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Figmeat

13
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4
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A member registered Sep 06, 2023 · View creator page →

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Awesome Submission! I love a lot of things about this game. The ambition to include and execute a well made skill system, dialog system, and overall move-set is very high and you hit em all! I will remember this and let it inspire me during the next jam.  Very nice job!

Lol, love it! The "how to" on the abilities were great. Though, the look and feel may seem simplistic and given it was created within jam constraints, this has  a lot of potential especially with juice and polish, it was really fun trying to progress and the game play was addictive to me. Loved the character, especially the illustrations. Would love to see this with more polish, as I think many types of gamers go for the dopamine hits of achieving progress in a game like this. It was satisfying to get double jumps off of the mosquito/bug looking enemy the first time. Ii didn't make it to a boss... Yet.

I liked the direction this game is going! good job overall on the jam. The things I enjoyed the most was the unique character, creature designs, and the way the dialog came in. Its refreshing to see new character types and designs because lets face its often easier to go with established ideas, and I think the concepts of creatures, environment and character were conveyed well. If I were to nitpick on things I think could be improved on(personal preference), it would be dispersing AI interaction more. It seemed front-loaded, and some of the controls/mechanics could be paced to match progress and potential places the player might get stuck.

Lastly, I did use the minimap function often. I will concede that is an area I lacked in my jam, and wished I could have implemented one like yours and in another submission I saw.


 I got stuck at 5/6 orbs, any pointers?

Oh, sorry if I worded this awkwardly, I enjoy the Sonic Vibe lol! I meant when I get more time, I want to sit down and play this more. This brought back a lot of Sega Genesis memories from my childhood and I was digging the vibe. Like a comment below, someone mentioned it was fast, but I think there was a decision path taken to make it fast intentionally, judging from the dust being kicked up.

Thank you for the input dragoonreign, I felt I was going back and forth on the camera myself. Between toying with viewport and camera, I ultimately left zoom at x 3, which like you said, is on the close side. I will tinker with this, as I think this jam was an opportunity to create a template to spring off on when finally deciding to build a game to sell! Thank you!

Thanks a ton, this means a lot. Trust me, my family got tired of the sound effects quick when testing this out.

Kudos on the sound design, aesthetics and control. Very solid game, and control felt smooth! Great submission!

Nice work on the assets. This one gave me some Sonic vibes. I love slopes. When things slow down for me some, I want to spend more time in this. Again, nice work to the team!

Very nice to see some different art styles! Nice job on the jam!

Very nice to see some different art styles! Nice job on the jam!

Very nice! I loved the art style and overall execution! What I really thought was nice was implementation of mini-map feature. Very nice and easy to read at a glance. These type of games aren't meant to be staring at the mini-map to try to decipher where you are at. Very nice and usable, and full game system.

Thank you CapitanBug! I appreciate you spending time trying it out!

Thank you SuperRedSwan. I appreciate the comments. Yes, I have a poor implementation of jump hang-time, I didn't account for any collisions on the way up, and the result is what you see, slow fall. This is one of the issues I am working on. I appreciate the time you spent playing!