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GoldenSire

28
Posts
A member registered Jun 12, 2021

Creator of

Recent community posts

Thank you for the feedback! It's our first game so we kinda got hit by a lot of issues related to constraints + physics. Mostly been on that and had to scrap a boss fight. 

As for the goal- it should say right on top of the screen what to do + game description. The spikes placement is deliberate so players would go around and look for them (The first level is straightforward with no obscuring objects).

Btw, if you pop out of the circle during the playthrough, we have a failsafe where you touch the spikes with demon and the circle reappears.

We wanted to add the boss fight with the main cultist where you have to hit him with your cultists hula hoop, sadly we were struggling too much with physics + bugs. If we will be doing this we need to rethink how we approach a lot of things here.

Very fun concept and game!

The last scene is great. This can really become a full fledged casual game for sure if there expansions on mechanics.

I'd like to have a combine mechanics in a roguelite deck builder where you replace your cards either permanently or depending on the rules for replacement/merging  for the card mechanics.


Downside - got stuck on the second level with no cards.

Thank you very much for this short but nice experience. From all the mechanics and considering that it's pretty over-used I've really liked the idea of "unlinking" from other dudes while your bullet is flying. Some amazing potential in that mechanic alone. 

Yeah, tried that - for some reason the right bean only works with W? I have no idea why the game is going mental on my side, maybe due to browser.

Also we have a failsafe where you can hit spikes just with your demon and then the circle will reappear around you. But this amount of bugs is to be expected for the first game, however I think it should be completable at any point unless something goes very wrong.

Already discussed this in Discord, yeah wedged it in the corner. Magnet button with shoddy tape like attachment (due to story budget constraints) would paint a better picture. But that's the only downside of the game.

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Very decent game with one caveat. Softlocking yourself with boxes.

Intuitive gameplay and coin tease is on point. Feels like a natural evolution of the Snake game (or nobi-nobi boy). 

You have an incredible sense of game flow. Also the simple design allowed to add so much - it's staggering. Doesn't feel like a game jam game at all.

Good concept, but the barrel in the second room doesn't want to open the door at all. When I bumped the barrel after with my back - it was gone. Second soul stuck in the room forever. But that's a valiant effort for the first game.

Fun. Just pure fun. Additional point to the fun factor because of the naming. 

The concept was explored by a lot of people but this one is very polished. The only crazy suggestion I have is changing the controls where you use mouse to control the guy around the ball for an easier kick direction.

The UX overall is very good.

Finally found this game! Seen some gifs in Discord. 

We also went over this concept but decided not to do formations, so I'm very happy someone else did it. It's very fun and the UX is very well-made: like making gates faster, the blocks fearing for their dear life when standing in the wrong place and a nice tutorial. 

The only downside is sometimes the cubes get stuck in each other sides and sticky mechanic is a little bit finicky (especially during jumps). But a very enjoyable & cute game nonetheless. Take my rays of love.

The game is fun and the idea is solid!

Though I'm a little bit irked by the "Join colours together". It feels like stretching the idea too far. Because colours are mixed, combined but, joined together? That' really thin of a stretch. As a game by itself the concept stands strong, as for the theme, sadly no :<

Oh that's cool, that was our first. We just set to learn UE4 and well the result came out sideways due to the mechanics haha. As for the game - I'd like to play again but without the fog, sadly I really can't and get very nauseated. Will ask the team to look at it tho.

Feels like this level is unbeatable or I'm doing something very wrong. Well, Helltaker was defo the reference for this, as for the gameplay I think it would be more interesting to see well-planned 2-3 levels. 

But very decent job! Also check the logs for errors (I think it's related to weird snapping of demons + overlapping).

Very straining on the eyes sadly. Solid colours for the character would have worked better (See VVVVVVV).

As for the gameplay - the formula has been already explored but for the first game, it's good. 

The good:

Controls are fun if you figure them out and the visuals are pleasing. Also eating people with a cube and not slime. I think gelatine cubes are not getting enough attention compared to the slime.

The bad:

The game breaks if you exceed some ludicrious speed, speedrunning potential ruined :< but actually there are some problems with the collision when pulling yourself with the hook. 

Other than that a very solid entry, though I'm very disappointed that you're not EATING the guy with the grappling hook but just pick it up. 

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Yeah, everyone didn't have enough time, we had so much trouble with physics - never again picking physics game for a jam. You had a 4 people crew right?

The game is fun. 

However your buddy feels a little bit more complex than a grappling hook, which detracts from the fun aspect a little (need to pick up). 

Definitely get 4 for the originality. However the execution is severely lacking. It's really hard to grasp - how many turn you get, why it's so slow, how much HP the enemy has?

The idea is there but it needed so much polish sadly.

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Hmm. I really like naval theme but the lack of control over ships is a little bit frustrating. The biggest trouble I had was due to fog, it was going too fast and made me nauseas. I'd like to try to play this game again with more control (speed) at least for one of the ships. Maybe one controls rotation and the other the speed? And with fog option to turn off.

Also if you stay in place you're pretty much safe I guess, no missiles are coming your way.

It's alright, the dragon is very slow though. Slowing him only during attacks would make a huge difference on gameplay.

For some reason the level 3 did not work well for me with the buttons. Liked the "Drag body parts" function.

Very good game. Solid concept. The problem though is very-very unresponsive double jump when combined. 

Other than that completed your full game :> 


You got me frustrated by the box. The hitbox and the box.

Well, the story I guess is touching. But the conjoined twin seizing controls is not fun if used in a more arcadey way, where it runs around to traps or something and you can jump over them that would be more interesting.

Um, for some reason A/D controls are not working as expected. Can't swing my bean.

The katamari vibes are there, what is missing is for items to actually be joined with the player. So when you get damaged - you lose them. I feel like joined together theme has not been explored much, but otherwise a nice little game.