.

What would be extra neat is if in these train encounters there was some way to add a condition where every so often a tunnel or other low hanging obstacle would brush the top of the train. And that could either damage everyone on top of the train, or give the player a set amount of time they simply need to survive. For example the player only needing to last 4-5 rounds against a Kaiju before entering a tunnel too small for it to follow.

But I digress, as this game is I think you created a cool sideview battle. And while the battle would be a bit much if it were in the middle of a fuller game, it works for this as its just a test level really.

Also to be honest I wish I was able to control my game dev ambitions well enough to JUST focus on a single battle like this lol.

Good work!

Thank you, I've spent a fair bit of time both in this jam and over the past few years trying to refine shooting lol.

Having the Kaiju present in the background was an idea I had right from the start. I wanted it to make the player feel small, and helpless to stop it. I'm really happy the tone came across well, seeing the other entries in this jam I was worried my approach may be too outside the usual.

Thanks again for playing, glad you liked it!

I can see what you were going for with this one, and I think it's a decent concept at least. I admit I don't really play deck-building games, and I'm not familiar with Battle City. But the art is great, and it's neat seeing the characters path through the city as buildings get destroyed.

If you enjoyed working on the game I would recommend trying to finish it, it seems like you got a decent chunk of the work done.

Sucks you couldn't finish it for the jam, but this is a strong start on the art and concept front. Good job!

Good because I was aiming for pretty cool, thanks for playing!

The art style is cute, and I liked the visual destruction, but I have to agree with the other comments about the lack of any audio at all. I need some good smashing sounds for it to be properly destructive.

I only made it in 2 or 3 levels unfortunately, the level with the bridges was just a bit too demanding for me to destroy all the buildings without falling down below.

I liked what I played though, good job!

First of all I really like the coloured sketch art style of the game! It looks unique and like genuine passion was put into it. I'd compare it to an artsy kids doodles during class, converted into a video game. Out of curiosity I checked out your other games and it was cool to see all your work has this kind of style.

The audio can be a bit harsh at points, especially when there are layered attack sound effects. But frankly I think it fits the general vibe of the game.

There are some issues that I think should be addressed, at the very least kept in mind for future games.

Walking to the left at the start of the game moved godzilla offscreen, and when I tried to walk to the right again, the camera would move, but godzilla was still off screen.

I really don't think enemies should instantly kill the player. Not only does it make the game too difficult to get very far in, but frankly you don't feel like a proper Kaiju. The same should probably go for the enemies as well. If every Kaiju in a movie was taken down in one hit, the genre would be incredibly boring imo.

I think godzilla's hitbox is too large, because I was getting killed by enemies that were barely even on screen. This was especially noticeable with the player being killed in one hit.

The combination of issues meant I wasn't able to see all the enemy Kaiju unfortunately. But aside from the issues mentioned, I liked what I saw! Good work!

Thanks for playing, and the kind words!

The look of the game was definitely inspired by both those games. FEAR especially with the parking complex setting, and the lighting took inspiration from it and Doom 3 as well. Half-Life 1/2 were more an influence in having scripted events play out in realtime infront of the player while they can still manually move around. But admittedly some Ravenholm influence likely snuck in more subconciously.

Just generally though I was very much going for "shooter with creepy atmosphere and tension".

Thanks for playing, good to hear you loved it!

Yeah I wanted the kaiju to feel present, but not be the main focus of the experience. And I'm glad you liked the end, I really wanted that shot of the monster and the destruction it caused so the player gets a true sense of the scale. So I'm glad to hear it worked!

Thanks for playing, I'm glad you enjoyed it!

Well I'm certainly happy to hear the  slight horror attempts paid off lol. Out of curiosity by "harsh" sounds do you mean some sounds were too loud/grating? Or just that they were sudden/scary?

So far this is probably the most original entry I've played in the jam!

The combination of side scrolling and having to move around to get to the steering, lasers, and corpse vacuum was interesting. And the variety of human character designs was neat. I especially liked how people got flung around after being zapped!

It took a little while for me to get the Kaiju to wake up, but it wasn't excruciating. The game was long enough where I had to get into a groove to keep up a consistent pace of progress, but once I got into that groove the game concluded reasonably quickly.

I also appreciate the in-depth tutorial where you had to complete an action to progress, I kinda wish I had time to implement that in my own lol.

Good work!

I really like the idea of a kaiju tactical game, but for me the UI was just too confusing. I couldn't tell if I had any moves left or who I had selected and was attacking. I also encountered the issue where multiple units including both AI and my own would stack on the same tile. So I couldn't select my own unit to attack or move out of the way so instead I just had to attack both my own kaiju and the enemy in hopes the enemy died faster.

Also I like that I can mouse over to see the enemy attacks, but it was a bit confusing when it would appear while I had a kaiju ability selected and trying to attack.

There's a solid concept here but for me personally gameplay wise it was just buried under some messy UI/UX.

As for the more positive stuff, the art all looks great, and the variety of abilities, kaiju and human enemy types was really neat. I liked how there was a clear difference between the land combat and sea combat too. And the ability to upgrade stats and unlock abilities was a cool addition.

Great stuff, just needs more clarity in the UI. Good job!

This was quite simple but I enjoyed it, the difficulty curve I think worked well. Found myself having to think a bit in the later levels and died a few times but nothing egregious.

Some of the collision is a bit iffy with the player still stuck to ledges even when visually standing completely off the block. But it wasn't a major issue for my playthrough. It actually kinda helped in a couple cases with long jumps. Speaking of the longer jumps I would probably make them a bit closer together because some of them it honestly felt like I was cheesing the players collision box.

As for positives, the art and sound effects were good, and the levels had a decent variety and good introduction of new mechanics.

Good work!

This was neat, the art is great, and the good ending was hilarious!

I still have the same complaints as others regarding the feel of jumping and getting stuck on objects. I died a few times before getting through it, which isn't bad in and of itself. But the deaths felt kinda artificial, basically it felt like the game was screwing up my attempts to jump over objects, not me.

I did eventually figure out that sliding worked better, which for some of them makes sense, (clothes line for example), others not so much (like that solid block with a tub attached to it).

Overall though a decent runner for a jam game, good work!

This was a neat little shoot-em-up. The pixel art was nice, music was fitting, and enemies weren't impossible but still provided a bit of a challenge.

If the game were longer I think health pickups would've been needed, but since the game was reasonably short I think it's acceptable as is.

SHMUP's aren't one of my favourite types of games but this was still fun. Good work!

The concept is great, the visuals are great, the sound effects and music are good, but I was frankly getting frustrated with the controls by the end.

I genuinely think it would have been better if there were individual "lanes" the player snapped to rather than the continuous free movement currently used. Especially with the slow acceleration effect it became almost impossible to avoid some spines. And just due to the way the visuals are setup, I found there wasn't a huge amount of warning when an obstacle was about to appear. In fact when some of the energy orbs appeared in the middle lane I found it could obscure upcoming spines.

So I never ended up reaching the end of the third stage, I got seemingly close to reaching the bugs head, but each time he blew up the city and after third time I was booted back to the main menu. And quite frankly I just didnt have time to restart from scratch to see the good ending.

Aside from that though everything else about the game is good. Nice job!

Admittedly I'm not a big fan of visual novels, but this was a cool take that added, or at least tried to add, a tactical layer to it.

I really liked the visuals, the minimalist retro graphics combined with the odd mix of character styles was really cool. And the sound design was fitting.

I noticed a number of typos or grammatical errors, but that's bound to happen in a jam game with a lot of text.

It's a shame the game is unfinished, at the moment it seems like there is no way to actually stop the Ha Kaiser? In any case I got multiple of the bad endings before packing it in. And btw I like that theres so many different paths, it provides a good reaction to the player choices.

Great work! I hope you finish the game post-jam!

I didn't actually play it but reading the pdf it seems like a really fun comedic concept. Something I can imagine being great for a laugh with a partner or friends.

I like the idea of that dice roll determining the tone of the letter, and the variety of endings.

Also just the look of the ruleset is nice, and I especially like the kissing kaiju at the end lol.

Good work!

This was really cool, the design were well done, the destruction was great, and just generally the game had a fun arcadey feel.

The only main issues I had was sometimes the game would get really laggy without any obvious reason why. Even more strange is the framerate improved when smashing a building, so there's definitely some optimizing to be done there. But ya know, jam issues.

I also think it would be good if there was a way to heal, maybe by eating some of the humans or something. Because I never really made it all that far without getting ground down by the tanks.

Also more of a subjective take, but I don't like the film grain effect, or motion blur. Disabling those or giving the option to disable them would be a good idea.

Overall though there's a lot to like about this, excellent work!

Thank you for playing and the kind words!

Yeah I'm happy with how the shooting turned out, though I admit I was a bit worried how tense/atmospheric it would turn out. But I'm glad you liked it!

Well I managed to reach the top in 4:17!

This was really neat, the premise funny and original, and the platforming mostly felt good but with a few issues I noticed that I found frustrating.

For starters, the cursor isn't locked to the game window. This is an especially annoying issue for me because I accidentally clicked outside of the window a couple times and then got blasted off the platforms. And frankly it's just distracting having the cursor going back and forth across the screen.

Also it seems like the drop shadow doesn't always follow the player, which made jumping on the thinner platforms more difficult as I couldn't easily tell if I was going to land on them. I don't know how you have your setup but when I had a shadow for platforming in one of my games I just used a projector attached to the bottom of the player. That way it always follows the player, and you don't have a full shadow floating in mid-air. Just a suggestion as something to experiment with post-jam.

Besides that though, it was really cool seeing all the different platforming mechancis you managed to implement! Double-jumping, grinding on the straws, ledge-grabbing, wall-jumping, sliding, and bouncy platforms. That is quite the list!

I also loved the background detail of being able to see out the window, and having one of those old car city rugs on the floor.

Overall was a great little platformer, good work!

I liked the graphics and the cat shooting gold fish was funny, though admittedly the gameplay was a little bit thin.

It would've been nice if there was some win or end condition, unless I just didn't play long enough it seemingly just loops.

I also encountered a bit of a quirk where I was able to get behind the enemies, I'm assuming that's unintentional.

For what's there though the art is great and the sound effects and music work well. Good job!

I admit, I didn't try to actually play this game. Partly because I don't really play tabletop stuff, and also as you mention on the game page it's not entirely playable to begin with lol.

But I did read through the game rules and looked at the art, even watched a bit of the dev stream VOD. And I will say the premise and ideas are really neat!

Sucks you couldn't totally finish it, but you got something at least. Good work!

I liked this one, it was short but sweet and has a really nice cozy feel.

Seeing the comments popup in the chat was neat, and seeing Billie pop out of the water with a life preserver waving around like a giant parade float was hilarious!

I also loved seeing some of the little details thrown in like the MILF case, the water dripping from one of the trees, and of course the goodbye screen at the end is a good extra touch.

Also I did notice the Exit button on the main menu didn't work. Not a big issue or anything, just thought I should point it out.

Great work!

I made some modifications to fix some bugs and finish some minor touches I had worked on prior to submission. Full changelog is here: https://enygmatic.itch.io/evac/devlog/913698/v11-update

Thanks for playing!

Yeah I haven't done this jam before so I didn't fully know what to expect beyond catching part of a FunBaseAlpha stream some time ago. I had Cloverfield stuck in my head though, so I knew I was gonna do a more boots-on-the-ground game no matter what.

I'm glad you liked it, and the patched version will be even better!

Ah well better late than never lol.

I don't think I'll be adding it to this game, but that's not a bad for a future game. Thank for the reply!

I certainly like the concept of the game, having a moving base you can adjust the speed of and fight off enemies on the move. It's like a more violent Oregon Trail lol.

Like other commenters I assume the speed adjustment was meant to have more use but you didn't have time to finish it, same with the depots, since I noticed the counter on the end screen but never encountered any depot.

I could see this being expanded out into a more solid game, with upgradeable carts of various types, maybe something comparable to Last Train Home but with top down shooting.

Good work, especially for what looks like your first game!

Thanks for playing!

I was pretty happy with how the Dog AI turned out, but yeah as you can obviously tell I didn't have time to do more levels. I might do some post-jam if only to test out the AI more, but frankly a part of me is happy I was able to submit in the first place lol.

The best boy

Man, if I had a nickel for every impressive game involving cyberpunk hoverboarding submitted to FUN jam I'd have two nickels! Which isn't a lot, but it's odd that it happened twice.

This was great, visuals are awesome, msuic and sound effects were solid, I love the impact sound effect when you're hit by a car and ragdoll especially.

I do agree with NotRustyBots feedback though, and alongside that I found I just kinda suck at the game, never made it more than 10 seconds or so. But that might be more a me problem, I'm honestly not sure.

Overall though this was really cool, great work!

Ah yeah I was playing on the Web build, I guess that would explain it then.

I actually didn't encounter too much stuttering or at least nothing that felt like stuttering. But yeah that end of track bug was very strange.

I've never been too good at bullet hole or shmup type games, but this one was neat. I never made it beyond a couple thousand points though.

The pixel visuals are good, sound effects are nice, and the music is also great.

A small note, if a gamepad is going to be recommended I would suggest listing the controls for gamepad as well as mouse and keyboard.

Good work!

Well shit, now I just flat out feel embarrased submitting my game!

The visuals are amazing, the music is great, I mean just the MENU looks awesome. Actually regarding the menu my only kinda complaint is that the buttons aren't navigable by gamepad analog stick, or at least wasn't when I tried. This would be almost a non-issue for me personally if the game page didn't actively suggest using a controller.

Regarding the gameplay itself I like the idea of freely moving around the board, but maybe it's because I jsut suck but I found REALLY hard to land on notes. The collision boxes are fairly generous but I do wonder if it might have been better to have it be a guitar hero style lane snapping movement.

Also I encountered what I think is a bug where at the end of a track, nothing happened and there was no win or lose screen, so I had to quit out of the track and my score wasn't saved. The song even restarted but no notes appeared.

Overall though this is insanely impressive, great work!

This was really neat actually, and surprisingly ambitious for a one week jam.

The neat visual style, the roaming AI ships (that kept getting in my goddamn way), the repeatable customers, upgrades, interactable inventory, voice acting, cutscenes, and debt. It's a stunning amount of details tbh.

I will say I was worried at first that going into debt would end the game, which made the restricted areas and dinging objects annoying. Though once I discovered I could keep going I started enjoying it again.

Overall, great work!

This was a neat little game, I like the concept of having to hop from car to car to get refueled, though admittedly I sometimes found it easy to miss the enemy car. Don't know if that was intentnioal or if I just suck.

The original ringtone music being used is funny and oddly fitting, as is the stock photo itch icon.

I made it 45 seconds at most.

Good work!

(1 edit)

I'm sad I missed a lot of the development streams of this game, because it is really neat comparing it to past CGFG entries. You have the physics interaction, all the custom assets, the usual FBA audio touch. The physics are obiouvsly quite jank which makes it funny, and god the honking is such a great mechanic lol.

It's also very melancholic in a beautiful way. With the sunset, the empty fairgrounds, and of course that honestly funny yet oddly haunting tune on the radio. Once the music finally stops and it's just the sounds of moving objects, vehicles in the distance and birds singing before bed is a very bittersweet moment as you pack up to the next town.

Don't cry because it's over, smile because it happened... 🤡

Haha, thanks for playing!

Yeah as I mentioned on discord and is blatantly obvious from playing it, the game was largely an experiment in trying new AI stuff. Which I think I was partly successful in, but yeah the levels as they are really only give a bland hint of what the systems are capable of. It probably didn't help I made the levels at 3:30 in the morning... The knife was supposed to be useful for finishing off enemies, especially in cases where multiple enemies are patrolling a level, but of course I just didn't have time for that.

I'm hoping to use the mechanics learned in this game for future projects though, so not entirely useless lol. Thanks again!

Thanks for playing! I always aim to exceed rock bottom expectations!

Out of curiosity what were the parts you found too difficult/too easy in the game?