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Faulko

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A member registered Jan 08, 2024 · View creator page →

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(For reference, I played the Windows version, not the web build)

Right off the bat, what stuck out to me was the main character design, which was quite unique, as well as the tutorial signs on the walls, which are a nice way to tell the player that they can use those keys to do things.

The pixel art has a cool style to it and the fog of war makes exploring a mystery that you need to be careful of.

One of the things that stuck out to me on by far was the ambientation. Knowing the context of the game, the game has a hint of tragedy for me. Especially considering that you and all of the other creatures are products of experimentation. The dog with wheels is certainly an example (really cool enemy designs too, by the way).

A couple of touches I also appreciate is the fact that shots have a very bright light attached to them, so you don't miss them in the map, as well as the fact that enemy shots get deleted when their source enemy is defeated. 

I noticed that the flamethrower particles and the damage numbers have very similar colors, so it can be hard to tell one from the other when attacking with the flamethrower. Also, the enemy with red hair that shoots you can sometimes shoot you while they're walking. Their shooting animation doesn't play when that happens; they only keep walking as their shot spawns, so it can get you off guard, since there's no anticipation.

I also noticed that you can get the same weapon spawning in both chests of the same floor, which can be a bit rough if you don't like the weapon (which happened to me). I'm not sure if this is entirely intentional, so I'm pointing it out here.

I definitely felt a bit of a difficulty spike on the last floor, since it introduces new enemies that are quite tough (the slime and the spider cyborg thing). It more enemies, some which can feel tanky, like the big security guards and the slimes. I do appreciate that they're slower though, so it lessens the chance of them pushing you into rooms and drawing the attention of more enemies.

The music variations were welcomed. They were all bangers. Very good choices! The sound effects also felt fitting.

One thing I did miss on the game was having some sort of map or minimap. It can be a bit easy to get lost on the levels, and I think the game could really benefit from having a map function, especially so you can keep proper track of what areas you haven't explored yet.

With all of that being said, I enjoyed my time with this game. The controls feel intuitive and fun to use, some of the weapons were a lot of fun to me (like the long laser gun), I like some of the humor the game has, and the enemy variations were unexpected and quite impressive. Very well done!

(For reference, I played the Windows version, not the web build)

Right off the bat, what stuck out to me was the main character design, which was quite unique, as well as the tutorial signs on the walls, which are a nice way to tell the player that they can use those keys to do things.

The pixel art has a cool style to it and the fog of war makes exploring a mystery that you need to be careful of.

One of the things that stuck out to me on by far was the ambientation. Knowing the context of the game, the game has a hint of tragedy for me. Especially considering that you and all of the other creatures are products of experimentation. The dog with wheels is certainly an example (really cool enemy designs too, by the way).

A couple of touches I also appreciate is the fact that shots have a very bright light attached to them, so you don't miss them in the map, as well as the fact that enemy shots get deleted when their source enemy is defeated. 

I noticed that the flamethrower particles and the damage numbers have very similar colors, so it can be hard to tell one from the other when attacking with the flamethrower. Also, the enemy with red hair that shoots you can sometimes shoot you while they're walking. Their shooting animation doesn't play when that happens; they only keep walking as their shot spawns, so it can get you off guard, since there's no anticipation.

I also noticed that you can get the same weapon spawning in both chests of the same floor, which can be a bit rough if you don't like the weapon (which happened to me). I'm not sure if this is entirely intentional, so I'm pointing it out here.

I definitely felt a bit of a difficulty spike on the last floor, since it introduces new enemies that are quite tough (the slime and the spider cyborg thing). It more enemies, some which can feel tanky, like the big security guards and the slimes. I do appreciate that they're slower though, so it lessens the chance of them pushing you into rooms and drawing the attention of more enemies.

The music variations were welcomed. They were all bangers. Very good choices! The sound effects also felt fitting.

One thing I did miss on the game was having some sort of map or minimap. It can be a bit easy to get lost on the levels, and I think the game could really benefit from having a map function, especially so you can keep proper track of what areas you haven't explored yet.

With all of that being said, I enjoyed my time with this game. The controls feel intuitive and fun to use, some of the weapons were a lot of fun to me (like the long laser gun), I like some of the humor the game has, and the enemy variations were unexpected and quite impressive. Very well done!

This is such a well put together experience! The character is very cute and charming, but I think the environment is what impressed me the most. I like that the barrels are light blue and a bit shiny, so that you can see them from afar, at the same time that the diver bell has a red light so you never lose it from sight. 

At first, I played without properly aiming using RMB and thought it was pretty challenging, but actually using the RMB aim makes a world of a difference! Turns out the vaccum has a very generously long pull range, being able to get things from further away than you might expect. Not using RMB makes it so you can't ever tell it does that, since when you're not aiming with RMB, the character aim goes all over the place. If you're playing this game, make sure to use the proper RMB aim!

My main strat was to go for a straight shot to the barrel that was the most far away, kicking any barrels in the way towards the bell, and then kicking the far away barrel too. The RMB aim was a huge help in getting the clams that were both above and below me, which allowed me to stay alive a lot more comfortably. The clam "pockets" were very well distributed, allowing you to plan strategies that didn't force you to go for only one route. 

The ambientation of the game is by far the point that shined the most for me. The somewhat suspenseful ambientation, the many different watery sounds, the death noise the character makes, the breathing sound effects. I saw from your GDD that you put a lot of care into the sounds, and it really shows. They are a key part of what made this game so atmospheric and immersive for me. Throughout my first run, I was half expecting to find some sort of creature or abandoned secret facility in the bottom. That's how suspenseful it was at first.

The enviroment also leaves some space for imagination about what's the place you're at, what was it for, and how is it now. Similar questions can be asked about the main character themselves, especially after the ending, which I did not expect. 

(I did also use the strat in another run of moving the diving bell itself around, and I thought it was super cool that you could actually do that. It's funny too)

I really liked this game and I cannot emphasize more how well the ambientation was crafted. Awesome game!

This is such a well put together experience! The character is very cute and charming, but I think the environment is what impressed me the most. I like that the barrels are light blue and a bit shiny, so that you can see them from afar, at the same time that the diver bell has a red light so you never lose it from sight. 

At first, I played without properly aiming using RMB and thought it was pretty challenging, but actually using the RMB aim makes a world of a difference! Turns out the vaccum has a very generously long pull range, being able to get things from further away than you might expect. Not using RMB makes it so you can't ever tell it does that, since when you're not aiming with RMB, the character aim goes all over the place. If you're playing this game, make sure to use the proper RMB aim!

My main strat was to go for a straight shot to the barrel that was the most far away, kicking any barrels in the way towards the bell, and then kicking the far away barrel too. The RMB aim was a huge help in getting the clams that were both above and below me, which allowed me to stay alive a lot more comfortably. The clam "pockets" were very well distributed, allowing you to plan strategies that didn't force you to go for only one route. 

The ambientation of the game is by far the point that shined the most for me. The somewhat suspenseful ambientation, the many different watery sounds, the death noise the character makes, the breathing sound effects. I saw from your GDD that you put a lot of care into the sounds, and it really shows. They are a key part of what made this game so atmospheric and immersive for me. Throughout my first run, I was half expecting to find some sort of creature or abandoned secret facility in the bottom. That's how suspenseful it was at first.

The enviroment also leaves some space for imagination about what's the place you're at, what was it for, and how is it now. Similar questions can be asked about the main character themselves, especially after the ending, which I did not expect. 

(I did also use the strat in another run of moving the diving bell itself around, and I thought it was super cool that you could actually do that. It's funny too)

I really liked this game and I cannot emphasize more how well the ambientation was crafted. Awesome game!

The art and music are nice, and the sound effects are very satisfying! I like the button animations in the menu as well, it's a nice touch. The same can be said for the tutorial, which is well put together and takes you step by step through the controls.

I quite like the concept of the QTE's to possess an enemy. The enemies having different movesets and damage also helps with making the player excited to try possessing different enemies. I did notice that split possessing can be a bit tricky, since it seems the spawn point of the "possession bullet" is a bit far away from the character. So, when there's an enemy right next to you, you can't split possess them because your bullet spawns past the enemy.

The split posssession mechanic might be a little too op, I'd say. With it, you can "pacify" any of the normal enemies (and "pacifying" all of them will also let you go to the next stage). I saw one of the comments talking about how they took damage from the boss and I was initially confused, since I hadn't taken any. It turns out that it was because I was split possessing the boss' minions instead of directly possessing them. Split possessing them made it so I didn't have to deal with the QTE's, didn't take any damage, and could just focus on not walking on the dark spots while waiting for my possession bullets to recharge. 

This also meant that in my run, I never felt the need to heal because I didn't really take any damage, nor did I ever feel like I was in danger. So the split possession mechanic could maybe use a tweak or two to make it harder or not as op in some way. Maybe some sort of timer so that the enemies don't stay split-possessed forever.

I think the game could've used some sort of "You win" screen as well, since in my run, I played and got to the boss more than 4 times, waiting to see if there was some sort of ending. 

With all of this being said, I'd like to emphasize that the concept is very interesting. The possession through the QTE system works very well, and I think the split possession could be very interesting in the context of, say, you trying to possess a tough enemy while having split-possessed minions protecting you from other enemies that are trying to stop you. This concept opens up a lot of different possibilities and I do think it was well implemented in this.

The controls also feel very tight and fun to use and the different enemies feel fun to play. There's quite a bit of thought put into this, and for a solo project, this couldn't have been easy. It feels extremely polished, and I had a good time playing around with the possession mechanics. Very well done!

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The art and music are nice, and the sound effects are very satisfying! I like the button animations in the menu as well, it's a nice touch. The same can be said for the tutorial, which is well put together and takes you step by step through the controls.

I quite like the concept of the QTE's to possess an enemy. The enemies having different movesets and damage also helps with making the player excited to try possessing different enemies. I did notice that split possessing can be a bit tricky, since it seems the spawn point of the "possession bullet" is a bit far away from the character. So, when there's an enemy right next to you, you can't split possess them because your bullet spawns past the enemy.

The split posssession mechanic might be a little too op, I'd say. With it, you can "pacify" any of the normal enemies (and "pacifying" all of them will also let you go to the next stage). I saw one of the comments talking about how they took damage from the boss and I was initially confused, since I hadn't taken any. It turns out that it was because I was split possessing the boss' minions instead of directly possessing them. Split possessing them made it so I didn't have to deal with the QTE's, didn't take any damage, and could just focus on not walking on the dark spots while waiting for my possession bullets to recharge. 

This also meant that in my run, I never felt the need to heal because I didn't really take any damage, nor did I ever feel like I was in danger. So the split possession mechanic could maybe use a tweak or two to make it harder or not as op in some way. Maybe some sort of timer so that the enemies don't stay split-possessed forever.

I think the game could've used some sort of "You win" screen as well, since in my run, I played and got to the boss more than 4 times, waiting to see if there was some sort of ending. 

With all of this being said, I'd like to emphasize that the concept is very interesting. The possession through the QTE system works very well, and I think the split possession could be very interesting in the context of, say, you trying to possess a tough enemy while having split-possessed minions protecting you from other enemies that are trying to stop you. This concept opens up a lot of different possibilities and I do think it was well implemented in this.

The controls also feel very tight and fun to use and the different enemies feel fun to play. There's quite a bit of thought put into this, and for a solo project, this couldn't have been easy. It feels extremely polished, and I had a good time playing around with the possession mechanics. Very well done!

(also, nice reference to Sonic Unleashed, love that game)

The music and sound effects are very satisfying, fitting, and the music really sets up the mood of being a possessive mask. The art really stood out to me. I absolutely love the design of the mask and its animations in game! The particle effects for things like the mask trail are also really well done!

In my first run (easy mode), I only jumped off enemies didn't use the launch option. It was a bit of a challenge. However, using the launch on my second run (impossible mode) made it incredibly fun, especially because of the insta kill you get when launching from one character to another. The dynamics with the platforms that you could go through opened the possibility for some very interesting moves as well during the stages.

The game also surprised me with how many stages it had, as well as with the introduction of different types of "enemies".

One thing I did notice is that there were a couple of times where I'd touch the berries but it wouldn't do anything, as if the collider wasn't working properly. 

Other than that, I found no other glitches with the game. It's very well polished. Possessing characters and launching off of them feels satisfying and rewarding. I got 21650 in my second run. This game was very fun!

The music and sound effects are very satisfying, fitting, and the music really sets up the mood of being a possessive mask. The art really stood out to me. I absolutely love the design of the mask and its animations in game! The particle effects for things like the mask trail are also really well done!

In my first run (easy mode), I only jumped off enemies didn't use the launch option. It was a bit of a challenge. However, using the launch on my second run (impossible mode) made it incredibly fun, especially because of the insta kill you get when launching from one character to another. The dynamics with the platforms that you could go through opened the possibility for some very interesting moves as well during the stages.

The game also surprised me with how many stages it had, as well as with the introduction of different types of "enemies".

One thing I did notice is that there were a couple of times where I'd touch the berries but it wouldn't do anything, as if the collider wasn't working properly. 

Other than that, I found no other glitches with the game. It's very well polished. Possessing characters and launching off of them feels satisfying and rewarding. I got 21650 in my second run. This game was very fun!

Honestly, what a beautiful game. The art and animations are fantastic. The music sets the perfect tone for what the game presents. The way the story is told is simple, and yet has a lot of depth. 

The story is enough to make you think how a person with a whole life behind them, an incredible amount of experiences, thoughts, dreams, aspirations, moments of wonder and peace has an end to their journey like this. It's incredibly tragic.

It's a really well put together experience. Very well done.

Honestly, what a beautiful game. The art and animations are fantastic. The music sets the perfect tone for what the game presents. The way the story is told is simple, and yet has a lot of depth. 

The story is enough to make you think how a person with a whole life behind them, an incredible amount of experiences, thoughts, dreams, aspirations, moments of wonder and peace has an end to their journey like this. It's incredibly tragic.

It's a really well put together experience. Very well done.

One of the things I instantly noticed is the artstyle, which is one of my favorite points. The environments are really pretty, and the characters designs are very unique. The music compliments some of the sillyness of the game, and the sound effects are fitting.

I was very surprised when I started to see so many new hand formations outside of the ones from regular rock-paper-scissors, but it was a very good surprise! I'm not entirely sure yet how each new hand formation interacts with others, but I find the concept extremely interesting!

I also really like the characters, dialogue and story. It made me pumped to go grab what is rightfully mine! (also, appreciate the Scissors button)

When I got to the final boss, I was able to essentially have so much shield the king couldn't damage me anymore for the rest of the battle, so maybe a bit of balancing to not let the player become way too op could be good. The animations for critical hits were also an awesome touch!

Let me just say, one of the main reasons I played the game was the mix of the name with the character in the thumbnail. It set a good impression of the game from the get go for me. I had a good time with this game and I really like the humor, the art and the gameplay concepts here. It'd be interesting to see this expanded upon. Very well done!

One of the things I instantly noticed is the artstyle, which is one of my favorite points. The environments are really pretty, and the characters designs are very unique. The music compliments some of the sillyness of the game, and the sound effects are fitting.

I was very surprised when I started to see so many new hand formations outside of the ones from regular rock-paper-scissors, but it was a very good surprise! I'm not entirely sure yet how each new hand formation interacts with others, but I find the concept extremely interesting!

I also really like the characters, dialogue and story. It made me pumped to go grab what is rightfully mine! (also, appreciate the Scissors button)

When I got to the final boss, I was able to essentially have so much shield the king couldn't damage me anymore for the rest of the battle, so maybe a bit of balancing to not let the player become way too op could be good. The animations for critical hits were also an awesome touch!

Let me just say, one of the main reasons I played the game was the mix of the name with the character in the thumbnail. It set a good impression of the game from the get go for me. I had a good time with this game and I really like the humor, the art and the gameplay concepts here. It'd be interesting to see this expanded upon. Very well done

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One of the things that stood out to me the most is the artstyle. These enemies have such weird designs, I love it! These designs are also very unique from one another, so there is zero trouble in identifiying an enemy and consequentially what attack they'll perform.

The music is a banger and the sound effects do not feel obtrusive in any way! That is so important for a game like this, that eventually becomes a bullet hell.

Huge props for having the different augments be actually visible to the player. In a game, I always enjoy the aspect of getting an upgrade or a new part and being able to visibly see that on the character. Even if this game is reusing enemy parts for it, I like that we become sort of this Frankenstein of enemies. Funnily enough, some of these parts also allow you to know certain enemy attacks before those enemies ever even show up in your run, which I actually really like!

The difficulty scales up rather nicely. My build was really good, so it never felt too hard, but I still had to pay attention to not get damaged, which became quite tough as I progressed! But it never felt frustrating, not at any point. It was very pleasant.

There's certain UI details I appreciate as well, like the fact that you visually show the cooldowns of each one of your parts in the lower left, or the fact that you let players compare parts when they get the choice of acquiring a new part or trading it for an upgrade. None of that ever felt complicated.

One suggestion I do have is to put some sort of sprite related to the cursor, just so that it's easier to find the cursor as things get messier on the screen.

Sadly, my run ended because my game crashed. Music kept playing, but nothing was moving anymore and I couldn't control anything. I made it to wave 46. This was a very well put together roguelike that felt very pleasing to play, and with a surprisingly good progression system, both for your upgrades, and for the difficulty. That can be hard to do during a jam, but the scaling turned out really nicely.

Very well done!

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One of the things that stood out to me the most is the artstyle. These enemies have such weird designs, I love it! These designs are also very unique from one another, so there is zero trouble in identifiying an enemy and consequentially what attack they'll perform.

The music is a banger and the sound effects do not feel obtrusive in any way! That is so important for a game like this, that eventually becomes a bullet hell.

Huge props for having the different augments be actually visible to the player. In a game, I always enjoy the aspect of getting an upgrade or a new part and being able to visibly see that on the character. Even if this game is reusing enemy parts for it, I like that we become sort of this Frankenstein of enemies. Funnily enough, some of these parts also allow you to know certain enemy attacks before those enemies ever even show up in your run, which I actually really like!

The difficulty scales up rather nicely. My build was really good, so it never felt too hard, but I still had to pay attention to not get damaged, which became quite tough as I progressed! But it never felt frustrating, not at any point. It was very pleasant.

There's certain UI details I appreciate as well, like the fact that you visually show the cooldowns of each one of your parts in the lower left, or the fact that you let players compare parts when they get the choice of acquiring a new part or trading it for an upgrade. None of that ever felt complicated.

One suggestion I do have is to put some sort of sprite related to the cursor, just so that it's easier to find the cursor as things get messier on the screen.

Sadly, my run ended because my game crashed. Music kept playing, but nothing was moving anymore and I couldn't control anything. I made it to wave 46. This was a very well put together roguelike that felt very pleasing to play, and with a surprisingly good progression system, both for your upgrades, and for the difficulty. That can be hard to do during a jam, but the scaling turned out really nicely.

Very well done!

Very cute game. I like how all the enemies are birds (with the exception of the ferret). The big bird and the ferret can be quite hard to avoid (especially the ferret) due to the way they track the player down. But the dash ability really helps!

It did also feel like the amount of damage enemies deal on you ramps up very quickly. I was taking a lot more damage in the 2nd stage. 

Speaking of the 2nd stage, I like that the scenery actually changes from stage to stage. It's a very nice touch. This was nice, and I hope to see you next jam. Keep making stuff!

Very cute game. I like how all the enemies are birds (with the exception of the ferret). The big bird and the ferret can be quite hard to avoid (especially the ferret) due to the way they track the player down. But the dash ability really helps!

It did also feel like the amount of damage enemies deal on you ramps up very quickly. I was taking a lot more damage in the 2nd stage. 

Speaking of the 2nd stage, I like that the scenery actually changes from stage to stage. It's a very nice touch. This was nice, and I hope to see you next jam. Keep making stuff!

I like the enemies and character art! There's an unique artstyle in here that I enjoyed a lot, especially with the theming and everything. I did notice that the text looks small when fullscreening the game, so it'd be cool to have the text scale be proportional to the screen size.

The gameplay concept is super interesting. It's a mix of a roguelike with Parappa the Rapper. I think this game would play really well with a controller, since it felt a bit tough to walk around with WASD to avoid enemies, whilst also using 1-5 to do the tune combos. Maybe what you guys can do is have the player be able to also use Right Click to point where the character shuold automatically walk to, so that the player can focus on the 1-5 on the keyboard side of things.

I also thought it was super dope when I realized that getting the upgrades/instrument units wwas leading into a music slowly being formed with the addition of each instrument. It feels like an idea that has a huge amount of potential.

As a matter of fact, that can be said for this entire game. These concepts are super interesting and it feels to me like they hold a lot of potential. I really like it!

I like the enemies and character art! There's an unique artstyle in here that I enjoyed a lot, especially with the theming and everything. I did notice that the text looks small when fullscreening the game, so it'd be cool to have the text scale be proportional to the screen size.

The gameplay concept is super interesting. It's a mix of a roguelike with Parappa the Rapper. I think this game would play really well with a controller, since it felt a bit tough to walk around with WASD to avoid enemies, whilst also using 1-5 to do the tune combos. Maybe what you guys can do is have the player be able to also use Right Click to point where the character shuold automatically walk to, so that the player can focus on the 1-5 on the keyboard side of things.

I also thought it was super dope when I realized that getting the upgrades/instrument units wwas leading into a music slowly being formed with the addition of each instrument. It feels like an idea that has a huge amount of potential.

As a matter of fact, that can be said for this entire game. These concepts are super interesting and it feels to me like they hold a lot of potential. I really like it!

I like the shinyness of the logo and emblem a lot. Awesome game page background, by the way!

This game had a LOT more stages and mechanics than I anticipated. Some very cleverly designed levels, some slightly frustrating. As a fellow Sonic 1 and Sonic 4 player, I was very familiar with the special stages used as inspiration for the game, and the variety of the challenges present in this game surprised me a lot!

One thing that stood out to me is: in the first stage in which you need to actually "kill" an obstacle to progress, it didn't hit me that that's what I was meant to do until wandering around the stage a few times. It was because I thought those were a type of spike ball themselves, where I thought their only purpose was to damage me. Having some sort of indicator on the introduction to this mechanic would be nice.

What would help with that is having these enemies react to when you hit them by maybe having them flash, accompanied with a sound effect. It would help to point out that those objects are actually reacting to being hit, and they're not just taking some of your health, like an obstacle would.

This also applies to another stage in which the camera follows the enemy, and you have to hit them a few times. It was an extremely clever concept (especially with the giant cross the player gets so that you can always tell where you are), but at the first couple of times, I didn't know if that was what I was meant to do, since it didn't seem like the enemy was being affected by my hits.

The music was very nice, so it saddened me when it stopped looping. The sound effects were very fitting, and the instant reset button was really appreciated!

This is really impressive for a first game jam game. A lot of content here, and it's quite well put together! It impressed me a lot and I had a good time with it. A very clever game. Well done!

I like the shinyness of the logo and emblem a lot. Awesome game page background, by the way!

This game had a LOT more stages and mechanics than I anticipated. Some very cleverly designed levels, some slightly frustrating. As a fellow Sonic 1 and Sonic 4 player, I was very familiar with the special stages used as inspiration for the game, and the variety of the challenges present in this game surprised me a lot!

One thing that stood out to me is: in the first stage in which you need to actually "kill" an obstacle to progress, it didn't hit me that that's what I was meant to do until wandering around the stage a few times. It was because I thought those were a type of spike ball themselves, where I thought their only purpose was to damage me. Having some sort of indicator on the introduction to this mechanic would be nice.

What would help with that is having these enemies react to when you hit them by maybe having them flash, accompanied with a sound effect. It would help to point out that those objects are actually reacting to being hit, and they're not just taking some of your health, like an obstacle would.

This also applies to another stage in which the camera follows the enemy, and you have to hit them a few times. It was an extremely clever concept (especially with the giant cross the player gets so that you can always tell where you are), but at the first couple of times, I didn't know if that was what I was meant to do, since it didn't seem like the enemy was being affected by my hits.

The music was very nice, so it saddened me when it stopped looping. The sound effects were very fitting, and the instant reset button was really appreciated!

This is really impressive for a first game jam game. A lot of content here, and it's quite well put together! It impressed me a lot and I had a good time with it. A very clever game. Well done!

I like the logo a lot! The art is nice and clear, and the music absolutely rocks! The controls are tight, and I like the concept a lot! In particular, I like the concept of changing into different elements to get past specific obstacles.

About the element changing, I think being able to change it using the mouse wheel would've been interesting too, considering that you can attack using LMB. 

I did notice that the Fire wall in the 2nd stage can be passed through with either the Fire or Water elements. Since I'm not sure if it's intentional, I'm pointing it out here just in case.

Enemies being able to damage eachother as well as dying from falling in the abyss were very good touches, and I also like the parallax effect a lot. Would've been interesting to see what you would've come up with if you'd gotten a bit more time to explore the gameplay concepts. This was a very enjoyable experience with awesome music!

I like the logo a lot! The art is nice and clear, and the music absolutely rocks! The controls are tight, and I like the concept a lot! In particular, I like the concept of changing into different elements to get past specific obstacles.

About the element changing, I think being able to change it using the mouse wheel would've been interesting too, considering that you can attack using LMB. 

I did notice that the Fire wall in the 2nd stage can be passed through with either the Fire or Water elements. Since I'm not sure if it's intentional, I'm pointing it out here just in case.

Enemies being able to damage eachother as well as dying from falling in the abyss were very good touches, and I also like the parallax effect a lot. Would've been interesting to see what you would've come up with if you'd gotten a bit more time to explore the gameplay concepts. This was a very enjoyable experience with awesome music!

Such a lovely game. It gave me huge NES vibes with the music. The artsyle is super fun and unique, and I love how the peasants move, as if they're dancing.

At first I thought this would be a daunting challenge, but thankfully the conditions to kill the dragon aren't cutthroat. It made it quite fun to play, since I didn't need to worry about having something like 7 bombs to kill the dragon. The game introduces some mechanics that makes things harder, but they don't feel particularly unfair, and the levels are very cleverly designed.

The dragon animation is also very smooth, I really liked it. What a delightful game!

Such a lovely game. It gave me huge NES vibes with the music. The artsyle is super fun and unique, and I love how the peasants move, as if they're dancing.

At first I thought this would be a daunting challenge, but thankfully the conditions to kill the dragon aren't cutthroat. It made it quite fun to play, since I didn't need to worry about having something like 7 bombs to kill the dragon. The game introduces some mechanics that makes things harder, but they don't feel particularly unfair, and the levels are very cleverly designed.

The dragon animation is also very smooth, I really liked it. What a delightful game!

What a clever concept! It did weird me out at first that I couldn't pick what chess piece I was gonna move, but I very much like the concept of you entering a battle and actually being able to fight off a piece in combat. 

I noticed that pieces have slightly different shooting patterns, which is a cool touch. It'd be interesting to see them move differently as well. I also love the way they attack! It caught me off guard.

I did stop attacking pieces at one point because baiting them to attack me instead made things easier, considering that only one piece would be able to attack me while I'd have adjacent allies with me. 

The concept is honestly super cool to me though, and seeing an expansion of this would be interesting. Very good game!

What a clever concept! It did weird me out at first that I couldn't pick what chess piece I was gonna move, but I very much like the concept of you entering a battle and actually being able to fight off a piece in combat. 

I noticed that pieces have slightly different shooting patterns, which is a cool touch. It'd be interesting to see them move differently as well. I also love the way they attack! It caught me off guard.

I did stop attacking pieces at one point because baiting them to attack me instead made things easier, considering that only one piece would be able to attack me while I'd have adjacent allies with me. 

The concept is honestly super cool to me though, and seeing an expansion of this would be interesting. Very good game!

Wow, that's an amazing score! You're going on the leaderboards!

You're absolutely right about the difficulty. There's three things we plan on implementing for the post jam update:

- Ducks will progressively spawn faster and flying ducks can move faster

- Missing a duck makes you lose a life

- An actual enemy duck

The last one is a bit of an incognito, but we're almost done with the other two. We hope to make the game feel harder, but not unfair in the start. Thank you very much for playing our game and leaving such a thoughtful comment, it truly means a lot to us!

Sorry you had a bad time. We'll look into it. Thanks for checking out the game and leaving feedback!

I love the name of the game so much. Slug Doug. It just rolls off the tongue so well...

I like how the enemies are color coded, and each one of the different colors are directly correlated to the weapons and health they have. Turns out this slug is quite the trouble!

I did run into an odd glitch at the end of my run where I had possessed a black suit enemy, and my timer to go back to my slug ways never ran out. When I tried unpossessing him by right clicking, I lost control of the character and couldn't move the camera or the character.

For a first time solo dev attempt at a game, this is quite impressive! A shame that the animations didn't work, but this game is a pretty strong first stepping stone to slug greatness.  It'd be interesting to see what other things could Slug Doug eventually possess. Well done!

I love the name of the game so much. Slug Doug. It just rolls off the tongue so well...

I like how the enemies are color coded, and each one of the different colors are directly correlated to the weapons and health they have. Turns out this slug is quite the trouble!

I did run into an odd glitch at the end of my run where I had possessed a black suit enemy, and my timer to go back to my slug ways never ran out. When I tried unpossessing him by right clicking, I lost control of the character and couldn't move the camera or the character.

For a first time solo dev attempt at a game, this is quite impressive! A shame that the animations didn't work, but this game is a pretty strong first stepping stone to slug greatness.  It'd be interesting to see what other things could Slug Doug eventually possess. Well done!

First thing I noticed was the lovely artstyle. It's adorable and has so much charm! It also reminds me a bit of Okami and Parappa, too. The way the camera moves reminds me of some old multiplayer games that played in a similar way. The character portraits are an awesome addition, even having different expressions, too!

The sound effects are very fitting and the music tracks are awesome, helping to create the lighthearted feeling of the game!

The characters and dialogue are really well written, too! Just from this small exposure to them, I could already tell some traits of each character. They each felt unique! I also like how the story progresses as you go through the waves! 

I enjoyed the attention to detail with the characters. Their portraits showing up when they get hit or do something cool. It just makes them feel a bit more alive and gives them a similar importance to that of the player.

The idea of using animals as cannon fodder is honestly really funny, and it's even funnier that they're the ones to go up to the task. 

I did notice that on the 12th wave, the animals stopped spawning. I eventually figured out that it might have to do with the amount of items that were already dropped on the floor that I hadn't picked up. After I started picking a bunch of them up and consuming them all like crazed starving lunatic, animals started showing up again, so I was able to continue playing.

I did run into this odd glitch where I'd lose control of the game and the character would walk around and do things on their own, so I couldn't play after wave 14. 

However, I had a very pleasant experience with this game and I really liked the story and the characters. Pretty crazy that you guys actually put this prototype together in 5 days after having to pivot. It's a game with a lot of charm. Well done!

First thing I noticed was the lovely artstyle. It's adorable and has so much charm! It also reminds me a bit of Okami and Parappa, too. The way the camera moves reminds me of some old multiplayer games that played in a similar way. The character portraits are an awesome addition, even having different expressions, too!

The sound effects are very fitting and the music tracks are awesome, helping to create the lighthearted feeling of the game!

The characters and dialogue are really well written, too! Just from this small exposure to them, I could already tell some traits of each character. They each felt unique! I also like how the story progresses as you go through the waves! 

I enjoyed the attention to detail with the characters. Their portraits showing up when they get hit or do something cool. It just makes them feel a bit more alive and gives them a similar importance to that of the player.

The idea of using animals as cannon fodder is honestly really funny, and it's even funnier that they're the ones to go up to the task. 

I did notice that on the 12th wave, the animals stopped spawning. I eventually figured out that it might have to do with the amount of items that were already dropped on the floor that I hadn't picked up. After I started picking a bunch of them up and consuming them all like crazed starving lunatic, animals started showing up again, so I was able to continue playing.

I did run into this odd glitch where I'd lose control of the game and the character would walk around and do things on their own, so I couldn't play after wave 14. 

However, I had a very pleasant experience with this game and I really liked the story and the characters. Pretty crazy that you guys actually put this prototype together in 5 days after having to pivot. It's a game with a lot of charm. Well done!

Right off the bat, I really like the intro cutscene, and especially the concept of shouting out the spell to get a new weapon! It's something that I really enjoyed throughout my entire play session!

The enemies have enough different aspects in their moveset that makes each one of them feel unique. The same goes to their weapons, of which I separated one for lower enemies and one for harder enemies, like Clompus. 

One of my favorite unexpected inclusions was the Shopkeeper! It initially freaked me out and I thought it was a powerful enemy, but it was awesome discovering that I could get swords that were otherwise unobtainable. I even took the boss' sword to him and was delighted that there was a shopkeeper equivalent to that, too!

Speaking of the boss, it felt a bit hard to tell how big the boss' attack range was. It felt to me like his attack box was pretty big and would catch me by surprise a few times, so having some sort of visual indicator for his attack area would be nice!

Sadly, when I destroyed the final door and went through it, the screen went black and it got stuck in a black screen, playing the dungeon music. I was unable to see the actual ending cutscene. However, I still had a really fun time with the game and I really like the idea. 

Awesome game!

Right off the bat, I really like the intro cutscene, and especially the concept of shouting out the spell to get a new weapon! It's something that I really enjoyed throughout my entire play session!

The enemies have enough different aspects in their moveset that makes each one of them feel unique. The same goes to their weapons, of which I separated one for lower enemies and one for harder enemies, like Clompus. 

One of my favorite unexpected inclusions was the Shopkeeper! It initially freaked me out and I thought it was a powerful enemy, but it was awesome discovering that I could get swords that were otherwise unobtainable. I even took the boss' sword to him and was delighted that there was a shopkeeper equivalent to that, too!

Speaking of the boss, it felt a bit hard to tell how big the boss' attack range was. It felt to me like his attack box was pretty big and would catch me by surprise a few times, so having some sort of visual indicator for his attack area would be nice!

Sadly, when I destroyed the final door and went through it, the screen went black and it got stuck in a black screen, playing the dungeon music. I was unable to see the actual ending cutscene. However, I still had a really fun time with the game and I really like the idea. 

Awesome game!

First thing I noticed, I loved the little intro sequence, both of the transition of the logo into the screen, as well as the actual intro cutscene. The art is very nice and I like the music too! The variety in sound effects is also really appreciated and really puts you in the shoes of the sword.

I also appreciate the nice touch to make the sword more golden as you progress through the game. A very neat touch!

I did notice a few things that I think might be worth pointing out. The game crashed two times, both times when the sword was stabbing the floor. The music would keep playing, but the game screen would stay frozen and the controls would cease working. For reference, I'm using a regular Google Chrome to play the game.

Considering that this game has many separate levels with time leaderboards for each one, I'd suggest letting players pick any of the levels from the get go, so that they don't have to go through each level again to get to the level they last left off. Alternatively, you could make a system to save progress. Since the crash happened to me twice, I had to start the game from the beginning due to the level select having the levels locked until you beat them.

I'd also suggest making a system to keep the cursor in the middle. Throughout my play session, I had to keep repositioning the cursor to the center of the screen every time I'd go for a new throw, to make sure the throw would be accurate.

Another suggestion is to put the Pause menu to be brought up with 'P' key as well, so that people using fullscreen don't have to exit fullscreen with ESC first before being able to use ESC to pause the game.

Other than that, this game feels quite polished. The UI looks super nice, and the leaderboard system in game is simply awesome. I really like that you're able to see so many scores per stage as well. 

The level designs can be quite tricky and devilish as well. This was a nice challenge! I haven't finished it, but I'll do it some other day. I made it to level 9.

Really cool game!

First thing I noticed, I loved the little intro sequence, both of the transition of the logo into the screen, as well as the actual intro cutscene. The art is very nice and I like the music too! The variety in sound effects is also really appreciated and really puts you in the shoes of the sword.

I also appreciate the nice touch to make the sword more golden as you progress through the game. A very neat touch!

I did notice a few things that I think might be worth pointing out. The game crashed two times, both times when the sword was stabbing the floor. The music would keep playing, but the game screen would stay frozen and the controls would cease working. For reference, I'm using a regular Google Chrome to play the game.

Considering that this game has many separate levels with time leaderboards for each one, I'd suggest letting players pick any of the levels from the get go, so that they don't have to go through each level again to get to the level they last left off. Alternatively, you could make a system to save progress. Since the crash happened to me twice, I had to start the game from the beginning due to the level select having the levels locked until you beat them.

I'd also suggest making a system to keep the cursor in the middle. Throughout my play session, I had to keep repositioning the cursor to the center of the screen every time I'd go for a new throw, to make sure the throw would be accurate.

Another suggestion is to put the Pause menu to be brought up with 'P' key as well, so that people using fullscreen don't have to exit fullscreen with ESC first before being able to use ESC to pause the game.

Other than that, this game feels quite polished. The UI looks super nice, and the leaderboard system in game is simply awesome. I really like that you're able to see so many scores per stage as well. 

The level designs can be quite tricky and devilish as well. This was a nice challenge! I haven't finished it, but I'll do it some other day. I made it to level 9.

Really cool game!

What an awesome game. The art is really good, the shader effects elevate the visuals even more, and the trail and lighting effects of the Bioweapon just looks stunning!

The puzzles have a lot of depth to them, especially as you're halfway into the game. The game also surprised me by having a lot more levels to it than I originally expected! My favorite puzzle was probably the one with the rat and the guy, just because of how the solution to that one caught me off guard.

The sound effects are awesome. I especially love the one when you're bouncing around as the Bioweapon. There's something particularly satisfying about that one. 

Honestly, this is just a really impressive, very polished, well put together experience. I really liked playing it. Very well done!

What an awesome game. The art is really good, the shader effects elevate the visuals even more, and the trail and lighting effects of the Bioweapon just looks stunning!

The puzzles have a lot of depth to them, especially as you're halfway into the game. The game also surprised me by having a lot more levels to it than I originally expected! My favorite puzzle was probably the one with the rat and the guy, just because of how the solution to that one caught me off guard.

The sound effects are awesome. I especially love the one when you're bouncing around as the Bioweapon. There's something particularly satisfying about that one. 

Honestly, this is just a really impressive, very polished, well put together experience. I really liked playing it. Very well done!

On the title screen and I already really like the scrolling parallax background, the music and the logo! 

The music gives a lighthearted feeling to the game. Also, the graffiti on the buildings only speak the truth, I'm afraid...

The idea of you needing to do tricks to use certain abilities mid air is quite interesting. Going for beating the developer's best time showed me how fun and intricate this mechanic is. You really have to take advantage of it as much as possible to get through some of those best times!

The art of the game is very lovely and the sound effects are fitting. I was surprised with the many different ways you could tackle each level, and planning a proper route through them is key to getting a good time on each stage. I could definitely see this game raising more and more challenges by having more levels that would encourage exploring possible routes.

I really enjoyed this one, it was fun! Here's my total time!

On the title screen and I already really like the scrolling parallax background, the music and the logo! 

The music gives a lighthearted feeling to the game. Also, the graffiti on the buildings only speak the truth, I'm afraid...

The idea of you needing to do tricks to use certain abilities mid air is quite interesting. Going for beating the developer's best time showed me how fun and intricate this mechanic is. You really have to take advantage of it as much as possible to get through some of those best times!

The art of the game is very lovely and the sound effects are fitting. I was surprised with the many different ways you could tackle each level, and planning a proper route through them is key to getting a good time on each stage. I could definitely see this game raising more and more challenges by having more levels that would encourage exploring possible routes.

I really enjoyed this one, it was fun! Here's my total time!