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GnoxNahteDev

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A member registered Aug 14, 2022 · View creator page →

Creator of

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Thanks for playing and uploading the video!

Scored 228! 170/229 leaves caught, 12/47 acorns caught.

Fun game! It would’ve been nice if the acorns were slightly bigger / fall slower though as it was quite hard to catch them.

Really liked the shooting! Especially with the screen shake and blood splatter! Would be nice if there’s some indication on where the monsters show up

Managed to keep everyone alive first try! Everyone was burning though lol. Fun game!

Saw your game in Ategon’s stream! Nice building game! Would be nice if it’s possible to rotate the pieces but considering the complexity of doing proper Tetris I can see why it isn’t added.

Really nice graphics! Wish there was more to do during the day

High score of 44! Fun mini platformer game!

I feel like the movement can be improved? The part where the player hovers in the air at max jump height feels a bit weird. Maybe it’s ok if u want to give the player some extra room but feels like its too much? Maybe for the next jam?

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Was only able to made it past the first night but fun game! Liked the poop mechanic, making the player cautious of getting too close.

Familiar and calming music too haha

Nice game with an interesting art style! I think some lights would be good? Maybe some emission for the lightning would be nice too!

Oh maybe I missed it, my bad. saw some other comments about it but my main control problem was figuring out to press space. Maybe putting “press space to test the bridge” in the first level might be better? Or in the section with the floating blocks, have a sample level set up and let the player press space instead of enter.

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Nice game! Think it would be better if you don’t reset the level that the player spent the time to build? But seeing other comments that it’s supposed to be a rage game so I guess it’s ok. Also was a bit confused about controls at the start. Wished it was written somewhere. Well, In The End, I reached it so it’s fine!

Nice puzzle game! Like how the order of mechanics are introduced. Also liked how polished it is! For example, the transparency on the glass/ice blocks.

My only critique would be the last puzzle feels a bit different from the previous puzzles. Don’t want to spoil too much but didn’t use all the crystals and didn’t have to do too much to solve it.

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Thanks for your long and detailed feedback! There are 3 people who worked on the game. The main roles were programmer, artist and sound.

Controls:

Yup the controls could definitely been improved. Should’ve added some text in-game saying that you can select your characters from the UI. Like you said in UI, should’ve dimmed the unselected character too. Also could’ve added the selecting characters from the screen too!

Visuals:

I think the inconsistency is due to pixel scaling (for UI and characters). Thought of using Unity’s Pixel Perfect Camera but it makes everything look jittery, especially when the camera moves. We might try it again but I think we’ll just scale in multiples of 2 to keep the pixels consistent for future games.

Level Design & Mechanics:

Ya, the placement of the button is quite bad. It’s not at the edge so the smallest ball often falls out. And if the player scales it up, they’ll just jump out of it. The kid should be the only one that can trigger the exit. If the shapes can trigger it’ll be a bit too easy as they can jump over everything. Yup saw some streamers and comments mention the wall jump too.

It might sound like an excuse but I had some stuff in real life that really hindered the progress of the team and affected the time schedule. Being the solo programmer meant the team couldn’t properly test levels.

Others

Felt like instead of resetting the whole puzzle if the player just missed 1 jump, they got the option of using the shapes to reposition themselves. Especially in earlier levels where the player doesn’t really need to move the shapes after they are already positioned. Changing characters and moving them to their spots every time they die is a bit repetitive?

Ya, that’s a bug… forgot to disable the bar and SFX for it.

It was our first time making a puzzle game so we can definitely improve from this! Thanks again for your feedback!

Might’ve been a one-off thing. It happened when I hit the super giant green monster when I was the small guy if it helps.

Thought of some more stuff and edited my comment.

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Got 162!

Nice game, especially for a first jam game! Liked the cute art style too. Also liked how there are options, getting power/health vs getting points.

Just a suggestion: Might’ve been nice if there had been some music. Since the player’s speed is constant, you can plan it such that the player hits the enemies on the beat. Kind of like Muse Dash if you played it before. I know it’s too much for the first game jam but maybe for the future? When are more skilled!

Had a small bug where the time scale was kept after I died. Just had to reload the game and it worked again though.

I saw a few streamers play it and many of them gave up at the last level, even with some light guidance from me. So I’m really happy you finished it :)

Yup, there are a few bugs that could be fixed! Sadly didn’t have much time to fully playtest it.

Thanks for playing! Yup, we tried the pixel art camera for Unity, but it was quite jittery, especially when the camera moved. I think we need to explore it more. Thanks for the feedback!

Yup, I think I might add an arrow on top of the controlling character on the post-jam version if we are doing it.

Ya level design could have been improved definitely. Changing the size of the copies was intentional! Wanted the clones to follow player controls too, making it available for the player to use multiple times instead of a 1-time clone and abandon it.

Curious what you mean by it but it’s ok! Don’t spoil for future players :). Glad these mechanics turned out well!

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Hey, I don’t think it’s allowed to post a link to a new build before the ratings are over? It’s the same as uploading a new build to itch directly (which isn’t allowed, even for people with game-breaking bugs).

Well, ignoring that, I think it’s ok to keep the current difficulty. Seeing the leaderboard and the comments, it seems like a lot of people were able to reach the end. Felt like the new build was a bit too easy haha. Sometimes challenge is good. Like Getting Over It (maybe not a good example cos it’s a rage game but u get my point) didn’t change the map because a lot of people gave up.

Or maybe if you want to make a easier for weaker players (like me haha), make a separate easy mode, with a separate leaderboard? Playing the post-jam version with this leaderboard feels like cheating lol.

Still think your game is quite good! Keep it up!

Thanks for playing! Also saw your game during one of the streams and played it slightly after!

Haha ya seeing the streamers play made me realise the puzzles are quite hard to solve. Well, it’s our first puzzle game, we’ll improve from here.

Glad u enjoyed it!

Congrats on finishing it! Glad u enjoyed it!

Thanks for the suggestion! It makes sense, I definitely think switching characters could be improved. Had some people struggling with switching characters too.

Also, the positioning of the UI isn’t so good when it’s not at the usual aspect ratio haha. Was very rushed so didn’t have time to do it properly.

Completed time: 7:01

Very cute graphics and nice sounds too! Felt the paddle was a too fast and a bit hard to control though. The distance from the paddle to the blocks felt quite close too. sometimes it would bounce back with no time to shoot the paddle. Would be nice if there was a combo for how long the player stayed up there?

Still, a fun minigame with an interesting take on the theme!

Really nice game! Liked how the jump height, speed and weight changed when the size changed. I should’ve changed those too but realised too late in development :(

Very nice game! Liked the art and music too. Was a bit hard to do everything during the time limit though.

Liked the results screen where you showed the results compared to everyone too. Makes the player want to improve to get a better result.

Once the factory is done though. I feel like it’s kind of just waiting for stuff to extinguish stuff and the quota to be completed. Maybe have the leaderboard be time-based?

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Hmm ok. that’s weird. maybe I miscounted or it was just one off bug. well if it’s inside then great!

Very cute art! The UI looks very polished, especially the phone at the start. Liked the dialogue too!

Think it would’ve been better to put the line of sight on the table instead? You can use real lights too. When I was playing, I wasn’t looking at the 3d graphics much, was mostly looking at the minimap, looking where I was stepping.

One other minor thing would be to improve the colliders! Maybe use mesh colliders, if there isn’t much time. Performance shouldn’t be too bad since there are only a few objects on the screen.

Overall was a fun game!

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haha ya. My game also had a webgl bug and have no idea how to fix too. So hard to debug from the web. Think the only way is to debug.log? Building and uploading is so slow too.

Saw your game from the stream! Cute game!

Really good art and fun gameplay! Like how the selection works too. Not sure if it’s intended but since it’s not clear what can be upgraded, it was fun discovering the upgrades.

Liked how simple the game was!

Want to suggest a grappling mechanic, maybe right-click? It can help the player recover from a fall.

A checkpoint and a score system might be good too!

Nice game! Loved the level design and SFX! Really amazed at how well the platform design was, and even more when I realised it was made within 2 days!

1 minor bug is the buttons didn’t have any text when I completed the level. I guess it’s the same as the main menu?

Cool game, it was fun exploring the mini models and figuring out how to go to the end!

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Liked the puzzles! It was fun solving it. I feel like some parts of the puzzle could be simpler though. Feel like some parts could be removed entirely, removing some complexity?

Thanks! Happy to hear u enjoyed the game!

Really nice game! Impressive that it was made in only 48 hrs! Liked the art style and the gameplay loop. The trinket abilities interaction with the stock was nice too.

Some feedback:

  • Add right-click or some quicker way to put stuff and remove it on the scale? Sometimes it’s swaps with the existing item which is slightly annoying.
  • After getting certain trinkets, it’s kind of overpowered for several days, making it a bit repetitive.

Played a few times and I’m stuck here. How can the scale reach $180? Even if everything were weapons, the max would’ve been $168? Even with other trinkets I still have no idea how to reach there… The jam page says it can be played until day 30 so I guess it’s possible. image.png

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Fun tetris game with a nice twist! Liked the animations and vfx!

Some notes:

  • In tetris, there’s a 7-bag system which makes all the pieces have the same chance of appearing. Prevents the situation when the player needs a piece (like I piece) and they aren’t getting it for awhile.
  • Nice that there are 2 keybind options but would be nice to assign custom keybinds. Some tetris players are used to some keybinds and would be more used with them, allowing them to play to their full potential! Well I understand it’s a jam game though, so probably not enough time to do it. Maybe if u are developing it further. Just highlighting it cos Tetris is a common game with players who have their own keybinds.

Also got quite lucky and here’s my a high score! image.png

Thanks! Glad u enjoyed it! We rushed a lot of the levels at the end haha.

Fun game! Really liked the gameplay loop and the interactions with the enemies! A suggestion would be to make the robot parts have limited uses to make the floor a bit cleaner?