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Troy Story Games

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A member registered May 13, 2020 · View creator page →

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Thanks for playing! It was important to us to allow the player to skip story content. Really every game should allow that. It’s important to respect people’s time, but in a game jam especially - it allows people to get to the fun fast when they might not have time for reading (or maybe they just don’t care haha).

Thanks for playing!! I’m glad you noticed the little boost you get for killing an enemy. It’s subtle, but I think it feels good especially when you can get a couple at once.

Thanks for playing! I think I know the section you’re referring to. Right at the end of the last level. Believe it or not that’s easier now compared to how it was when we first made it. We didn’t want any part of any level to rely on luck rather than skill so that one part of that level definitely stands out as something we should change since you’re right, the way the enemies spawn and move, they’re not guaranteed to be in the same place every time you respawn.

There is a secret path that allows you to skip that section after jumping off one of them, but I think we need to change that section to rely less on luck.

Thanks for playing!

This is a cute/fun platformer. I like the physics. They’re forgiving on the jumps and sell the fact that the character is in space. I am curious how all those spikes showed up on a space state haha - probably because of the lockdown. Good job.

Super cute! Loved it! Very simple and immediately clear what you’re supposed to do. Good job!

This is a cute little platformer. The movement speed and jump feel good. I would recommend making a diamond shaped collision shape for the character as it would make it easier to jump up one block wide openings. Good submission!

I like seeing the mini-games mixed in with this mostly text-based game. Helps break things up and make it even more interactive. Good job.

Good work on this. I love seeing original gameboy style submissions. You hit the aesthetic spot on!

This is a really engaging and well made puzzle game. Consistent art, good audio, and challenging puzzles. Feels polished too. Good job!

This is a clever interpretation of the theme. I liked that the mechanic wasn’t just using the magnifying glass to get the answer but that the word still had to be figured out. Good job!

Clever concept and fun to play! Good art style and I liked the voice acting. Good work.

Thanks for playing! The enemy slice was kind of a rogue addition I did on a whim to see if it’d be cool and it ended up working great! I’m glad you like it! The implementation is just two physics objects that spawn each with half of the sprite with an impulse in the slice direction.

Thanks for playing! Glad you enjoyed it.

Thanks so much for playing and for the feedback! It’s appreciated! You’re not the only one with keyboard control critiques and I’m 100% with you. I prefer to play with a controller. Another valid layout on keyboard is to use the arrow keys and then use Z and X. Unfortunately the only way to play with a controller is to download the game. I think another round of polish on the controls would have been good. Maybe a way to remap them.

Thank you so much for playing and for the feedback!

Thanks for playing! The keyboard controls were not my favorite part to figure out. The game REALLY is meant to be played with a controller despite my partner swearing by the keyboard. So J and K…the thinking there was: 1. There is no reason to have your hand on the mouse for this game and 2. J and K are part of the home row. So the thought was if you’re using WASD that J and K would be natural. But you’re not the only one to feel it’s non-intuitive. Definitely not a you problem.

The other control option on keyboard was using the arrow keys and then z and x which maybe would have been better to highlight in the tutorial…but we kindof had to pick one to display in the tutorial and we decided most people in a game jam would likely be looking to use the WASD layout.

If you download the game it works great with any Bluetooth or USB controller and then the tutorial will actually update to teach the controller controls rather than keyboard and the experience with a controller in my opinion is much better. I wish there was some way to have the web version pick-up controllers. I feel like there has to be some browser plugin or extension but I didn’t have time to dig in and figure it out.

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Thanks for the awesome feedback! Ya know, the camera blur/smoothness/whatever to call it, is something I noticed. I kinda thought it was an artifact of the one bit tile set we were using on the black background. Could also have something to do with sub pixel nonsense or resolution scale or something. But you’re 100% right it is kind of annoying and I plan to look into fixing it. Thanks again for playing and for the kind words. We appreciate it!

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Thanks for playing! We appreciate it!

ahh shoot! I didn’t even think to check Github but now that you mention it, it seems so obvious!

This was fun and super challenging! I couldn’t manage to get it done in a minute but I made it through a few of the areas. I appreciate the automatic camera changes to show what’s coming and ensure you can see all of the next platforming section. Great job!

Good work on this! I come from a cyber security background so it’s always fun to see submissions like this one. This was really well done and polished and was fun to play around with.

Thanks for the awesome feedback! It’s really appreciated! I’m guessing you were playing in browser - we noticed that bug too - but not every single time. It was something we found in testing, then I fixed it (or thought I did) and then at one point we thought it had come back but then couldn’t reproduce it. So thanks for confirming we def. still have this bug. I created an issue internally and I’ll try to track it down. I know the bug doesn’t exist with controller support on desktop - which I honestly feel is the best way to play the game.

Thanks again for playing!

Thanks for playing and for the awesome feedback! It’s really appreciated. We plan to continue working on some version of this, so I’ve made a note about the climb speed. I think you’re 100% right. It always felt slow to me - and I always would just jump a bunch to speed it up - don’t know why I didn’t think to make that literal one line change to speed it up though…

This was really cool. It felt like a blend of sonic and mega-man kindof. Kinda got mega-man vibes from the character but sonic vibes from the level design and movement. Love being able to grind on rails that’s always cool and getting up to speed felt good too. Enemy auto-targeting felt really good and allowed me to easily maintain my speed.

Thanks for playing! Glad you enjoyed it!

Thanks so much for playing!

This is a solid submission. Creative use of the theme. I didn’t fully understand what I was supposed to do outside the game. Maybe something to do with that text in the description. But the art, audio, and presentation/polish were all top notch!

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Great graphics and 4 color palette! Love the GBC aesthetic! Good humor and accurate depiction of office work! Great job! Love the use of the theme too. Being able to scream in the break room is probably my favorite feature!

Excellent submission! The platforming feels good, the art style is cute and consistent throughout and the secrets are fun to find. Feels polished too. I didn’t find all the endings but I got a good handful. Great job!

Cute little game! Good atmosphere. I successfully kept it safe! The dialogue was good and the troll face in the background was very creepy. Good submission.

This is a cool submission. I was skeptical of the 3D environment for a maze puzzle but it’s clear there’s a lot more here than I thought. I don’t wanna spoil it for others but it’s def a cool game. I didn’t have time to figure it all out yet but I’m going to come back to this later and try again. I got through a few levels the normal way though. Overall good stuff!

Cool little puzzle game. Very challenging!!! But I made it through a few levels and it was engaging for sure. The early level where you have to race through the maze behind the faster thing was stressful haha!

Haha yes! The collision shape on the king goose was a last minute addition. I’m glad we’re getting some use out of it! Thanks for playing.

Thanks so much for playing! Glad you enjoyed it!

yeah my initial hang up was just finding the club - it was farther right than I expected. Once I got that I wasn’t having any trouble figuring out where to go.

I actually went back and played it a bit more and made it a bit farther. The trick for me was playing in full screen. Everything being bigger made it easier and I was able to use the potions. I think if you mapped the button to get into boxes to more than one button maybe something like space bar or “j” “k” then it would feel more natural to use two hands while playing. I think part of my issue was I’m frantically running away from these guys shooting at me - and pressing shift with the same hand made it a bit more difficult. I would propose: WASD movement, J to get into boxes, K to use left-most potion…or something like that. The boosts being applied instantly is perfect. I can’t imagine also having to manage applying the boosts myself.

Thanks for playing!

This was a really clever game. Echolocation as the way to find secrets isn’t something I’ve seen before and I liked it! Great work on this!

This was fun and very challenging. I really like the crate search/suffocation mechanic. That’s very clever. I liked that it’s fast paced too. I found running from the wizards was enough of a challenge that I couldn’t really find the time to even look at my inventory bar to see if I had potions, but I was able to get through a couple rooms okay. Good job on this and great creative use of the theme.